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Mahada

The Panthermen

Credits
Concept, Creation and Writing: Claus Børnich
Cover Art: Marie Tary

www.RadicalApproach.co.uk
Mahada is © 2011 Claus Bornich. All rights reserved.

Product Code: RAMAPDF01W-RNMA100


Mahada
The Panthermen
While developing Fantasy Dice and writing the Crimson Exodus roleplaying
game there was a lot of material that never made it into the book. The Mahada
were one of these casualties. Yet, I could not forget about the tragic plight of this
ancient race of panthermen, who’s primitive strength was eventually outdone
when the conquered Senshoul became part of the Orc tribes. Antagonistic and
violent the Mahada can introduce difficult moral choices - whether friends,
foes or player characters. They are also very different from the men of the
Heartlands, in appearance and culture, which can introduce conflict and lots
of savage fun.

Written using the Fantasy Dice game system, and for the Crimson Exodus
roleplaying game in particular, but adaptable to most systems and settings.

Crimson Exodus
The crimson banner has
sailed. The Empire is on
her knees. Ravaged by
barbarians and besieged by
the dwarven war machine.
Swarmed with refugees
from the Heartlands fleeing
famine, plague, orcs and
lawless chaos. Town after
town abandoned to the dead
and reclaimed by beasts and
weeds.

Fantasy Dice
The same Fantasy Dice rules used for
Crimson Exodus will be released as
a setting agnostic roleplaying game
system in 2011.

The idea is to release the rules for use


with any fantasy setting in a smaller,
cheaper format with all the setting
material removed. Use as a player guide
or for your own setting.

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Mahada
Dark of fur,
long of claw,
sharp of tooth.
Racial Attributes
St Ag Dex Si Cu Wi De Sp
3 3 1 3 1 1 3 2

Age
Youth Adult Old Ancient Cycle
0 - 11 12 - 34 35 - 49 50+ 2

At a Glance
Enemies: Orcs and Senshoul
Allies: None
Located: Southern Heartlands and Fell Mountains
Stereotypes: Antagonistic, Taciturn, Temperamental, Violent, Volatile

Available Weapon Choices


Dagger, bone poor Bolas poor
Bone Spiked Bolas* w.o. Club, bone pauper
Club, wood pauper Mace, stone poor
Javelin, bone tipped poor Net w.o.
Quarterstaff poor Spear, bone tipped poor
Light Shield, hide w.o. Sling poor
* Master class crafted with bone spikes that cause nasty piercing trauma.

Available Armour Choices


Hide Vest poor Hide Bracers poor
Hide Greaves poor Bone Splint Bracers w.o.
Bone Splint Greaves w.o.

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Mahada
Being Mahada
The Mahada are nimble biped felines with razor sharp claws and feral strength
unfettered by the guilt of taking a life. It is not that they lack compassion, but
they are predators and to them taking a life is natural and does not trouble
them.

The Mahada are organised in prides of around a dozen females and a single
male patriarch. While the male is the protector of the pride he is supported by
the fierce prowess of the huntresses, and the role of most patriarchs is as healer,
mentor and spiritual guide. A pride rarely settles permanently, but travels
together to hunt and raise the young.

The Mahada have hunted the savannahs and jungles of the south for countless
generations, but in recent times have been driven out of their ancestral lands
by the expanding Orc tribes. The Mahada people have always competed
with Orcs for land. Long ago the prides held sway, but the integration of the
Senshoul into the Orc tribes gave the Orcs an advantage. The savage simplicity
of Mahada culture was quickly outpaced by the sophistication and cunning the
Orcs gained from the Senshoul. Since then the Orc tribes have only grown in
numbers and strength, while the Mahada have dwindled until they are now
only a shadow of what they once were.

The Mahada are pure carnivores, and live on the flesh of men
and beasts. The hunt is central to Mahada culture, and both
males and females take part. Hunts are conducted at night
taking advantage of their excellent night vision. Most relish
taking down prey with claw and fang, and Mahada hunters
prefer to trip fast moving prey using bolas. Spears and javelins
are mostly used to wound the prey before going in for the kill.

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Mahada
Most men fear the imposing and powerful Mahada, and men are right to fear
them. Their aggressive carnivore nature makes them dangerous, and their long
and bitter conflict with the Orcs have left most prides hostile and warlike. Still,
the Mahada are not without compassion and unlike the Orcs many Mahada
are as impressed by kindness and ingenuity as they are by a show of strength.
Although blood has certainly been shed, there are also several prides who have
formed bonds of friendship with the Maktiti nomads. These alliances are frail,
and not helped by marauding packs of Mahada who hunt men and Orc with
equal relish.

The Mahada have forgotten most of their ancient druidic ways and embrace a
simple doctrine which espouses a spartan life of hunting and survival.

Physique
Black silky fur covers taut steely muscles ready to spring into action with feline
fury. Whether pure black or spotted the fur covers their entire sleek and agile
bodies. Their entire appearance is like that of a bipedal panther with strong
legs resting on the toe-balls of long clawed feet. The deadly claws on their feet
and hands are retractable, and they sport wicked fangs. Yellow eyes with slitted
pupils sit on each side of their broad, flat noses adorned with delicate whiskers.
Their ears sit atop their head rotating to catch sounds, or flatten to signal fear
or aggression.

Both males and females tend to wear little more than a loincloth, or short sarong,
as their fur and the warm weather of the south alleviates any need for clothing.
Hides are sometimes worn for protection, and some fashion greaves and
bracers out of bones. Bands and feathers are occasionally used for decoration.

The cold air of a starlit night,


as claws tear flesh
and fangs taste blood.

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Mahada
Matriarchal Patriarchy
The Mahada stereotype is the loner of few words. However, as a pride they are
a close knit family. A pride of females chooses a single male as their patriarch.
The patriarch is more than a leader. He is the spiritual guide who teaches, heals,
keeps the lore of the pride and resolves disputes. The patriarch only rules as
long as he holds the blessing of the pride females by ensuring the success of the
pride and safety of its young.

The patriarch must teach the sons of the pride to be leaders and pass along any
lore held by the pride. If the patriarch grows too old or sick to lead, his eldest
pupil takes over as the new patriarch. Otherwise males set out on their own
to start a new pride. Such packs of males must usually stake out a hunting
territory to attract females, but occasionally a promising young male manages
to persuade some of the younger females to join him when he leaves.

An old patriarch traditionally sets out on his final journey, occasionally


accompanied by the matriarch of the pride, but if the patriarch is not strong
enough for the journey, or is needed by the pride, he may stay as a mentor or
healer.

It is rare for a patriarch to refuse to give up leadership when the time has come
or for a youth to force out the patriarch. Not least because the females would
not stand for it. Yet, it does occasionally happen.

It is more common for a male from another pride to make a leadership challenge.
If the patriarch has strong support from the females such a challenger is quickly
seen off by the pride and it may end in blood. However, if his position is less
secure, often the case if he has not been able to father sons or failed to keep
the pride safe, the females may allow the challenger to prove himself in an
unarmed fight to the death.

Prides may work together for a hunt, and conflicts between prides are rare.
Super-prides, with several patriarchs leading a large group of females, were
not uncommon in the distant past, but are very rare these days and usually
confined to two patriarchs ruling together.

It is the females who both care for the young and take responsibility for hunts.
Younger females are usually left to watch the litter under the watchful eye of
the patriarch, while the rest of the pride stalk prey in the night.

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Mahada
Language and Names
A large part of Mahada communication is entirely non-verbal using body
language to convey meaning. Posture, gestures, facial expressions and ear
position reinforced with growls, snarls, moans and puffing. Thus their quiet
demeanour actually belies the constant flow of silent dialogue.

However, the Mahada have spoken words used to express more complex
ideas, and for when they cannot see each other properly. Composed of long
growls and snarls intersected with deep rumbling sounds it has a rich and
nuanced vocabulary. Calls are made with loud roars or mournful yowls that
can carry for kilometres.

Men are able to learn to speak Mahada, just like the Mahada can speak the
tongues of men, but none can ever match the rumbling power of Mahada
voices. Then again the Mahada are never quite able to completely eliminate
their growls and deep rumbling when speaking the languages of men.

Family members greet each other by rubbing against each other, and their
normally stiff and reserved demeanour is transformed to playful and warm in
the pride. The mews of their cubs are answered by comforting moans from the
mothers and deep reassuring rumblings from the patriarch.

The Mahada also leave messages for each other using scent markings to signal
territory or advertise their presence.

Mahada names are difficult for men to recognise as spoken in the Mahada
tongue. Instead the few Mahada who live among men take more pronounceable
names from the local language.

Racial Abilities
Mahada are exceptionally athletic and agile, and have a catlike grace. Thus all
Mahada start with Athletics D8 with any two specialities.

Few Mahada learn to speak the tongue of men, but Mahada player characters
can learn Maktiti, Elven, Orcish or Senshoul when allocating their skills.

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Mahada
All Mahada have deadly claws that they can extend or retract instantly without
using an action. Slashing someone with their claws is done using Melee
(unarmed) and inflicts grievous slashing trauma with a short reach. Their fangs
are even more deadly inflicting grim piercing wounds, but bite attacks are more
awkward and take a -1D penalty.

The Mahada have exceptional eyesight and hearing superior to any man, and
their phenomenal night vision is unmatched even by the Dwarves. The Mahada
tend to conduct their hunts at night and they see as easily by the light of the
stars as by the rays of the sun.

The Mahada are very fast and so increase each movement multiplier with +1. So
jogging x3, run x5 and sprint x7. However, Mahada tire quickly when running
and so gain +1 fatigue in half the normal time. So Spirit x10 minutes when
jogging, Spirit x 5 when running and Spirit / 2 when sprinting.

The Mahada are not concerned with wealth and fashion their simple, but
effective, tools and weapons from wood, bone and stone. Mahada characters
start as poor without any increase to experience points, and do not gain
additional experience points for reducing their wealth. Mahada characters are
usually not allowed to start with any metal tools or weapons.

Racial Skills
• Language, Mahada D12 (speak)
• Athletics D8 (any two)

Racial Skill Restrictions


Mahada characters may typically not start
with the following skills: Alchemy, Black Arts,
Smithing, Sorcery, Surgery or Witchcraft.

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Mahada
Mahada Occupations
Starting characters should pick or create an occupation which reflects their
background. One of the listed skills for the occupation can be taken for free at
D10 with any two specialities.

Black Furies - Athletics, Hunting, Melee, Ranged, Stealth or Warfare


The black furies are greatly feared by any who recognise the name. Comprised
entirely of females they are the scourge of the Orcs. Brutal and swift in their
actions they never waver in their cause even in the face of certain death. Small
prides led by a matriarch the furies dedicate their life to the pursuit of taking
the lives of their enemies. They have no time for family and while many join the
furies to seek vengeance it is not unusual to kidnap young to be indoctrinated
with an unrivalled hatred for Orcs.

Claw - Athletics, Hunting, Language, Melee, Ranged or Warfare


The Mahada find it hard to adjust to men as their equals, and nearly impossible
to accept them as their masters and rulers. However, many have found the
perfect compromise as mercenaries. Known as claws these Mahada happily
slaughter men in the service of any who can pay their price.

Huntress - Beast Lore, Hunting, Melee, Perception, Ranged or Stealth


The Mahada females are the graceful and deadly hunters that bring down the
prey that feed most prides. They are also the protectors of the pride and are
quick to draw blood – even from unwelcome males of their own kind. Some,
however, leave the pride for a life of adventure and to hunt Orc.

Marauder - Athletics, Hunting, Melee, Perception, Stealth or Survival


Savage prides of Mahada who have taken to a simpler life prowling the
wilderness to hunt Orcs and men. Typically a small pride led by a brutally
dominant patriarch, or matriarch, they rarely show any mercy, and take great
pleasure in the hunt. Most have abandoned all of their traditions and have little
hope for the future beyond slaughtering as many enemies as they are able.

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Mahada
Patriarch - Dominate, Melee, Psychology or Public Speaking
The patriarch may rule by the grace of the pride, but while he has their trust he
is the undisputed leader and by ancient tradition his word is law. He is tasked
with the safety and success of the pride, and with keeping and teaching the
lore of the Mahada. Sooner or lather though the patriarch is replaced and more
often than not he leaves the pride to see the world. While the majority of prides
are lead by a patriarch a female matriarch is not unheard of.

Recluse - Beast Lore, Healing, Herb Lore, Hunting or Survival


Many Mahada live a solitary existence. Some are survivors or orphans who
have seen their pride slaughtered and destroyed by Orcs, others have either
retired or been driven out of their pride by a competing male or jealous sister.
Rarely they join with men or other wanderers to explore the world.

Sister - Athletics, Beast Lore, Healing, Hunting, Melee or Perception


Young sisters eager for the hunt and to prove themselves, but yet to take down
a prey big enough to be considered a blooded huntress.

Slave - Athletics, Heavy Labour, Language or Melee


The greatest humiliation possible to a Mahada is to become a slave of men or
Orcs. Such slaves are fiercely rebellious and dangerous to their masters, but
their great strength and agility, as well as speed and grace, make them valuable.
Most are used for heavy labour in chains and under strict supervision, but some
are pitted against each other, men, Orcs and all manner of beasts in spectacular
fights. Most priced, and incredibly rare, are Mahada raised in captivity and
ignorant of their own culture. A few of these servants are kept isolated at royal
courts as pets and performers for the amusement of sniggering nobility proud
of their clever taming of such a fierce beast.

Spiritual Guide - Beast Lore, Healing, Herb Lore or Language


Spiritual guides are typically patriarchs who remain as healers and teachers
even after a new patriarch takes his place to lead the pride, while others become
wanderers searching to learn more.

Wanderer - Beast Lore, Healing, Herb Lore, Hunting or Survival


A wanderer travels alone either in search of a pride to join, out of a keen
curiosity to explore or to stalk Orc. Both males and females may be wanderers.

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Mahada
Mahada Artefacts
A few, rare and ancient relics still survive from the druidic past of the Mahada.
Even stranger artefacts recovered from overgrown ruins deep in the jungles in
a forgotten past are also still secretly passed from patriarch to patriarch down
through the ages.

A few items are listed here with the difficulty to recognise the artefact with a
quick examination, and to decipher its arcane powers and how to activate them
with a more lengthy study. The Arcane Lore skill is used as for all artefacts, but
no speciality can be developed as the lore is long lost. Then again the clues to
unravelling their primal powers might lead to exotic quests to the slumbering
ruins of the deep, dark jungles of the far south.

The Hollow Stone ( severe )


A round, rough lave stone with a hollow through the middle where a rope
is typically threaded to carry around the neck. The red hued black stone is
practically indestructible with a power legendary among the Mahada. So
legendary that to any Mahada raised in a pride the difficulty is reduced to hard.

Anyone carrying or wearing the necklace who has divined how to activate it
can use it to change shape into their primitive form. Any Mahada transforms
into a four legged panther, not unlike the dreaded nightstalker. Unknown to
the Mahada it will have a different effect on men turning them into wolves,
while Orcs and Senshoul are transformed into vicious baboons with large fangs.

Mahada Panther: St 3, Ag 5, Reflex: 3D12


Bite: short grim pierce, Claws: short grievous slash
Men Wolf: St 2, Ag 3, Reflex: 2D10
Bite: short grievous pierce, Alertness/Search/Tracking +2D
Orcs / Senshoul Baboon: St 3, Ag 4, Reflex: 3D10
Bite: short grievous pierce, Claws: short nasty slash

The shapeshifter retains all mental abilities, but obviously without hands
cannot use tools or weapons. Orcs and Senshoul do have hands as baboons, but
short thumbs impose a -2D penalty to use any weapon or tool. Only Mahada
retain some basic ability to speak in their native language.

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Mahada
All senses are sharpened. The shapeshifter acquires beastly strength, agility
and speed, but retains her skills - although with the new attributes for Athletics,
Melee and Stealth. Melee (unarmed) is used for natural attacks.

The transformation takes several agonising minutes and is extremely disturbing


to watch. To the Mahada this causes +1 fatigue, but for others the transformation
is even more taxing causing +2 fatigue. Anything worn will come loose, tear or
if too strong and tight may end up choking or seriously injure the shapeshifter.
Once transformed only one item can be carried in the jaws, but the necklace will
stay on if the cord is loose enough. That is a good thing because to transform
back the shapeshifter must carry or touch the lava stone, or forever be trapped
in beastly form - even in death. Transforming back must be done using the
artefact and causes the same fatigue and agony.

The Curling Blade ( insane )


A razor sharp sword of an unknown flexible metal that has not deteriorated
despite its ancient origins. The Mahada call it the belt blade as it is rolled into
a tight coil and worn around the waist, but no Mahada knows now its origin.

The weapon is indestructible with handle and thin, whip-like blade forged
together. The blade has a long reach, and the wielder must learn how to twirl
and control the blade with great concentration to avoid injury to herself. The
Melee skill is used, but a special curling blade speciality must be learned to
master it. It is almost impossible to parry with the weapon giving a -2D penalty,
but it is equally hard to defend against imposing a -2D penalty to any parries or
blocks against the blade. The blade is wielded with one hand, has a long reach
and does grievous slash trauma - to the wielder on exceptional failure.

The Mahada have never guessed it, but it is a map and a key. Anyone who
succeeds in interpreting it with study will form a bond with a strange and
ancient force within. They will feel a compulsion to head south into the jungles.
They will have nightmares of strange and disturbing visions, and sit up in the
middle of the night speaking words from a language long dead and forgotten.

Such a character will gain a new additional aspiration to follow the compulsion
to the source of the visions. The exact wording should be tailored to the character
to be triggered when following or backfired when resisting. The character is
not forced to follow the compulsion, but travelling in the wrong direction or
resisting for a long time makes the nightmares worse and the character may
develop chronic fatigue from lack of proper sleep.

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Mahada
The Turtle Cup ( insane )
A plain looking bone carved drinking bowl that appears worn from frequent
use. In truth it is a sacred cup rarely used, and only by those privileged the
honour by the patriarch. Closer inspection reveals intricate carved shells and
features that once shaped the bowl into an upside down turtle. It is worn not
from frequent use, but due to its incredible age from the druidic days of the
Mahada.

Anyone who drinks from the cup are imbued with an inner resilience for a
scene that increases their toughness to hard, decreases the difficulty to resist
knock outs by one and reduces wound impairment by one so that nasty wounds
give no penalty and grievous wounds only -1D. The effect does not require
any Arcane Lore roll, or awareness of its potency, but the effect is draining.
The imbiber immediately gains +1 chronic fatigue, and as the effect fades it is
replaced with aching muscles and another +1 chronic fatigue.

Holler Horn ( severe )


The most likely reason that scholars of the arcane might have heard of this
horn is because of its fame among the Orcs. The large, twisted horn of some
unknown beast, it was taken by an Orc chieftain from the Mahada in recent
times. It has passed through the hands of several Orcs since. It is considered
cursed as anyone who possess it becomes a target of several prides of black
furies who have sworn to retrieve it.

The blare of the horn carries a deep and menacing note that puts dread into the
hearts of enemies. If the note is held for at least five rounds anyone who is not
stood behind the horn must make a courage roll, and those who fail are filled
with a mindless fear of the sound according to normal fear rules. The effect can
be devastating on moral. The roll is tricky for allies and hard for enemies, but
reduced by one for every couple of kilometres.

Fang ( severe using Crafts )


This unusual bone dagger has been carved from the huge fang of some
enormous jungle monster. Although without needless ornamentation or other
embellishments it was crafted with great skill, and is of master class quality.
The dagger is very durable and not easily blunted or damaged. It is a stabbing
weapon doing nasty pierce damage. Its perfect balance and shape grants +1D to
attacks (it is still -2D to parry with this dagger).

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Mahada
Encounters
Black Fury 4D10
The black furies live to hunt Orcs, but they rarely deal kindly with any but
their own kind. Burning with righteous fury they are not swayed by reason
or compassion. Many hunt men the same as Orcs, but some do find common
ground with Maktiti and Heartlanders who fight the Orc tribes. The black
furies attack with weapons, but once the prey is wounded the prefer to make
the kill with claws and fangs.

Attributes: St 3, Ag 3, Si 3, Cu 1, De 3, Sp 2
H0 T1 A1 L1: hide vest, greaves and bracers
Attacks: Claws: short grievous slash
Bite: short grim pierce -1D
Bone Spear: long nasty pierce (parry -1D)
Light Hide Shield: +1D parry
Bone Javelin: PR1 17m nasty pierce
Bone Spiked Bolas**: 9m nasty pierce -1D
Reflex: 3D10
Toughness: Normal

Young Male 4D8


Young males often band together in small packs of 1D4 + 1 individuals stalking
the land to form their own pride. Their aggression make them dangerous, but
they are curious and are the most likely to form kinship with men.

Attributes: St 3, Ag 3, Si 3, Cu 1, De 3, Sp 2
H0 T0 A0 L0: hide loincloth
Attacks: Claws: short grievous slash
Bite: short grim pierce -1D
Bone Javelin: PR1 17m nasty pierce
Bolas*: 9m superficial crush -1D
Reflex: 3D10
Toughness: Normal
* On a normal success the target falls and on an exceptional success the target’s legs or
arms are trapped and requires several rounds to untangle.
** Master class crafted with bone spikes that cause nasty piercing trauma in addition to
the usual tripping and tangling above.

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Mahada
Patriarch 3D8
The patriarch’s primary concern is always the safety of the pride. Some
patriarch’s are fierce and aggressive. Others focus on their role as healer and
spiritual guide. Yet, even those that rely on the killing prowess of the huntresses
are capable fighters when pressed.

Attributes: St 3, Ag 3, Si 3, Cu 1, De 3, Sp 2
H0 T1 A2 L2: hide vest, bone splint greaves and bracers***
Attacks: Claws: short grievous slash
Bite: short grim pierce -1D
Bone Spear: long nasty pierce (parry -1D)
(or) Bone Club: medium grievous crush (p. -1D)
(or) Stone Mace: medium grievous crush (p. -1D)
(or) Quarterstaff: long nasty crush +1D
Bone Javelin: PR1 17m nasty pierce
Reflex: 3D10
Toughness: Normal

Huntress 4D8
The huntresses are silent stalkers of the night who hunt down enemies and
prey with equal relish. Like the patriarch their primary concern is the safety
and success of the pride, but when faced with strangers they are more likely to
trust in their feral instincts to eliminate any perceived danger.

Attributes: St 3, Ag 3, Si 3, Cu 1, De 3, Sp 2
H0 T0 A0 L0: hide loincloth
Attacks: Claws: short grievous slash
Bite: short grim pierce -1D
Bone Javelin: PR1 17m nasty pierce
Bolas*: 9m superficial crush -1D
Net: 3m -1D
Reflex: 3D10
Toughness: Normal

*** Note that -1D penalty for splint greaves and bracers is included in stat

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