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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: 8103531" data-attributes="member: 30538"><p><span style="font-size: 26px">Augrah</span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-9bbCJhv/1/7291a508/S/cover1-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>One of the first major clients of the Manguai, the Augrah long ago traded all rights to their home world's resources, and the majority of its territory as well, in exchange for wealth and technology to allow them to start spreading across the galaxy. They were apt pupils of the Manguai, but where their mentors knew enough to <em>usually</em> leave their clients with enough to let them survive -- the better to continue exploiting them in the future -- the Augrah were more willing to reduce theirs to penury and leave them with no options beyond starvation and slavery, believing that you couldn't put a price on the pleasure of owning another sapient. It's very possible that the Manguai's decision to help form the Imperium may have been influenced by the hope that it would work against the Augrah's most predatory excesses.</p><p></p><p>That didn't happen. They were held in some semblance of check by the mystics, but the Augrah have, if anything, flourished in the Imperium, especially since it became the Crimson Imperium, with the mystics banished to obscurity. Where there is law, especially unjust law, there will always be those who try to break said laws, and the opportunity to profit from those violations. The Augrah crime syndicate has become a major power within the Crimson Imperium, and Augrah crimelords have gone so far as to say that they are protectors of the most vulnerable members of their civilization.</p><p></p><p>Of course, not all Augrah are part of the syndicate. The recently installed replacement Grand Inquisitor, Zazanax, is an Augrah who would resent the implication that they're at all influenced by such criminal scum. While unquestionably corrupt, Zazanax accepts bribes only from other members of the Imperium's bureaucracy and aristocracy, wielding the power of their office on their behalf, rather than for the benefit of other members of their species, and is utterly loyal to the Crimson King. Until someone makes them a better offer, at least.</p><p></p><p>In the absence of the mystics, the worst enemy of the Augrah is the largest criminal organization active within the Technate, known as Vaskahne. Descended, sometimes figuratively and sometimes literally, from renegades from their own organization, they have built themselves up to the same level as the Augrah syndicate in an incredibly brief time, and prevented the Augrah from extending their figurative tentacles to the younger polity. If the borders of the two nations are officially tense, they are unofficially bloody from the conflicts between the two groups. It's easy to get rich in that region. It's also really easy to get dead.</p><p></p><p>A few of the Augrah have taken an interest in the Insurgency. The situation that confronts these desperate rebels puts them in a position where they have to rely on the Augrah's black markets, and so they make for good customers. But even those who will deal with the Insurgency certainly don't wish them well; they love them as losers, but at least some of them worry that they might just win ... and that would not be good for business. Not at all.</p><p></p><p><strong>Augrah Crimelord - PL 9</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 3 | <strong>STA</strong> 5 | <strong>AGL</strong> 2 | <strong>DEX</strong> -1 | <strong>FGT</strong> 8 | <strong>INT</strong> 2 | <strong>AWE</strong> 3 | <strong>PRE</strong> 2</p><p></p><p><strong>Powers:</strong></p><p><em><strong>All-Seeing:</strong></em> Senses 8 (visual senses counters all concealment, counters illusions) - 8 points</p><p><strong>Hovers:</strong> Continuous Flight 1, Innate - 4 points</p><p><strong><em>Large Size:</em></strong> Permanent Growth 4, Innate; Impervious Protection 6 -25 points</p><p><strong><em>Nefarious Gaze:</em></strong> Array (28 points) <ul> <li data-xf-list-type="ul"> <strong><em>Damaging Gaze:</em></strong> Perception Ranged Damage 9, Variable 2 (energy), Quirk (cannot be used twice in succession) - 28 points</li> <li data-xf-list-type="ul"> <strong><em>Dominating Gaze: </em></strong>Perception Ranged Affliction 9 (Resisted and Overcome by Will; Dazed, Compelled, Controlled), Quirk (cannot be used twice in succession); Senses 1 (Communication Link with target) - 1 point</li> <li data-xf-list-type="ul"> <strong><em>Enervating Gaze:</em></strong> Perception Ranged Affliction 9 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep), Quirk (cannot be used twice in succession) - 1 point</li> <li data-xf-list-type="ul"> <strong><em>Paralyzing Gaze:</em></strong> Perception Ranged Affliction 9 (Resisted and Overcome by Will; Hindered & Vulnerable, Defenseless & Immobile), Quirk (cannot be used twice in succession) - 1 point</li> <li data-xf-list-type="ul"> <strong><em>Telekinetic Gaze:</em></strong> Perception Ranged Move Object 9, Quirk (cannot be used twice in succession) - 1 point</li> </ul><p></p><p><strong>Advantages:</strong></p><p>Benefit 6 (Billionaire, Crimelord), Evasion, Improved Initiative, Move-by Action, Redirect</p><p></p><p><strong>Skills:</strong></p><p>Deception 8 (+10), Expertise: Criminal 8 (+10), Expertise: Galactic 8 (+10), Intimidation 8 (+10), Perception 8 (+11), Stealth 8 (+10)</p><p></p><p><strong>Offense:</strong></p><p>Initiative +6</p><p>Bite +8 (Close Damage 3)</p><p>Damaging Gaze -- (Perception-Ranged Damage 9)</p><p>Dominating Gaze or Paralyzing Gaze -- (Perception-Ranged Will 9)</p><p>Enervating Gaze -- (Perception-Ranged Fortitude 9)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 5, Parry 7, Fortitude 7, Toughness 11, Will 10</p><p></p><p><strong>Totals:</strong></p><p>Abilities 32 + Powers 77 + Advantages 10 + Skills 24 + Defenses 15 = 158 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Greed or Power--Motivation. No Fine Manipulators.</em></strong></p><p></p><p><em>For Zazanak's stats, replace Benefit (Crimelord) with Benefit (Inquisitor), drop two ranks of Benefit (Wealth), add Connected, Contacts, and Well-Informed, replace Expertise: Criminal with Expertise: Streetwise, add Insight 6 (+9), Investigation 8 (+10), and Persuasion 6 (+8), and increase Will to 12.</em></p></blockquote><p></p>
[QUOTE="Davies, post: 8103531, member: 30538"] [size=150]Augrah[/size] [img]https://photos.smugmug.com/My-First-Gallery/i-9bbCJhv/1/7291a508/S/cover1-S.jpg[/img] One of the first major clients of the Manguai, the Augrah long ago traded all rights to their home world's resources, and the majority of its territory as well, in exchange for wealth and technology to allow them to start spreading across the galaxy. They were apt pupils of the Manguai, but where their mentors knew enough to [i]usually[/i] leave their clients with enough to let them survive -- the better to continue exploiting them in the future -- the Augrah were more willing to reduce theirs to penury and leave them with no options beyond starvation and slavery, believing that you couldn't put a price on the pleasure of owning another sapient. It's very possible that the Manguai's decision to help form the Imperium may have been influenced by the hope that it would work against the Augrah's most predatory excesses. That didn't happen. They were held in some semblance of check by the mystics, but the Augrah have, if anything, flourished in the Imperium, especially since it became the Crimson Imperium, with the mystics banished to obscurity. Where there is law, especially unjust law, there will always be those who try to break said laws, and the opportunity to profit from those violations. The Augrah crime syndicate has become a major power within the Crimson Imperium, and Augrah crimelords have gone so far as to say that they are protectors of the most vulnerable members of their civilization. Of course, not all Augrah are part of the syndicate. The recently installed replacement Grand Inquisitor, Zazanax, is an Augrah who would resent the implication that they're at all influenced by such criminal scum. While unquestionably corrupt, Zazanax accepts bribes only from other members of the Imperium's bureaucracy and aristocracy, wielding the power of their office on their behalf, rather than for the benefit of other members of their species, and is utterly loyal to the Crimson King. Until someone makes them a better offer, at least. In the absence of the mystics, the worst enemy of the Augrah is the largest criminal organization active within the Technate, known as Vaskahne. Descended, sometimes figuratively and sometimes literally, from renegades from their own organization, they have built themselves up to the same level as the Augrah syndicate in an incredibly brief time, and prevented the Augrah from extending their figurative tentacles to the younger polity. If the borders of the two nations are officially tense, they are unofficially bloody from the conflicts between the two groups. It's easy to get rich in that region. It's also really easy to get dead. A few of the Augrah have taken an interest in the Insurgency. The situation that confronts these desperate rebels puts them in a position where they have to rely on the Augrah's black markets, and so they make for good customers. But even those who will deal with the Insurgency certainly don't wish them well; they love them as losers, but at least some of them worry that they might just win ... and that would not be good for business. Not at all. [b]Augrah Crimelord - PL 9 Abilities: STR[/b] 3 | [b]STA[/b] 5 | [b]AGL[/b] 2 | [b]DEX[/b] -1 | [b]FGT[/b] 8 | [b]INT[/b] 2 | [b]AWE[/b] 3 | [b]PRE[/b] 2 [b]Powers:[/b] [i][b]All-Seeing:[/b][/i] Senses 8 (visual senses counters all concealment, counters illusions) - 8 points [b]Hovers:[/b] Continuous Flight 1, Innate - 4 points [b][i]Large Size:[/i][/b] Permanent Growth 4, Innate; Impervious Protection 6 -25 points [b][i]Nefarious Gaze:[/i][/b] Array (28 points)[list] [*] [b][i]Damaging Gaze:[/i][/b] Perception Ranged Damage 9, Variable 2 (energy), Quirk (cannot be used twice in succession) - 28 points [*] [b][i]Dominating Gaze: [/i][/b]Perception Ranged Affliction 9 (Resisted and Overcome by Will; Dazed, Compelled, Controlled), Quirk (cannot be used twice in succession); Senses 1 (Communication Link with target) - 1 point [*] [b][i]Enervating Gaze:[/i][/b] Perception Ranged Affliction 9 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep), Quirk (cannot be used twice in succession) - 1 point [*] [b][i]Paralyzing Gaze:[/i][/b] Perception Ranged Affliction 9 (Resisted and Overcome by Will; Hindered & Vulnerable, Defenseless & Immobile), Quirk (cannot be used twice in succession) - 1 point [*] [b][i]Telekinetic Gaze:[/i][/b] Perception Ranged Move Object 9, Quirk (cannot be used twice in succession) - 1 point[/list] [b]Advantages:[/b] Benefit 6 (Billionaire, Crimelord), Evasion, Improved Initiative, Move-by Action, Redirect [b]Skills:[/b] Deception 8 (+10), Expertise: Criminal 8 (+10), Expertise: Galactic 8 (+10), Intimidation 8 (+10), Perception 8 (+11), Stealth 8 (+10) [b]Offense:[/b] Initiative +6 Bite +8 (Close Damage 3) Damaging Gaze -- (Perception-Ranged Damage 9) Dominating Gaze or Paralyzing Gaze -- (Perception-Ranged Will 9) Enervating Gaze -- (Perception-Ranged Fortitude 9) [b]Defense:[/b] Dodge 5, Parry 7, Fortitude 7, Toughness 11, Will 10 [b]Totals:[/b] Abilities 32 + Powers 77 + Advantages 10 + Skills 24 + Defenses 15 = 158 points [b]Complications: [i]Greed or Power--Motivation. No Fine Manipulators.[/i][/b] [i]For Zazanak's stats, replace Benefit (Crimelord) with Benefit (Inquisitor), drop two ranks of Benefit (Wealth), add Connected, Contacts, and Well-Informed, replace Expertise: Criminal with Expertise: Streetwise, add Insight 6 (+9), Investigation 8 (+10), and Persuasion 6 (+8), and increase Will to 12.[/i] [/QUOTE]
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