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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8975333" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: purple">Lord Suthros</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-kCk8Qfm/0/2728c982/S/398992-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>There are two schools of thought about Lord Suthros, the Grandfather of Assassins and master of the mountain fortress called Karak al'Gharab ("the Raven's Roost".) The first is that he is a sinister manipulator who sends his followers, controlled either by drugs or religious zealotry, on missions of murder throughout Al'Aram, the Kingdoms of the Far North and even the Empire itself, in pursuit of a goal known only to himself or to whichever fell god claims his allegiance. The other is that he is a champion of justice who offers his aid and that of his followers, empowered by Tarastia the Justicar, to all those whom more conventional laws have failed, avenging crimes against them by whatever means are necessary.</p><p></p><p>Neither of those schools of thought are correct, for they both assume that Suthros is, like most of the noteworthy heroes and villains of his time and place, possessed (or possessing) blessings of one of the immortals, or magical talents as they are also known. In fact, aside from having accepted a magical treatment to restore him from his actual age of nearly a century to about half of that, he avoids the use of magic, while still recognizing that those in his service might need it. What he has accomplished in his life was done with purely mortal strength, skill and will -- not a bad accomplishment in a world ruled by magical power.</p><p></p><p>With that understood, the idea of him as a champion of justice is closer to correct. When his followers depart on their missions, he prefers that their targets be those who have committed genuine wrongs in need of answer. But virtue will not feed those who depend on him for their welfare, and so he does accept commissions for pay, though it is rare for him to agree to the ending of a target <em>simply</em> for money. Often he will demand less tangible but meaningful commitments from those who would purchase his services, such as extending clemency to prisoners, or agreeing to a diplomatic resolution in a conflict between neighbors instead of pursuing warfare. And if that means the loss of innocence ... innocence is a beautiful thing, but so is peace, and sometimes one must lose a little beauty to preserve what beauty one already has.</p><p></p><p>Still, there are rules that Lord Suthros follows. Any individual who manages to survive four attempts by his followers is forever safe from further ones. However, the fourth attempt in such a case will invariably be made by Lord Suthros himself. That prospect has allegedly driven some who survived the first three to end themselves. (Of course, there are also rumors which suggest that any individual who survives three attempts by the assassins is someone whom Lord Suthros will take an interest in employing, suggesting another explanation for their subsequent absence from the world.)</p><p></p><p>Lord Suthros maintains cordial relations with the wizard Rartigan -- in whose service he once adventured, as a youth, and to whose needs he will send whatever aid he can -- and with Calum Pikesway, the leader of the free bards. Communications from the former will be read aloud in his great hall; those from the latter are read only by himself in the privacy of his chambers, especially when they concern one particular agent trained by Pikesway. The Grandfather of Assassins, after all, cannot be seen to take too much interest in any of his grandchildren.</p><p></p><p><strong>Lord Suthros -- PL 10</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 2 | <strong>STA</strong> 3 | <strong>AGL</strong> 2 | <strong>DEX</strong> 4 | <strong>FGT</strong> 6 | <strong>INT</strong> 4 | <strong>AWE</strong> 5 | <strong>PRE</strong> 5</p><p></p><p><strong>Powers:</strong></p><p>None.</p><p></p><p><strong>Advantages:</strong></p><p>Accurate Attack, All-out Attack, Benefit 3 ("of <strong>course</strong> I have a plan", millionaire), Chokehold, Close Attack 5, Contacts, Defensive Attack, Defensive Roll 2, Equipment 20, Evasion, Fast Grab, Favored Environment (planned situations), Fearless, Grabbing Finesse, Improved Critical (sword) 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Multilingual, Power Attack, Quick Draw, Ranged Attack 4, Redirect, Skill Mastery (Deception), Speed of Thought, Startle, Takedown 2, Uncanny Dodge, Well-informed.</p><p></p><p><em>Equipment:</em></p><p>Armor (Protection 1, Subtle), Sword (Strength-based Damage 3, Improved Critical), Throwing Knives (Ranged Multiattack Damage 1), and 82 points of equipment as needed.</p><p><strong><em>Karak Al'Gharab:</em></strong> <strong>Size</strong> Huge; <strong>Toughness</strong> 8; <strong>Features</strong> Defense System, Gym, Holding Cells, Isolated, Library, Living Space, Workshop. </p><p></p><p><strong>Skills:</strong></p><p>Acrobatics 6 (+8), Athletics 7 (+9), Close Combat: Sword 4 (+10), Deception 8 (+13), Expertise: Magic 7 (+11), Insight 7 (+12), Intimidation 9 (+14), Investigation 9 (+13), Perception 8 (+13), Persuasion 6 (+11), Ranged Combat: Throwing 4 (+8), Sleight of Hand 6 (+10), Stealth 8 (+10).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +8</p><p>Unarmed +11 (Close Damage 2)</p><p>Sword +15 (Close Damage 5, Crit 17-20)</p><p>Throwing Knives +12 (Ranged Multiattack Damage 1)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 9, Parry 11, Fortitude 5, Toughness 9/8/4/3, Will 11</p><p></p><p><strong>Totals:</strong></p><p>Abilities 62 + Advantages 62 + Skills 41 + Defenses 20 = 185 points</p><p></p><p><strong>Offensive PL:</strong> 10</p><p><strong>Defensive PL:</strong> 10</p><p><strong>Resistance PL:</strong> 8</p><p><strong>Skill PL:</strong> 9</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Justice--Motivation. Aging. Distrusts Magic. Secrets Upon Secrets.</em></strong></p><p></p><p><span style="font-size: 10px"><em>"No, not merciful ... only very much bewildered and afraid."</em></span></p></blockquote><p></p>
[QUOTE="Davies, post: 8975333, member: 30538"] [size=150][color=purple]Lord Suthros[/color][/size][color=purple][/color] [img]https://photos.smugmug.com/My-First-Gallery/i-kCk8Qfm/0/2728c982/S/398992-S.jpg[/img] There are two schools of thought about Lord Suthros, the Grandfather of Assassins and master of the mountain fortress called Karak al'Gharab ("the Raven's Roost".) The first is that he is a sinister manipulator who sends his followers, controlled either by drugs or religious zealotry, on missions of murder throughout Al'Aram, the Kingdoms of the Far North and even the Empire itself, in pursuit of a goal known only to himself or to whichever fell god claims his allegiance. The other is that he is a champion of justice who offers his aid and that of his followers, empowered by Tarastia the Justicar, to all those whom more conventional laws have failed, avenging crimes against them by whatever means are necessary. Neither of those schools of thought are correct, for they both assume that Suthros is, like most of the noteworthy heroes and villains of his time and place, possessed (or possessing) blessings of one of the immortals, or magical talents as they are also known. In fact, aside from having accepted a magical treatment to restore him from his actual age of nearly a century to about half of that, he avoids the use of magic, while still recognizing that those in his service might need it. What he has accomplished in his life was done with purely mortal strength, skill and will -- not a bad accomplishment in a world ruled by magical power. With that understood, the idea of him as a champion of justice is closer to correct. When his followers depart on their missions, he prefers that their targets be those who have committed genuine wrongs in need of answer. But virtue will not feed those who depend on him for their welfare, and so he does accept commissions for pay, though it is rare for him to agree to the ending of a target [i]simply[/i] for money. Often he will demand less tangible but meaningful commitments from those who would purchase his services, such as extending clemency to prisoners, or agreeing to a diplomatic resolution in a conflict between neighbors instead of pursuing warfare. And if that means the loss of innocence ... innocence is a beautiful thing, but so is peace, and sometimes one must lose a little beauty to preserve what beauty one already has. Still, there are rules that Lord Suthros follows. Any individual who manages to survive four attempts by his followers is forever safe from further ones. However, the fourth attempt in such a case will invariably be made by Lord Suthros himself. That prospect has allegedly driven some who survived the first three to end themselves. (Of course, there are also rumors which suggest that any individual who survives three attempts by the assassins is someone whom Lord Suthros will take an interest in employing, suggesting another explanation for their subsequent absence from the world.) Lord Suthros maintains cordial relations with the wizard Rartigan -- in whose service he once adventured, as a youth, and to whose needs he will send whatever aid he can -- and with Calum Pikesway, the leader of the free bards. Communications from the former will be read aloud in his great hall; those from the latter are read only by himself in the privacy of his chambers, especially when they concern one particular agent trained by Pikesway. The Grandfather of Assassins, after all, cannot be seen to take too much interest in any of his grandchildren. [b]Lord Suthros -- PL 10 Abilities: STR[/b] 2 | [b]STA[/b] 3 | [b]AGL[/b] 2 | [b]DEX[/b] 4 | [b]FGT[/b] 6 | [b]INT[/b] 4 | [b]AWE[/b] 5 | [b]PRE[/b] 5 [b]Powers:[/b] None. [b]Advantages:[/b] Accurate Attack, All-out Attack, Benefit 3 ("of [b]course[/b] I have a plan", millionaire), Chokehold, Close Attack 5, Contacts, Defensive Attack, Defensive Roll 2, Equipment 20, Evasion, Fast Grab, Favored Environment (planned situations), Fearless, Grabbing Finesse, Improved Critical (sword) 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Multilingual, Power Attack, Quick Draw, Ranged Attack 4, Redirect, Skill Mastery (Deception), Speed of Thought, Startle, Takedown 2, Uncanny Dodge, Well-informed. [i]Equipment:[/i] Armor (Protection 1, Subtle), Sword (Strength-based Damage 3, Improved Critical), Throwing Knives (Ranged Multiattack Damage 1), and 82 points of equipment as needed. [b][i]Karak Al'Gharab:[/i][/b] [b]Size[/b] Huge; [b]Toughness[/b] 8; [b]Features[/b] Defense System, Gym, Holding Cells, Isolated, Library, Living Space, Workshop. [b]Skills:[/b] Acrobatics 6 (+8), Athletics 7 (+9), Close Combat: Sword 4 (+10), Deception 8 (+13), Expertise: Magic 7 (+11), Insight 7 (+12), Intimidation 9 (+14), Investigation 9 (+13), Perception 8 (+13), Persuasion 6 (+11), Ranged Combat: Throwing 4 (+8), Sleight of Hand 6 (+10), Stealth 8 (+10). [b]Offense:[/b] Initiative +8 Unarmed +11 (Close Damage 2) Sword +15 (Close Damage 5, Crit 17-20) Throwing Knives +12 (Ranged Multiattack Damage 1) [b]Defense:[/b] Dodge 9, Parry 11, Fortitude 5, Toughness 9/8/4/3, Will 11 [b]Totals:[/b] Abilities 62 + Advantages 62 + Skills 41 + Defenses 20 = 185 points [b]Offensive PL:[/b] 10 [b]Defensive PL:[/b] 10 [b]Resistance PL:[/b] 8 [b]Skill PL:[/b] 9 [b]Complications: [i]Justice--Motivation. Aging. Distrusts Magic. Secrets Upon Secrets.[/i][/b] [SIZE=2][i]"No, not merciful ... only very much bewildered and afraid."[/i][/SIZE] [/QUOTE]
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