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Malazan Hero


Shadowsoul

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Re: Malazan Hero

 

Another thing I have noted is the magic seems to be a bit 'tricky' and semi-'out of control'.

 

None of the mages seem to exert anything near absolute control. More like it, the magic, is somewhat intelligent and is constantly trying to squirm free for lack of a better description.

 

I would agree that big battle magics seem to get hurled around without much precision. Also the workings of multiple mages can get beyond all of them.

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Re: Malazan Hero

 

Here are the powers gained through the Ritual of Tellan as well as the character sheet for a sample T'lan Imass warrior

 

45 Life Support (Character does not breathe; Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character does not sleep)

8 Uncaring Bones: Damage Resistance (8 PD/8 ED)

22 Dust on the Wind 1: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power Can Perform No Actions Except Movement Throughout (-1), Cannot Pass Through Solid Objects (-1/2), Physical Manifestation (Self) (-1/4)

17 Dust on the Wind 2: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Linked (Dust on the Wind 1; -1/2), Limited Power Must Fly on the Winds (-1/4)

10 Bonesetting: Healing BODY 1d6+1 (standard effect: 4 points), Can Heal Limbs (18 Active Points); OIF Expendable (Difficult to obtain new Focus; Suitable Bone; -3/4)

2 Fearsome: +5 PRE (5 Active Points); Limited Power Only for Hostile Presence Attacks (-1)

12 Tireless: Reduced Endurance (0 END; +1/2) for up to 20 Active Points of Strength and Running, Custom Modifier (Applies to two power groups; +1/4) (12 Active Points)

 

Points Total = 116

Nos V'alan of the Kron T'lan Imass

Characteristics

 

20 STR 10 10

14 DEX 10 12

20 CON 10 20

13 BODY 10 6

13 INT 10 3

18 EGO 10 16

20 PRE 10 5

4 COM 10 -3

8 PD 4 4

8 ED 4 4

2 SPD 2.4 0

8 REC 8 0

40 END 40 0

33 STUN 33 0

6" RUN 6 0

2" SWIM 2 0

4" LEAP 4 0

 

Characteristics Cost: 77

 

Powers

 

Tellan Undead

 

45 Life Support (Character does not breathe; Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character does not sleep) 0

 

8 Uncaring Bones: Damage Resistance (8 PD/8 ED) 0

 

22 Dust on the Wind 1: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power Can Perform No Actions Except Movement Throughout (-1), Cannot Pass Through Solid Objects (-1/2), Physical Manifestation (Self) (-1/4) 0

 

17 Dust on the Wind 2: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Linked (Dust on the Wind 1; -1/2), Limited Power Must Fly on the Winds (-1/4) 0

 

10 Bonesetting: Healing BODY 1d6+1 (standard effect: 4 points), Can Heal Limbs (18 Active Points); OIF Expendable (Difficult to obtain new Focus; Suitable Bone; -3/4) 2

 

2 Fearsome: +5 PRE (5 Active Points); Limited Power Only for Hostile Presence Attacks (-1)

 

12 Tireless: Reduced Endurance (0 END; +1/2) for up to 20 Active Points of Strength and Running, Custom Modifier (Applies to two power groups; +1/4) (12 Active Points) 0

Powers Cost: 116

Skills

 

5 +1 with HTH Combat

2 +1 with Flint Sword

3 Concealment 12- 12-

2 KS: Imass Culture 11- 11-

2 KS: Jaghut 11- 11-

2 KS: History 11- 11-

0 Language: Imass (idiomatic) (4 Active Points)

3 Navigation 12- 12-

2 PS: Flint Knapper 11- 11-

2 PS: Appraise 11- 11-

3 Stealth 12- 12-

3 Survival 12- 12-

3 Teamwork 12- 12-

3 Tracking 12- 12-

2 WF: Common Melee Weapons

 

Skill Cost: 37

Talents

 

14 Fearless

Disadvantages

 

Distinctive Features: Mummified Corpse With Inhuman Features (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15

Psychological Limitation: Loathes Jaghut (Uncommon, Total) 15

Psychological Limitation: Taboos of the Imass (Common, Strong) 15

Reputation: Merciless, Murderous and Undead, 11- 10

Physical Limitation: If Ritual (Dust in the Wind) Powers are lost they disappear permanently (Infrequently, Greatly Impairing) 10

Physical Limitation: No Normal Healing (Frequently, Greatly Impairing) 15

Psychological Limitation: Loyalty to Clan and Throne (Common, Strong) 15

Psychological Limitation: Utterly Bored (Common, Moderate) 10

 

Disadvantages Total: 105

 

Base Points : 139

Total Cost = 244

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Re: Malazan Hero

 

Karsa Orlong

 

Val Char Cost Roll Notes

35 STR 25 16- Lift: 3200 kg; 7 d6 HTH

18 DEX 24 13- OCV: 6 DCV: 6

25 CON 30 14-

20 BODY 20 13-

10 INT 0 11- PER Roll: 11-

23 EGO 26 14- ECV: 5

25 PRE 15 14- PRE Attack: 5 d6

6 COM -2 10-

15 PD 8

15 ED 10

4 SPD 12 Phases: 3, 6, 9, 12

15 REC 6

70 END 10

65 STUN 14

 

Total Characteristics cost: 203

 

 

Powers

 

“He is a warren of his own.”

30 point Variable Power Pool; No control when or how

powers change (-1); Powers can be changed as 0 phase action (+1); only defense powers or characteristics (- ¼); character is unaware of this power (- ¼)

“Shrugs off magical attacks”

4 Damage Resistance: 12rED; only vs. magic (-1/2)

30 Damage Reduction 50% resistant vs magic

“Physiology of the Thelomen Tatheno Toblakai”

8 Running +4” = 10”

2 Swimming +2” = 4”

4 Life Support : Longevity (lifespan 500+years); Extended Breathing (1 END per Turn)

5 Regeneration: Healing 1d6 (1BODY/hour); Reduced END (0 END; +½ ); Persistent (+ ½ );

Extra Time (1 hour; -2 ¼); Self Only (-½)

(Active Cost: 20; Real Cost: 5)

“Untiring and relentless”

 

9 Reduced END cost for up to 35 STR (half END; +¼)

Total Powers cost: 104

 

 

Talents

 

15 Combat Sense 11-

6 Lightning Reflexes +5

3 Lightsleep

5 Resistance: 5 points vs. Interrogation

Total Talents cost: 29

 

Skills

 

3 Animal Handler : horses and dogs (equines and canines) 14-

3 Breakfall 13-

3 Climbing 13-

40 Comat Skills : +5 in all combat

5 Defense Maneuvers I and II (no attacker is considered to be attacking from behind and

eliminates Multiple Attacker bonuses as to attackers he can perceive)

3 Fast Draw: Common Melee Weapons 13-

3 KS: Hunting 12-

3 KS: Crafting 12-

2 KS: Horse breeding 11-

2 KS: Dog breeding 11-

4 AK: Laederon Plateau 13-

3 AK: Raraku Desert 12-

2 AK: Seven Cities 11-

9 Languages: fluent Trade Language; Malazan; Seven Cities tongue (all with accent)

5 Rapid Attack (HTH)

5 Riding 14-

5 Stealth 14-

4 Survival (Mountains and Deserts) 11-

5 Tracking 12-

10 Two-Weapon Fighting

6 Weapon Familiarities: Common Melee Weapons, Common Missile Weapons, Atlatl and

Thrown Sword

3 Weaponsmith: Muscle Powered HTH and Ranged Weapons 11-

 

Martial Arts: Swordsmanship

5 Slash +1OCV –2DCV Weapon +4 DC strike

4 Disarm -1OCV +1DCV Disarm, 45 STR roll

4 Dodge ------- +5DCV Dodge, affects all attacks, Abort

4 Parry +2OCV +2DCV Block, Abort

5 Thrust +1OCV +3DCV Weapon strike

 

Total Skills cost: 150

 

Equipment

1a) Bloodwood Blade: 2d6+1HKA; +2 OCV; Reduced END Cost: 0 (+ ½); OAF (-1)

(Active Points: 62; Real Cost: 31)

Heroic Campaign build includes STR minimum 18 (-1); 1 ½-handed (- ¼);

real weapon (- ¼)

1b) Ironwood Blade: 2d6 HKA; Reduced END Cost: 0 (+ ½); OAF (-1)

(Active Points: 45; Real Cost: 22)

Heroic Campaign build includes STR minimum 18 (-1); 1 ½-handed (- ¼);

real weapon (- ¼)

1c) Flint Sword: 2 ½ d6 HKA; +1 OCV; Reduced END Cost: 0 (+ ½); OAF (-1)

(Active Points: 65; Real Cost: 32)

Heroic Campaign build includes STR minimum 23 (-1); 2-handed (- ½ );

real weapon (- ¼)

2) Armor: Shell covered : DEF 4; OIF (- ½); Activation Roll 12- (- ¾);

(Active Points:12; Real Cost: 5)

 

 

Total Equipment cost (Superheroic campaigns) : max. 37

 

Total Cost (Superheroic campaigns) : max. 573

 

Total Cost (Heroic campaigns) : 536

 

Disadvantages 200+

15 Distinctive Features: slave tatoos (concealable, major reaction)

20 Distinctive Features: giant, over eight feet tall (unconcealable; major reaction)

5 Physical Limitation: giant stature, massive weight (infrequently, slightly impairing)

20 Watched: The Crippled God 14- (more powerful, NCI, only watching)

10 Psychological Limitation: Arrogance (common, moderate)

15 Psychological Limitation: Overconfidence (very common, moderate)

10 Psychological Limitation: Haunted by the ghosts of comrades (common, moderate)

15 Reputation: Seven Cities: Sha’ik’s bodyguard; Lether: Slayer of Emperor Rhulad 14-

15 Rivalry: with Icarium (professional; more powerful; harm rival)

211 Experience

 

Total Disadvantage Points: 536

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Re: Malazan Hero

 

Can't kill him with magic and you won't live long enough to kill him with steel. That's Karsa for you. The only thing I'd have done differently would have been to give him a few points of Int. But then I'd have missed out quite a bit of that very impressive list of PSs and KSs.

 

Nicely done and very detailed. Salutations! :thumbup:

 

I'll have to crib the life support and extra movement to add to the Teblor Package.

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Re: Malazan Hero

 

Traveller

 

Characteristics

 

Val Char Base Cost

20 STR 10 10

20 DEX 10 30 OCV 7

20 CON 10 20

14 BODY 10 8

18 INT 10 8

20 EGO 10 20

20 PRE 10 10

12 COM 10 1

4 PD 4 0

4 ED 4 0

4 SPD 3.0 10

8 REC 8 0

40 END 40 0

34 STUN 34 0

6" RUN 6 0

2" SWIM 2 0

4" LEAP 4 0

 

Characteristics Cost: 117

 

Skills

 

Pts. Skill

20 +4 with HTH Combat

12 +4 Swords

5 +1 with DCV

3 Analyze: Combat 13-

3 Breakfall 13-

10 Defense Maneuver I-IV

3 Fast Draw (Swords) 13-

3 Feint 13-

3 High Society 13-

3 Instructor 13-

3 KS: Malazan Military Doctrine 13-

3 KS: Malazan History 13-

2 KS: Ascendants 11-

4 Language: Malazan (completely fluent; literate)

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

4 Language: Dal Honese (completely fluent; literate)

3 Language: Korel (completely fluent)

3 Language: Seven Cities Cant (completely fluent)

5 Rapid Attack (HTH)

3 Riding 13-

3 Stealth 13-

3 Streetwise 13-

3 Survival 13-

3 Tactics 13-

3 Teamwork 13-

10 Two-Weapon Fighting (HTH)

4 TF: Riding Animals, Small Rowed Boats, Small Wind-Powered Boats

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

 

Skill Cost: 129

 

Perks

 

Pts. Perks

5 Those in the know. Reputation: Legendary Killer (A small to medium sized group) 11-, +5/+5d6

 

Perk Cost: 5

 

Talents

 

Pts. Talents

Traveller

3 Bump Of Direction

6 Lightning Reflexes: +4 DEX to act first with All Actions

3 Lightsleep

Enemy of Hood

12 Combat Luck (6 PD/6 ED)

14 Fearless

 

Talent Cost: 38

 

Martial Arts

 

Pts. Martial Arts

Sword Arts

0 1) Weapon Element: Blades

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

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

5 4) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike

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

4 6) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 7) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm

4 8) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike

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

5 10) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove

4 11) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR

 

Martial Arts Cost: 44

 

Powers

 

Pts. Power

First Sword

67 1) He Killed Them All!: Area Of Effect Accurate (up to One Hex; +1/2), Selective (+1/4) for up to 60 Active Points of Hand to Hand Killing Attacks, Reduced Endurance (0 END; +1/2) (67 Active Points)

15 2) Perfect Technique: Reduced Endurance (1/2 END; +1/4) for up to 60 Active Points of Hand to Hand Killing Attacks (15 Active Points)

14 3) Master of Death: Deadly Blow: +2d6 (Swords Only)

8 4) Precise Cuts: Penalty Skill Levels: +4 vs. Hit Location modifiers with Blades

 

Power Cost: 104

 

Disadvantages

 

Disadvantage Pts.

 

Psychological Limitation: Hates Hood. (Common, Total) 20

Psychological Limitation: Old Memories and Regrets (Common, Strong) 15

Psychological Limitation: Spark of Compassion (Uncommon, Moderate) 5

Distinctive Features: Being of Power/Possible Ascendant. (Not Concealable; Noticed and Recognizable; Detectable Only By Ascendants and Readers) 5

Psychological Limitation: Honourable. (Common, Strong) 15

Rivalry: Professional (Laseen; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Unaware of Rivalry) 5

Hunted: Gods of Shadow 11- (As Pow, NCI, Manipulate) 15

 

Disadvantages Total: 80

 

Base Points : 70

Disads Total + 80

Experience Spent + 287

Total Cost = 437

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Re: Malazan Hero

 

Karsa Orlong

 

Val Char Cost Roll Notes

35 STR 25 16- Lift: 3200 kg; 7 d6 HTH

18 DEX 24 13- OCV: 6 DCV: 6

25 CON 30 14-

20 BODY 20 13-

10 INT 0 11- PER Roll: 11-

23 EGO 26 14- ECV: 5

25 PRE 15 14- PRE Attack: 5 d6

6 COM -2 10-

15 PD 8

15 ED 10

4 SPD 12 Phases: 3, 6, 9, 12

15 REC 6

70 END 10

65 STUN 14

 

Total Characteristics cost: 203

 

 

Powers

 

“He is a warren of his own.”

30 point Variable Power Pool; No control when or how

powers change (-1); Powers can be changed as 0 phase action (+1); only defense powers or characteristics (- ¼); character is unaware of this power (- ¼)

“Shrugs off magical attacks”

4 Damage Resistance: 12rED; only vs. magic (-1/2)

30 Damage Reduction 50% resistant vs magic

“Physiology of the Thelomen Tatheno Toblakai”

8 Running +4” = 10”

2 Swimming +2” = 4”

4 Life Support : Longevity (lifespan 500+years); Extended Breathing (1 END per Turn)

5 Regeneration: Healing 1d6 (1BODY/hour); Reduced END (0 END; +½ ); Persistent (+ ½ );

Extra Time (1 hour; -2 ¼); Self Only (-½)

(Active Cost: 20; Real Cost: 5)

“Untiring and relentless”

 

9 Reduced END cost for up to 35 STR (half END; +¼)

Total Powers cost: 104

 

 

Talents

 

15 Combat Sense 11-

6 Lightning Reflexes +5

3 Lightsleep

5 Resistance: 5 points vs. Interrogation

Total Talents cost: 29

 

Skills

 

3 Animal Handler : horses and dogs (equines and canines) 14-

3 Breakfall 13-

3 Climbing 13-

40 Comat Skills : +5 in all combat

5 Defense Maneuvers I and II (no attacker is considered to be attacking from behind and

eliminates Multiple Attacker bonuses as to attackers he can perceive)

3 Fast Draw: Common Melee Weapons 13-

3 KS: Hunting 12-

3 KS: Crafting 12-

2 KS: Horse breeding 11-

2 KS: Dog breeding 11-

4 AK: Laederon Plateau 13-

3 AK: Raraku Desert 12-

2 AK: Seven Cities 11-

9 Languages: fluent Trade Language; Malazan; Seven Cities tongue (all with accent)

5 Rapid Attack (HTH)

5 Riding 14-

5 Stealth 14-

4 Survival (Mountains and Deserts) 11-

5 Tracking 12-

10 Two-Weapon Fighting

6 Weapon Familiarities: Common Melee Weapons, Common Missile Weapons, Atlatl and

Thrown Sword

3 Weaponsmith: Muscle Powered HTH and Ranged Weapons 11-

 

Martial Arts: Swordsmanship

5 Slash +1OCV –2DCV Weapon +4 DC strike

4 Disarm -1OCV +1DCV Disarm, 45 STR roll

4 Dodge ------- +5DCV Dodge, affects all attacks, Abort

4 Parry +2OCV +2DCV Block, Abort

5 Thrust +1OCV +3DCV Weapon strike

 

Total Skills cost: 150

 

Equipment

1a) Bloodwood Blade: 2d6+1HKA; +2 OCV; Reduced END Cost: 0 (+ ½); OAF (-1)

(Active Points: 62; Real Cost: 31)

Heroic Campaign build includes STR minimum 18 (-1); 1 ½-handed (- ¼);

real weapon (- ¼)

1b) Ironwood Blade: 2d6 HKA; Reduced END Cost: 0 (+ ½); OAF (-1)

(Active Points: 45; Real Cost: 22)

Heroic Campaign build includes STR minimum 18 (-1); 1 ½-handed (- ¼);

real weapon (- ¼)

1c) Flint Sword: 2 ½ d6 HKA; +1 OCV; Reduced END Cost: 0 (+ ½); OAF (-1)

(Active Points: 65; Real Cost: 32)

Heroic Campaign build includes STR minimum 23 (-1); 2-handed (- ½ );

real weapon (- ¼)

2) Armor: Shell covered : DEF 4; OIF (- ½); Activation Roll 12- (- ¾);

(Active Points:12; Real Cost: 5)

 

 

Total Equipment cost (Superheroic campaigns) : max. 37

 

Total Cost (Superheroic campaigns) : max. 573

 

Total Cost (Heroic campaigns) : 536

 

Disadvantages 200+

15 Distinctive Features: slave tatoos (concealable, major reaction)

20 Distinctive Features: giant, over eight feet tall (unconcealable; major reaction)

5 Physical Limitation: giant stature, massive weight (infrequently, slightly impairing)

20 Watched: The Crippled God 14- (more powerful, NCI, only watching)

10 Psychological Limitation: Arrogance (common, moderate)

15 Psychological Limitation: Overconfidence (very common, moderate)

10 Psychological Limitation: Haunted by the ghosts of comrades (common, moderate)

15 Reputation: Seven Cities: Sha’ik’s bodyguard; Lether: Slayer of Emperor Rhulad 14-

15 Rivalry: with Icarium (professional; more powerful; harm rival)

211 Experience

 

Total Disadvantage Points: 536

That is one scary dude

 

Nice adaptation.

 

QM

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Re: Malazan Hero

 

Thanks QM.

BTW I included all three of his swords in the write-up, but he actually owned them in chronological order from a to c.

 

Can't wait to get my hand on Toll The Hounds. I'm expecting it as a christmas present.

What character shall I do next? Fiddler? Kallor? Anomander (don't want to do that dragon, sorry)? Sorry? Icarium? Mappo Runt?

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Re: Malazan Hero

 

I think I may be Malazan'ed out.

 

I am reading 'Toll the Hounds' and it is taking me forever. I don't understand it because the story and style are all first rate like the other books. It seems to be my interest. I may need to take a time out, read something else and come back.

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Re: Malazan Hero

 

Thanks QM.

BTW I included all three of his swords in the write-up, but he actually owned them in chronological order from a to c.

 

Can't wait to get my hand on Toll The Hounds. I'm expecting it as a christmas present.

What character shall I do next? Fiddler? Kallor? Anomander (don't want to do that dragon, sorry)? Sorry? Icarium? Mappo Runt?

 

Well you're welcome to critique or suggest alterations to the Anomander write up I came up with but I don't see much point in writing up stuff that has already been covered by someone else. I suppose alternate versions of the same character are ok but I'm certainly too lazy to write up characters that other people have already done.

 

Fiddler would be interesting but if you did Kallor then we'd have a bona fide villain to balance out the comparatively sympathetic characters we've done so far, (although I'll admit that Karsa stretches that definition somewhat).

 

Next project for me is to have a look at the Warrens and their different abilities so any thoughts on that subject would be most welcome.

 

Spence, maybe you should shelve TtH for the moment and tempt your jaded palate by reading something very different to the Malazan books. Sci Fi, Urban Fantasy, good versus evil Epic Fantasy or perhaps one of those mundane genres I've heard about like Crime or Historical Fiction.

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Re: Malazan Hero

 

 

Spence, maybe you should shelve TtH for the moment and tempt your jaded palate by reading something very different to the Malazan books. Sci Fi, Urban Fantasy, good versus evil Epic Fantasy or perhaps one of those mundane genres I've heard about like Crime or Historical Fiction.

 

Yep, I need to finish Boot's 'The Savage Wars of Peace'. It is a non-fiction book relating the non-declared wars the US had from 1801 to 1941. The parts I have already read are pretty good. The author actually seems to be doing a good job of maintaining a balance and sticking to the facts, rather than using the book as a pulpit to beat you over the head with ideology. Like any writer you can tell where he stands, but it doesn't drown out book.

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Re: Malazan Hero

 

Well you're welcome to critique or suggest alterations to the Anomander write up I came up with but I don't see much point in writing up stuff that has already been covered by someone else. I suppose alternate versions of the same character are ok but I'm certainly too lazy to write up characters that other people have already done.

 

Fiddler would be interesting but if you did Kallor then we'd have a bona fide villain to balance out the comparatively sympathetic characters we've done so far, (although I'll admit that Karsa stretches that definition somewhat).

 

 

Anomander was lurking in my head for quite some time, because I would have done some things differently. Don't get me wrong, I really like yours. It's just that I would change him here or there. STR 40 seems excessive e.g. and I see him as having more skills (after all these years). But not only would the soletaken form be a pain in the a.., a write-up of Dragnipur almost seems impossible to me.:help:

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Re: Malazan Hero

 

It's true that Anomander does not as a rule demonstrate such great strength. But there is one incident in TtH which suggests that his casual strength is through the roof.

 

I have had a look at the write up again myself and Dragnipur's powers need cleaning up a bit, they shouldn't cost End and they should perhaps be OAF as well as Independent. I should also make it clear that Dragnipur's Banishment power only works if the Blade kills its victim. Basically I see Dragnipur as a two phase weapon. 1. Really nasty Killing Attack. 2. Soul capturing device which drags the ghost of the deceased into the world, (Warren?), inside itself. Another way of building these two phases would be to write up the second phase as a Transform - Normal Soul to Dragnipur-Damned Soul.

 

What other skills would you suggest?

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Re: Malazan Hero

 

I think I may be Malazan'ed out.

 

I am reading 'Toll the Hounds' and it is taking me forever. I don't understand it because the story and style are all first rate like the other books. It seems to be my interest. I may need to take a time out, read something else and come back.

 

It was a tough row to hoe for me as well. Initially, I thought I was just too exhausted to give it the attention I needed to read it (I bought the book the week after Hurricane Ike tore up my house), but in comparing notes with other fans, the consensus is that it's not an easy read.

 

That having been said, I eventually hit a point where finishing it was like a compulsion. I'm not sure where, exactly, but I remember reading the last three or four hundred pages in enormous gulps.

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Re: Malazan Hero

 

A Merry Christmas to you Legatus and to all the Malazan fans and Hero fanatics out there.

 

Lady Envy would indeed be fun although she does make an appearance in TtH so you might want to hold off until you've finished it. (Alternatively you could just put her together anyway and adapt the write-up later if your reading of TtH suggests that it would be a good idea).

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Re: Malazan Hero

 

I've copied the list of known Warrens from Wikipedia, (to save research time), and added in my thoughts for powers associated with them. Some Warrens are more specific than others and a few of the more obscure ones don't seem to have any signature powers beyond blowing things up; these have been left blank.

 

Note that all Warrens allow for Interdimensional Travel and all can be unleashed in the form of an Energy Blast or AoE Killing Attack, (with the possible exception of Denul). Most if not all Warrens can also probably be used for summonings, bindings, fortune telling and ritual battle magics. Some may be more useful for one of these abilities than others.

 

Starvald Demelain: Elder Warren of Dragons. The Tiam Warren. The Dragon Hold Open to the Eleint; the First Warren.

Kurald Galain: Elder Warren of Darkness. Open to the Tiste Andii.

(Invisibility? Darkness).

Kurald Emurlahn: Elder Warren of Shadow. The Shattered Warren. The Empty Hold. Open to the Tiste Edur; currently sundered.

(Images. Stealth Bonus. Invisibility. Acting Bonus. Various horrible Demons).

Kurald Thyrllan: Elder Warren of Light. Open to the Tiste Liosan; in most cases sealed off from access by other races or Warrens.

(Flash? Particularly showy Killing Attacks).

Kurald Liosan: Elder Warren of unknown aspect, presumably light Presumably open to the Tiste Liosan; mentioned only in passing as sourced from a being posing as a Liosan god.

Omtose Phellack: Warren of Ice. The Ice Hold. Open to the Jaghut; exerts an influence of preservation or stasis.

(Change Environment; reduce temperature only. Life Support: Immortal combined with Entangle).

Tellann: (Elder) Warren of Fire. Open to the T'lan Imass; created from Kurald Thryrllan by the Imass Bonecasters to grant immortality through intelligent undeath while the Tiste Liosan believed their Warren sealed.

(Life Support. Change Environment? Shapechanging? Desolidification; Cannot Pass Through Solid Objects. Artefact Creation).

Denaeth Rusen: Elder Warren of the Sea. Possibly open only to Mael; where life first originated.

(Change Environment; weather, currents. Summon).

Kaschan: Elder Warren (Aspect Unknown). Open to the K'Chain Chemalle. Born of sounds our ears cannot hear, formed into words that loosen the bindings that hold all matter together. (Warren of Entropy?).

(Flight. Drain? Weaken - NND Killing Attack; Structures Only. Genetic Manipulation - Transform; Extra Time.).

Aral Gamelon: Path of Demons. Open to humans; allows the summoning and control of demons; related to Hood's Path.

Denul: Path of Healing. Open to humans; allows treatment of injuries and diseases.

(Healing. Banish Disease - Transform Sick Person into Healthy Person).

D'riss: Path of Stone. Open to humans; allows petrification of wood and passage through solid stone, the flesh of Burn, the Sleeping Goddess.

(Desolid; Only Through Stone. Transform; Only Stone and Earth).

Hood's Path. Path of Death. Open to humans; allows animation of corpses, communication with spirits and control over demons; also the Warren of the God of Death.

(Summon; Undead and Ghosts. Retrocognitive Clairsentience).

Imperial: Imperial Warren (aspect unknown). Open to humans; formerly Kallor's Empire, made into a warren by the Elder god K'rul to contain the destruction of a continent.

(Useful only for travel but seemingly accessible to any Mage who has been taught how to access it).

Maenas: Path of Shadow and Illusion. Open to humans; allows the manipulation of color and sound, also Shadow.

(Images. Stealth Bonus. Invisibility. Acting Bonus. Short Range Teleportation).

Mockra: Path of the Mind Open to humans; allows manipulation of thoughts and emotions of individuals and groups, (including self). Interestingly it is the only warren to be given a consciousness, as of Reaper's Gale, when it reveals itself to a natural talent. Whether this is unique due to it being a warren influencing the mind is not yet clear.

(Mind Control. Mental Illusions. Disguise Bonus. Ego Attack? Transform; Mind Only).

Rashan: Path of Darkness. Open to humans; allows concealment through shadow/darkness.

(Darkness).

Ruse: Path of the Sea. Open to humans; priestly warren of the Elder God of the Seas, Mael; allows manipulation of pressure and summoning of underwater creatures.

(Change Environment; weather, currents. Summon).

Serc: Path of the Sky. Open to humans; allows travel through the air and the perception of and movement through the temperature and layers of gasses in the air.

(Flight? Flash? Telekinesis; Wind Manipulation. Detect: Air Currents).

Telas: Path of Fire. Open to humans, allows powerful blasts of fire.

Tennes: Path of the Land. Open to humans; Burn's warren, allows the reshaping of the earth, as seen in Toll the Hounds.

Thyr: Path of Light. Open to humans; actions uncertain, can create magic shields.

(Force Field; an ability which may be common to all Warrens. Flash).

 

This list does not include the powers of Chaos, which allow great destructive power but only at great cost to the caster and the older, more primitive magics of spirits. Those can be dealt with later.

 

Thoughts? Any other Warrens or powers to be added to the list?

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Re: Malazan Hero

 

Well I finished TtH's. I sat down last week when I was effectively snowed in and the book suddenly got 'fast' and before I knew it I was done. The end had several unexpected results for me. I guess the initial grind to get through the beginning stopped me from putting a few things together and they surprised me in the end. I count that a good thing because I prefer to be surprised at the end of a book rather than have my guess confirmed :D

 

So....whens the next book released?

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