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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: 8102732" data-attributes="member: 30538"><p><span style="font-size: 26px">Garkun</span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-RKfMgzd/0/951f7932/S/Gamorrean_Guard_with_Axe-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-PLqRP2B/0/a0929302/S/Ugnaught_NEGAS-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>For almost as long as the Albadine people have been nomads of the skies, they have been warring with the other nation of star travelers, whom they call by the name Garkun ... which just means "enemy" in the Albadine language. (What they call themselves is not clear; when communication has been possible, they have always just used the local word for 'we' or 'us'.) There were many mysteries about the Garkun, who seemed too technically inept to maintain their interstellar spacecraft, much less the other technology they employed with great skill. Quite recently, an answer was discovered when Albadine explorers realized that the Garkun seemed to keep another species as slaves for their technical skill. Both for charitable purposes and to diminish the ability of the Garkun to defend themselves, the Albadine have tried to rescue these slaves on many occasions, but are frustrated by their tendency to commit suicide rather than accept their freedom.</p><p></p><p>This new mystery would be easily understood if the Albadine were willing to accept that the technicians were not slaves, and were actually of the same species as their warrior partners -- and were, in fact, their literal brothers. Essentially, the Garkun species consists of three phenotypes. The 'male' warriors are the best known, and each of them is psychically linked to a 'neuter' technician. Each pair is born at the same time from one of the largely sessile 'females', who also act as the chiefs of the Garkun's planetary communities, only being moved between them when very young. These 'queens' typically give birth to three pairs of children every two solar years, who achieve maturity within another twelve.</p><p></p><p>Garkun planetary settlements are extremely diverse, with some acting no differently than the raiders and pirates who typify Garkun space travelers, while others prefer to engage in trade and negotiation with their neighbors. The differences in behavior are generally explicable through economics -- Garkun who have settled in resource-poor areas will not hesitate to engage in banditry and extortion to obtain what they need, while those in more bountiful situations are much more willing to deal fairly with others. Of course, the history of these settlements also influences their behavior, as past hostility against a community, regardless of circumstances, is unlikely to be forgotten.</p><p></p><p>It should be noted that Garkun settlements are no less likely to be victimized by nomadic Garkun raiders, and that those settlements willing to cooperate with their non-Garkun neighbors will not hesitate to assist them in fighting such raiders off. Becoming a raider, however, is viewed as an acceptable career choice by nearly every Garkun community, largely because of the sacrifice involved. Garkun raiders rarely survive long enough to return to their homes and take part in reproduction, thus sacrificing their future for momentary glory and the promise of riches.</p><p></p><p>The majority of Garkun settlements are within the Crimson Imperium, with only a tiny number to be found in the Technate, largely due to the fact that Albadine settlements are more common in the latter polity. While most raider ships are fiercely independent, a few have joined forces to become an element within Garth Maruad's mercenary army. Others are employed as enforcers or even bodyguards by the Augrah crime syndicate, and there are rumors that claim one ship clan is active as a group of bounty hunters. The Insurgency's command has discussed the prospect of recruiting Garkun mercenaries for their own forces, but so far have not done so.</p><p></p><p><strong>Garkun Warrior -- PL 7 / MR 6</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 6 | <strong>STA</strong> 6 | <strong>AGL</strong> 0 | <strong>DEX</strong> 3 | <strong>FGT</strong> 5 | <strong>INT</strong> -1 | <strong>AWE</strong> 0 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Healing Factor: </em></strong>Immunity 2 (disease, poison); Regeneration 2 - 4 points</p><p><strong><em>Mindlink: </em></strong>Feature (<em>can</em> have minions even if a minion); Senses 1 (communication link with tech) - 2 point</p><p></p><p><strong>Advantages:</strong></p><p>All-Out Attack, Equipment 4, Fearless 2, Sidekick 12</p><p></p><p><em>Equipment:</em></p><p>Armor (Protection 3), Blaster Gun (Ranged Damage 5), Spaceaxe (Strength-based Damage 3, Reach). </p><p></p><p><strong>Skills:</strong></p><p>Intimidation 5 (+5), Perception 4 (+4), Ranged Combat: Blaster 4 (+7), Vehicles 3 (+6)</p><p></p><p><strong>Offense:</strong></p><p>Initiative +0</p><p>Unarmed +5 (Close Damage 6)</p><p>Spaceaxe +5 (Close Damage 9)</p><p>Blaster Gun +7 (Ranged Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 4, Parry 5, Fortitude 9, Toughness 9/6, Will 4</p><p></p><p><strong>Totals:</strong></p><p>Abilities 38 + Powers 6 + Advantages 19 + Skills 8 + Defenses 11 = 82 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Greed or Thrills--Motivation. Others as Needed</em></strong></p><p></p><p><strong>Garkun Tech - PL 6 / MR 4</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> -1 | <strong>STA</strong> 4 | <strong>AGL</strong> 3 | <strong>DEX</strong> 3 | <strong>FGT</strong> 2 | <strong>INT</strong> 3 | <strong>AWE</strong> 0 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Healing Factor: </em></strong>Immunity 2 (disease, poison); Regeneration 2 - 4 points</p><p><strong><em>Mindlink: </em></strong>Senses 1 (communication link with warrior) - 1 point </p><p><strong><em>Small Size: </em></strong>Permanent Shrinking 4 (-1 Strength, +2 Dodge, +2 Parry, +4 Stealth, -2 Intimidation), Innate - 5 points</p><p></p><p><strong>Advantages:</strong></p><p>Defensive Roll, Evasion, Improvised Tools</p><p></p><p><strong>Skills:</strong></p><p>Perception 6 (+6), Sleight of Hand 4 (+7), Stealth 2 (+9), Technology 5 (+8), Treatment 5 (+8)</p><p></p><p><strong>Offense:</strong></p><p>Initiative +3</p><p>Unarmed +2 (Close Damage -1)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 6, Parry 5, Fortitude 6, Toughness 6/4, Will 4</p><p></p><p><strong>Totals:</strong></p><p>Abilities 30 + Powers 10 + Advantages 3 + Skills 11 + Defenses 9 = 60 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Loyalty--Motivation. Frequent Feeder. Others as Needed</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8102732, member: 30538"] [size=150]Garkun[/size] [img]https://photos.smugmug.com/My-First-Gallery/i-RKfMgzd/0/951f7932/S/Gamorrean_Guard_with_Axe-S.jpg[/img] [img]https://photos.smugmug.com/My-First-Gallery/i-PLqRP2B/0/a0929302/S/Ugnaught_NEGAS-S.jpg[/img] For almost as long as the Albadine people have been nomads of the skies, they have been warring with the other nation of star travelers, whom they call by the name Garkun ... which just means "enemy" in the Albadine language. (What they call themselves is not clear; when communication has been possible, they have always just used the local word for 'we' or 'us'.) There were many mysteries about the Garkun, who seemed too technically inept to maintain their interstellar spacecraft, much less the other technology they employed with great skill. Quite recently, an answer was discovered when Albadine explorers realized that the Garkun seemed to keep another species as slaves for their technical skill. Both for charitable purposes and to diminish the ability of the Garkun to defend themselves, the Albadine have tried to rescue these slaves on many occasions, but are frustrated by their tendency to commit suicide rather than accept their freedom. This new mystery would be easily understood if the Albadine were willing to accept that the technicians were not slaves, and were actually of the same species as their warrior partners -- and were, in fact, their literal brothers. Essentially, the Garkun species consists of three phenotypes. The 'male' warriors are the best known, and each of them is psychically linked to a 'neuter' technician. Each pair is born at the same time from one of the largely sessile 'females', who also act as the chiefs of the Garkun's planetary communities, only being moved between them when very young. These 'queens' typically give birth to three pairs of children every two solar years, who achieve maturity within another twelve. Garkun planetary settlements are extremely diverse, with some acting no differently than the raiders and pirates who typify Garkun space travelers, while others prefer to engage in trade and negotiation with their neighbors. The differences in behavior are generally explicable through economics -- Garkun who have settled in resource-poor areas will not hesitate to engage in banditry and extortion to obtain what they need, while those in more bountiful situations are much more willing to deal fairly with others. Of course, the history of these settlements also influences their behavior, as past hostility against a community, regardless of circumstances, is unlikely to be forgotten. It should be noted that Garkun settlements are no less likely to be victimized by nomadic Garkun raiders, and that those settlements willing to cooperate with their non-Garkun neighbors will not hesitate to assist them in fighting such raiders off. Becoming a raider, however, is viewed as an acceptable career choice by nearly every Garkun community, largely because of the sacrifice involved. Garkun raiders rarely survive long enough to return to their homes and take part in reproduction, thus sacrificing their future for momentary glory and the promise of riches. The majority of Garkun settlements are within the Crimson Imperium, with only a tiny number to be found in the Technate, largely due to the fact that Albadine settlements are more common in the latter polity. While most raider ships are fiercely independent, a few have joined forces to become an element within Garth Maruad's mercenary army. Others are employed as enforcers or even bodyguards by the Augrah crime syndicate, and there are rumors that claim one ship clan is active as a group of bounty hunters. The Insurgency's command has discussed the prospect of recruiting Garkun mercenaries for their own forces, but so far have not done so. [b]Garkun Warrior -- PL 7 / MR 6 Abilities: STR[/b] 6 | [b]STA[/b] 6 | [b]AGL[/b] 0 | [b]DEX[/b] 3 | [b]FGT[/b] 5 | [b]INT[/b] -1 | [b]AWE[/b] 0 | [b]PRE[/b] 0 [b]Powers:[/b] [b][i]Healing Factor: [/i][/b]Immunity 2 (disease, poison); Regeneration 2 - 4 points [b][i]Mindlink: [/i][/b]Feature ([i]can[/i] have minions even if a minion); Senses 1 (communication link with tech) - 2 point [b]Advantages:[/b] All-Out Attack, Equipment 4, Fearless 2, Sidekick 12 [i]Equipment:[/i] Armor (Protection 3), Blaster Gun (Ranged Damage 5), Spaceaxe (Strength-based Damage 3, Reach). [b]Skills:[/b] Intimidation 5 (+5), Perception 4 (+4), Ranged Combat: Blaster 4 (+7), Vehicles 3 (+6) [b]Offense:[/b] Initiative +0 Unarmed +5 (Close Damage 6) Spaceaxe +5 (Close Damage 9) Blaster Gun +7 (Ranged Damage 5) [b]Defense:[/b] Dodge 4, Parry 5, Fortitude 9, Toughness 9/6, Will 4 [b]Totals:[/b] Abilities 38 + Powers 6 + Advantages 19 + Skills 8 + Defenses 11 = 82 points [b]Complications: [i]Greed or Thrills--Motivation. Others as Needed[/i][/b] [b]Garkun Tech - PL 6 / MR 4 Abilities: STR[/b] -1 | [b]STA[/b] 4 | [b]AGL[/b] 3 | [b]DEX[/b] 3 | [b]FGT[/b] 2 | [b]INT[/b] 3 | [b]AWE[/b] 0 | [b]PRE[/b] 0 [b]Powers:[/b] [b][i]Healing Factor: [/i][/b]Immunity 2 (disease, poison); Regeneration 2 - 4 points [b][i]Mindlink: [/i][/b]Senses 1 (communication link with warrior) - 1 point [b][i]Small Size: [/i][/b]Permanent Shrinking 4 (-1 Strength, +2 Dodge, +2 Parry, +4 Stealth, -2 Intimidation), Innate - 5 points [b]Advantages:[/b] Defensive Roll, Evasion, Improvised Tools [b]Skills:[/b] Perception 6 (+6), Sleight of Hand 4 (+7), Stealth 2 (+9), Technology 5 (+8), Treatment 5 (+8) [b]Offense:[/b] Initiative +3 Unarmed +2 (Close Damage -1) [b]Defense:[/b] Dodge 6, Parry 5, Fortitude 6, Toughness 6/4, Will 4 [b]Totals:[/b] Abilities 30 + Powers 10 + Advantages 3 + Skills 11 + Defenses 9 = 60 points [b]Complications: [i]Loyalty--Motivation. Frequent Feeder. Others as Needed[/i][/b] [/QUOTE]
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