MRALOTI CHARACTER GENERATION
GENERAL COMMENTS
Pure Mraloti make fairly good player characters, having reasonable combat and outdoor survival skills and (in some systems) a high stamina. Although they are generally hostile to outsiders, the concept of a Mraloti working as a mercenary among Wenelian tribes is not unheard of. Shamans are less likely to leave the sounder to adventure, although they might do so for some specific quest. Mraloti are resilient and well able to resist the blandishments of foreign cultures, so they don't mind being on their own with a group of foreigners so long as they have good reason to trust them (often the most difficult requirement) and nobody tries to make them break their cultural or religious vows.
Fallen Mraloti don't make such good PCs within their own land, because they are sorely oppressed and restricted in their ability to acquire wealth or weapons - unless of course your campaign centres around possible uprisings in Ramalia! More typically, a Fallen Mraloti PC will be one who has been exiled from Ramalia, or has simply fled to seek his fortune elsewhere. The Fallen Mraloti are not as suspicious of outsiders as their Pure counterparts, and make more plausible PCs in a mixed party. On the other hand, they have less unique abilities and generally lack good combat or magical skills. Those who use sorcery will probably fare better in regions like Safelster than they will among the Orlanthi, but spirit magic users should have no problem.
RuneQuest
Cultural Level: Hsunchen primitive (Pure Mraloti) or barbarian (Fallen Mraloti)
Race: Wareran
Characteristics: APP 2d6+1, otherwise as normal humans
Occupation
Use the table for Ramalia in the Genertela Players Book. Hunters, herders and shamans are all Pure Mraloti while most farmers, some craftsmen and all priests are Fallen Mraloti. All other Ramalians are of Slontan extraction, and are not covered here.
Cultural Weapons:
Fallen Mraloti use the table in Genertela Players Book; Pure Mraloti
use the following:
Attack & Parry: Handaxe 25, 2H Spear 25
Attack: Self Bow 25
Parry: Target Shield 25
Magic:
Pure Mraloti: 1d4 points of spirit magic at age 15, plus 1 per 5 years thereafter
Fallen Mraloti: either 1d3-1 points of spirit magic at age
15, plus 1 per 10 years thereafter
or 1 sorcery spell at age 15, plus 1 spell for each succeeding 10
years, plus Intensify x1 and Spells x3 (divide among known spells).
Cults: Pure Mraloti worship Mralot and Hunter; Fallen Mraloti practice a form of henotheist Malkionism.
GURPS
Pure Mraloti
TL 0
Herder: Animal Handling 12+, Area Knowledge (local) 12+, Stone Knapping
11+
Hunter: Archery 11+, Spear 10+, Tracking 11+,
Armoury (bows) 10+
Shaman: Herbalist 12+, Naturalist 10+, Theology
(Mraloti) 12+
Fallen Mraloti
TL1
Farmer: Agronomy 11+, Animal Handling 11+
Craftsman: Craft skill 12+, Merchant 9+
Mumbor (Priestess): Bard 13+, Theology (Ramalian
Malkioni) 12+, Literacy
Common Advantages/Disadvantages: Acute Taste & Smell, High Pain Threshold, Toughness, Bad Temper, Gluttony, Intolerance, Stubbornness, Unattractive
Pendragon Pass
Cultural Modifiers
CON +2, APP -3
Indulgent +2, Suspicious +2, Valourous +1
Love (sounder) 2d6, Love (family) 2d6+6
| Pure | Fallen | Pure | Fallen | Pure | Fallen | |||||||||
| M | F | M | F | M | F | M | F | M | F | M | F | |||
| Animal Lore | 6 | 7 | 5 | 6 | Intrigue | 1 | 1 | 1 | 1 | Swimming | 1 | 1 | 1 | 1 |
| Awareness | 5 | 4 | 4 | 4 | Maths | 0 | 0 | 0 | 0 | World Lore | 2 | 2 | 2 | 2 |
| Bargaining | 0 | 0 | 0 | 1 | Memorise | 3 | 3 | 3 | 3 | |||||
| Boating | 0 | 0 | 0 | 0 | Mineral Lore | 0 | 0 | 1 | 1 | Ritual | 1 | 1 | 2 | 2 |
| Chirurgery | 0 | 4 | 0 | 4 | Orate | 1 | 2 | 1 | 2 | Shamanism | 2 | 2 | 0 | 0 |
| Compose | 0 | 0 | 0 | 0 | Plant Lore | 1 | 6 | 2 | 7 | |||||
| Courtesy | 0 | 0 | 1 | 1 | Play | 0 | 0 | 0 | 0 | Battle | 1 | 0 | 1 | 0 |
| Custom (Mraloti) | 5 | 5 | 5 | 5 | Recognise | 1 | 1 | 2 | 3 | Riding | 1 | 1 | 1 | 1 |
| Dancing | 0 | 0 | 0 | 0 | Religion (cult) | 3 | 3 | 3 | 3 | |||||
| Devise | 2 | 1 | 2 | 2 | Singing | 0 | 0 | 0 | 0 | Bow | 4 | 2 | 3 | 2 |
| First Aid | 3 | 5 | 3 | 6 | Sleight | dex/6 | dex/6 | Dagger | 3 | 4 | 3 | 4 | ||
| Flirting | 0 | 0 | 0 | 0 | Speak (Mraloti) | 10 | 10 | 10 | 10 | Grapple | 5 | 4 | 5 | 4 |
| Hunting | 6 | 3 | 3 | 0 | Stealth | dex/2 | dex/2 | Axe | 3 | 1 | 7 | 2 | ||
| Industry | 2 | 4 | 2 | 4 | Stewardship | 0 | 0 | 1 | 3 | Spear [1] | 7 | 2 | 2 | 2 |
[1] Sword skill at same level for Fallen Mraloti only
| 1-7 | Herder | Animal Lore +2, Industry +1, Plant Lore +2 | Status 40+3d6 |
| 8-10 | Hunter | Hunting +2, Stealth +1, Bow +1, Spear +1 | Status 40+3d6 |
| 11 | Shaman | First Aid +2, Plant Lore +1, Shamanism +2 | Status 45+4d6 |
| 12 | Chieftain | Orate +2, Spear +2, Proud +1 | Status 60+4d6 |
| 13 | Craftsman | Industry +2, Bargain +1 | Status 30+3d6 |
| 14-19 | Farmer | Stewardship +2, Plant Lore +1 | Status 25+2d6 |
| 20 | Mumbor | Orate +2, Ritual +2, Custom +1, Memorise +1 | Status 40+4d6 |
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Introduction to the Mraloti
This page was last updated 3rd October 1998 by Jamie 'Trotsky' Revell. Comments welcome.