Jump to content

Malazan Hero


Shadowsoul

Recommended Posts

  • Replies 148
  • Created
  • Last Reply

Top Posters In This Topic

Re: Malazan Hero

 

Kruppe is more of a plot device than a character in some ways and I've tried to convey that here.

 

I'm sure this crude attempt could be improved upon however.

 

Name: Kruppe

Val Char Base Cost

8 STR 10 -2

23 DEX 10 12

10 CON 10 0

11 BODY 10 2

23 INT 10 13

20 EGO 10 20

20 PRE 10 5

8 COM 10 -1

2 PD 2 0

2 ED 2 0

4 SPD 3.3 7

4 REC 4 0

20 END 20 0

20 STUN 20 0

6" RUN 6 0

2" SWIM 2 0

1 ½”LEAP 2 0

STR Roll: 11- Lift: 75.8kg

DEX Roll: 14- Run: 6"

CON Roll: 11- Swim: 2"

INT Roll: 14- Leap: 1 1/2"

EGO Roll: 13- PRE Attack: 4d6

PER Roll: 14-

Disadvantages Pts

Distinctive Features: Small, Fat and Sweaty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10

Psychological Limitation: Kruppe Has A Heart Of Gold! (Common, Strong) 15

Psychological Limitation: Addicted to Cakes (Common, Moderate) 10

Psychological Limitation: Deeply Concerned About His Friends (Common, Strong) 15

Social Limitation: Chronically Verbose (Frequently, Minor) 10

Reputation: Tricky Customer, 8- 5

Rivalry: Professional (Iskaral Pust; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5

Hunted: Daru Authorities 8- (As Pow, NCI, Limited Geographical Area, Capture) 10

Pts. Power END

3 Fast Talker: +5 PRE (5 Active Points); Conditional Power Only to Increase Interaction Skills (-1/2)

15 Always Comes Out On Top: Luck 3d6 0

22 Strangely Agile: +9 DEX (27 Active Points); Conditional Power Only When Clowning (-1/4)

60 Always Knows What's Going On: Precognitive Clairsentience (Mental Group), Reduced Endurance (0 END; +1/2) (60 Active Points) 0

Power Cost: 100

Pts. Skill Roll

3 Acting 13- 13-

3 Bribery 13- 13-

3 Concealment 14- 14-

3 Conversation 13- 13-

3 Deduction 14- 14-

1 Disguise 8- 8-

3 Gambling 14- 14-

3 High Society 13- 13-

3 Instructor 14- 14-

3 KS: Darujistan Underworld 14- 14-

0 Language: Daru (idiomatic; literate) (5 Active Points)

3 Language: Genabarii (completely fluent)

3 Lipreading 14- 14-

3 Lockpicking 14- 14-

3 Oratory 13- 13-

3 Persuasion 13- 13-

3 PS: Thief 14- 14-

3 PS: Fence 14- 14-

3 Shadowing 14- 14-

3 Sleight Of Hand 14- 14-

3 Streetwise 13- 13-

3 Trading 13- 13-

2 WF: Blades, Lances

Skill Cost: 63

Appearance:

Background:

 

Pts. Perks

24 Contact: Various Agents (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (24 Active Points) 13-

Perk Cost: 24

Pts. Talents

12 Combat Luck (6 PD/6 ED)

3 Lightning Reflexes: +2 DEX to act first with All Actions

Talent Cost: 15

202 Abilities Cost

56 + Characteristics Cost

258 = Total Cost

Base Points : 178

Disads Total + 80

Experience Spent + 0

Total Cost = 258

Link to comment
Share on other sites

Re: Malazan Hero

 

Kruppe is more of a plot device than a character in some ways and I've tried to convey that here.

 

I'm sure this crude attempt could be improved upon however.

 

Cool, but after finishing TtH's I think Kruppe may be more that he seemed....

Link to comment
Share on other sites

Re: Malazan Hero

 

Quite possibly. It's been a while now since I read TtH however, could you refresh my memory with some specifics?

 

I recall Kruppe facing off against Iskaral Pust which does suggest considerable strength although I think it may simply have been that Erikson could resist playing two of his favourite characters off against each other.

 

One thing I have missed out is TF: Equines.

Link to comment
Share on other sites

Re: Malazan Hero

 

Quite possibly. It's been a while now since I read TtH however, could you refresh my memory with some specifics?

 

I recall Kruppe facing off against Iskaral Pust which does suggest considerable strength although I think it may simply have been that Erikson could resist playing two of his favourite characters off against each other.

 

One thing I have missed out is TF: Equines.

 

Maybe, but it just feels like there is more to it. Read TtH the passage about Kruppe beginning the bottom of page 760 and then the passage at the end, page 828. From SE's previous books if feels like there will be unexpected revelations in later books. To me anyway.

Link to comment
Share on other sites

  • 2 weeks later...

Re: Malazan Hero

 

Icarium Lifestealer is something of a mystery. Specifically the way he destroys whole civilisations is vague.

 

I have therefore come up with a first draft of an Icarium simulator character sheet which details abilities if not special effects.

 

I've purposefully left out Knowledge Skills because I'm guessing he'll have forgotten them.

 

Name: Icarium Lifestealer

Val Char Base Cost

25 STR 10 15

18 DEX 10 24

18 CON 10 16

16 BODY 10 12

25 INT 10 15

18 EGO 10 16

20 PRE 10 10

10 COM 10 0

5 PD 5 0

4 ED 4 0

4 SPD 2.8 12

9 REC 9 0

36 END 36 0

38 STUN 38 0

8" RUN 6 0

4" SWIM 2 0

5" LEAP 5 0

 

Pts. Power END

6 Crossbreed Physiology 1: Life Support (Extended Breathing: 1 END per Turn; Longevity: Immortal) 0

2 Crossbreed Physiology 2: Swimming +2" (4" total) 1

4 Long Legs: Running +2" (8" total) 1

13 Warren Invested Arrows: Killing Attack - Ranged 4 1/2d6, 8 Recoverable Charges (+0) (70 Active Points); Independent (-2), OAF (Bow Of Opportunity; -1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Range Based On Strength (-1/4), Concentration (1/2 DCV; -1/4) [8 rc]

22 Strength Of Rage: +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); No Figured Characteristics (-1/2), Conditional Power Only When Enraged (-1/2)

40 Unstoppable 1: Physical Damage Reduction, Resistant, 75% (60 Active Points); Conditional Power Only When Enraged (-1/2) 0

40 Unstoppable 2: Energy Damage Reduction, Resistant, 75% (60 Active Points); Conditional Power Only When Enraged (-1/2) 0

160 Power of Rage: Variable Power Pool (Omtose Phellack?), 120 base + 40 control cost, (180 Active Points); all slots Conditional Power Only When Enraged (-1/2)

0 1) Rage Fuelled Blow: Killing Attack - Hand-To-Hand 5d6+1, Reduced Endurance (0 END; +1/2) (120 Active Points); STR Minimum 55 (-1), OAF Expendable (Easy to obtain new Focus; Weapon of Opportunity; -1), Conditional Power Only When Enraged (-1/2) Real Cost: 34 0

0 2) Destroyer Of Cities: Killing Attack - Ranged 4d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (120 Active Points); Conditional Power Only When Enraged Only To Destroy Buildings (-1), OAF Expendable (Easy to obtain new Focus; Object Of Opportunity; -1) Real Cost: 40 0

0 3) Lifestealer: Killing Attack - Ranged 4d6, MegaScale (1" = 1 km; +1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (120 Active Points); No Range (-1/2), Conditional Power Only When Enraged (-1/2) Real Cost: 60 5

Power Cost: 287

 

Pts. Skill Roll

12 +2 with HTH and Ranged Combat

4 +2 Bows

12 +4 Blades

3 Deduction 14- 14-

10 Defense Maneuver I-IV

3 Fast Draw (Sword) 13- 13-

3 High Society 13- 13-

3 Inventor 14- 14-

3 Mechanics 14- 14-

3 Navigation 14- 14-

3 Persuasion 13- 13-

3 Survival 14- 14-

5 WF: Common Melee Weapons, Common Missile Weapons, Off Hand

Skill Cost: 67

 

Pts. Martial Arts

Sword Arts

4 1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block

5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4 3) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike

3 4) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on

5 5) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike

Martial Arts Cost: 21

Disadvantages Pts

Enraged: Great stress, danger Etc, go 8-, recover 8-, Berserk 30

Psychological Limitation: Bouts of amnesia follow his 'episodes' (Common, Total) 20

Distinctive Features: Tall, green skin, tusks. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15

Reputation: Lifestealer, 11- (Extreme) 15

Hunted: Agents of the Nameless Ones 14- (Less Pow, PC has a Public ID or is otherwise very easy to find, Watching) 10

Psychological Limitation: Kind and compassionate (Common, Strong) 15

Psychological Limitation: Protective of his companion (Common, Strong) 15

375 Abilities Cost

120 + Characteristics Cost

495 = Total Cost

XP

175 Base Points : 200

Disads Total + 120

Experience Spent + 175

Total Cost = 495

Link to comment
Share on other sites

Re: Malazan Hero

 

RE: Kruppe

 

While I like the Kruppe build, I think I'm not sure I like the precog clairsentience to reflect it. It might work if you better explained the sfx of the precog. It's obvious Kruppe moves in the big circles and I'm not sure the 24 pts in contacts reflects that.

 

Just sayin'.

Link to comment
Share on other sites

Re: Malazan Hero

 

RE: Kruppe

 

While I like the Kruppe build, I think I'm not sure I like the precog clairsentience to reflect it. It might work if you better explained the sfx of the precog. It's obvious Kruppe moves in the big circles and I'm not sure the 24 pts in contacts reflects that.

 

Just sayin'.

 

To be honest I didn't want to commit myself to how Kruppe knows these things. As you say his organisation/contacts are only really going to help for Darujhistan, not to tell him what's happening in the big leagues. And he is certainly in the know.

 

It could be that Kruppe simply knows a lot about Ascendants and can simply extrapolate their actions from this knowledge.

 

Alternatively he might be some sort of mage or Deck Reader although he rarely if ever demonstrates any tangible abilities in that area. (I never did find that passage about his battle with Pust again, must have a different edition). So I am hesitant to give him Mage powers.

 

Do you have any ideas about how/where he gets his information?

Link to comment
Share on other sites

Re: Malazan Hero

 

To be honest I didn't want to commit myself to how Kruppe knows these things. As you say his organisation/contacts are only really going to help for Darujhistan, not to tell him what's happening in the big leagues. And he is certainly in the know.

 

It could be that Kruppe simply knows a lot about Ascendants and can simply extrapolate their actions from this knowledge.

 

Alternatively he might be some sort of mage or Deck Reader although he rarely if ever demonstrates any tangible abilities in that area. (I never did find that passage about his battle with Pust again, must have a different edition). So I am hesitant to give him Mage powers.

 

Do you have any ideas about how/where he gets his information?

 

No, I have none. I am only on the Teblor book though. Nor do I recall any battle with Pust.

Link to comment
Share on other sites

Re: Malazan Hero

 

I think the Icarium write-up is quite good, but since we don't know how his feats of destroying whole cities and lifestealing really worked, I'd leave that out.

I liked his warren-invested arrows (maybe a little too hefty), the strength of rage and the unstoppable powers. :thumbup:

 

I've just read the passage in TtH where Samar Dev tells Traveller about what happened in Lether and that Icarium was present. Traveller was relieved when he heard that the Jhag didn't fight Rhulad. So Iccy may be very powerful in his rage. One to be feared by every single character in the books. And given the superpowerful characters we have already encountered that says a lot. Maybe he should better be GM fiat and not be written up. :confused:

Link to comment
Share on other sites

Re: Malazan Hero

 

I did up the Warren Invested arrows a bit. They are described as capable of killing a Dragon and since a Cusser is also capable of killing a Dragon I guessed they'd be about a 4d6 Killing Attack. But to be honest I got bored with everyone having 4d6 Killing Attacks.

 

And yes I guess you can just say that Icarium goes mad and everything gets blown away. It makes him a lot scarier after all. Unless we are ever treated to a display of Icarium's power it will have to be up to an individual GM to decide what form that power takes.

Link to comment
Share on other sites

  • 2 weeks later...

Re: Malazan Hero

 

Here's my take on Crimson Guard Avowed.

 

There is really no such thing as a standard Avowed. They are a varied and terrifying bunch. One way of bringing this home is to mention a fragment of Malazan military doctrine which was mentioned in the course of RoTCG. "Only engage the Crimson Guard if you outnumber them by six to one." Avowed are the main reason for that injunction.

 

Some Avowed are powerful enough to take on Ascendants and other lethal beings. Their best warriors are amongst the best in the world and the same goes for their mages.

 

They do however share some basic powers which I've written up here.

 

Ironically Crimson Guard veterans, (many of whom are normal soldiers rather than Avowed), are depicted as using equipment and tactics similar to that of Malazan Marines. Whether this reflects the fact that they originate from the same continent or is just a symptom of the Malazan authors' beliefs on warfare in general is debatable. In gaming terms one could use a modified version of the Bridgeburner Veteran Package to simulate the abilities of Crimson Guard Veterans and Avowed.

 

The accompanying HD file includes some suggested skills and characteristics that I would expect any Avowed to have as a matter of course.

 

Avowed Powers.

Ignores Flesh Wounds Armor (3 PD/3 ED) (9 Active Points); Limited Power Only Against Attacks That Do 3 Body Or Less Through Other Defences (-1/2). 6 Points

 

Relentless +10 REC. 20 Points

 

Enduring +5 CON. 10 Points

 

Hard To Kill +8 BODY. 16 Points

Life Support (Longevity: Immortal). 5 Points

 

57 Points overall.

 

Avowed Disadvantages.

 

Standard.

 

Psychological Limitation: The Vow (Very Common, Strong). -20 Points

 

Optional.

 

Psychological Limitation: Subject To Orders (Common, Strong). -15

 

Hunted: Malazan Empire 8- (As Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Kill). -15

 

While it would seem logical to give Avowed a Psy Lim 'Hatred of Malazans' I think their Vow to bring down the Malazan Empire covers that.

 

So. What do you think guys?

Link to comment
Share on other sites

Re: Malazan Hero

 

Avowed Baseline -

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR.....5...15......12-.......HTH Damage 3d6 END [3]

14....DEX.....12...14......12-.......OCV 5 DCV 5

18....CON.....6...18......13-

18....BODY....0...18......13-

10....INT.....0...10......11-.......PER Roll 11-

15....EGO.....10...15......12-.......ECV: 5

15....PRE.....5...15......12-.......PRE Attack: 3d6

10....COM.....0...10......11-

3....PD......0...3/6.............3/6 PD (0/3 rPD)

4....ED......0...4/7.............4/7 ED (0/3 rED)

3....SPD.....6...3.................Phases: 4, 8, 12

17....REC.....0...17

36....END.....0...36

36....STUN....0...36

6....RUN......0...6"................END [1]

2....SWIM.....0...2"................END [1]

3....LEAP.....0...3"................3" forward, 1 1/2" upward

 

CHA Cost: 44

 

Cost...POWERS

.....Avowed - END=

6.....1) Ignores Flesh Wounds: Armor (3 PD/3 ED) (9 Active Points); Limited Power Only Against Attacks That Do 3 Body Or Less Through Other Defences (-1/2) - END=0

20.....2) Relentless: +10 REC - END=

10.....3) Enduring: +5 CON - END=

16.....4) Hard To Kill: +8 BODY - END=

5.....5) Life Support (Longevity: Immortal) - END=0

 

POWERS Cost: 57

 

 

Cost...SKILLS

1......+1 with any single attack with one specific weapon

2......KS: Warfare. (Particularly Malazan tactics). 11-

2......PS: Mercenary 11-

3......WF: Common Melee Weapons, Crossbows

 

SKILLS Cost: 8

 

Cost...PERKS

2......Reputation: Nigh Unstoppable Warrior (A medium-sized group) 11-, +2/+2d6

 

PERKS Cost: 2

 

Value..DISADVANTAGES

20.....Psychological Limitation: The Vow (Very Common, Strong)

15.....Psychological Limitation: Subject To Orders (Common, Strong)

15.....Hunted: Malazan Empire 8- (As Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Kill)

 

DISADVANTAGES Points: 50

 

Base Pts: 200

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 111

 

 

Background/History

 

 

 

Personality/Motivation

 

 

 

Quote

 

 

 

Powers/Tactics

 

 

 

Campaign Use

 

 

 

Appearance

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...