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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: 8238057" data-attributes="member: 30538"><p><span style="color: purple"><span style="font-size: 26px">Rassa</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-CGSMtPt/0/caa7d30b/M/tumblr_nkbud4CDQq1rghpjuo1_500-M.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The dwarves of Felsenheim do not, as a general rule, like magic. (The blessings granted those among them who work for the sanctified priesthood of Kagyar are, of course, <em>not</em> magic, and it would be an unforgivable faux pas to refer to them in such a matter.) Those among them who develop sorcery typically end up outcast and exiled, and they don't even try to maintain any lore about the subject. Magic is for other peoples, not them.</p><p></p><p>Which is part of the reason that Rassafrassa Herrjim (usually just Rassa) was such an oddity in their culture. There are plenty of dwarves who are more interested in the theoretical rather than the practical, and during her initial education she seemed likely to become a great scholar. But she was fascinated by what little she was able to learn about the magic of the human, elves and even the gargun peoples, and wanted to know more. She believed that it could become a tool for the dwarven people which would enhance their lives in many ways. And all this was despite not having a drop of magical talent herself.</p><p></p><p>Eventually, she had to leave Felsenheim in order to continue her studies, but she will insist that she wasn't exiled, but left voluntarily. Rassa became an assistant to several human sorcerers, with a preference for those who engaged in adventures rather than solitary study. She learned much of what she wanted to know, but there was always more to be discovered. Eventually, her experiments in creating items that contained and channeled magical energy started to succeed more often than they failed, and she became known as a talented crafter.</p><p></p><p>While accompanying a group of human adventurers on a quest, Rassa discovered a horrific artifact that drained magical energy from the world, converting it into a strange form of sickening energy. Her friends all died from this emanation, and Rossa felt an unaccustomed anger. For the first time, she found herself working out how to destroy something instead of build it. She fully expected to die in the conflagration she unleashed, and was stunned when she found that she'd Ascended instead. </p><p></p><p>And doubly stunned to find out that her patron was Ithas! Ithas, the Great Trickster! Ithas, who stole fire from heaven! Ithas, who featured in every single cautionary story about the dangers of magic that Rassa had ever heard! She'd always dismissed those stories as nonsense, and now here she was meeting the source of them, and suddenly they made a lot more sense.Regardless, Rassa cheerfully lent her talents as a warrior and sage to the (somewhat bewilderingly named) Princesses of the Universe, and has helped them out of several jams with her inventions. (And has only gotten them into one with them once so far.) </p><p></p><p>If there's a major source of unhappiness in her life, other than the fact that she routinely has to do the bidding of a complete jerk, it's that she's in a rivalry with one of the other Immortals of the Sphere of Mind, one Skuravati, an Initiate who's probably going to be promoted to Temporal status soon. Skuravati is a sweet, kind, and gentle being, who has worked tirelessly in the defense of life and the living ... and she is also completely convinced that Rassa, and the approach she has to magic, will doom the world. And the fact that Rassa works for Ithas means that she can't quite dismiss the possibility that Skuravati is right about this ...</p><p></p><p><strong>Rassa -- PL 10</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 5 | <strong>STA</strong> 6 | <strong>AGL</strong> 3 | <strong>DEX</strong> 3 | <strong>FGT</strong> 8 | <strong>INT</strong> 7 | <strong>AWE</strong> 4 | <strong>PRE</strong> 1</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Ascendant:</em></strong> Immortality 5 (one day); Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to planes of the Sphere of Mind), Standard Action - 15 points</p><p><strong><em>Hammer of Smiting:</em></strong> Linked Strength-based Damage 3 and Cumulative Affliction 8 (Resisted by Fortitude; Vulnerable, Defenseless), Limited Degree, Accurate, Affects Insubstantial; Easily Removable (-4 points) - 10 points</p><p><strong><em>Sense Immortal:</em></strong> Senses 2 (ranged detect immortal) - 2 points</p><p><strong><em>Seven-League Boots:</em></strong> Speed 12 (8000 MPH); Removable (-2 points) - 10 points</p><p><strong><em>Superior Toughness:</em></strong> Immunity 2 (disease, poison); Impervious Protection 6 - 14 points</p><p></p><p><strong>Advantages:</strong></p><p>All-out Attack, Close Attack 2, Diehard, Equipment 4, Evasion, Fearless, Great Endurance, Improved Initiative, Improvised Tools, Inventor, Instant Up, Jack-of-all-Trades, Language 2 (Atelane, Dannic, Gargun, Koine, [Zwergen is native]), Move-by Action, Ultimate Effort (Toughness checks).</p><p></p><p><em>Equipment:</em></p><p><strong><em>Home Plane:</em></strong> Size Huge; Toughness 12; Features Communications, Concealed, Defense System, Grounds, Isolated, Living Space, Power System, Personnel, Security System, Workshop - 17 points. </p><p></p><p><strong>Skills:</strong></p><p>Athletics 4 (+9), Close Combat: Hammer 2 (+10), Deception 7 (+8), Expertise: History 4 (+11), Expertise: Magic (INT-based) 5 (+12), Insight 8 (+12), Intimidation 8 (+9), Technology 6 (+13).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +7</p><p>Unarmed +10 (Close Damage 5)</p><p>Hammer +12 (Close Damage 8 and Fortitude 8)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 6, Parry 8, Fortitude 8, Toughness 12, Will 9.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 74 + Powers 50 + Advantages 20 + Skills 22 + Defenses 10 = 176 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Discovery--Motivation. Reputation</em></strong> (eccentric, possibly mad.) <strong><em>Patron</em></strong> (Ithas.) <strong><em>Rival</em></strong> (Skuravati.) <strong><em>Secret</em></strong> (immortality.)</p></blockquote><p></p>
[QUOTE="Davies, post: 8238057, member: 30538"] [color=purple][size=150]Rassa[/size][/color] [img]https://photos.smugmug.com/My-First-Gallery/i-CGSMtPt/0/caa7d30b/M/tumblr_nkbud4CDQq1rghpjuo1_500-M.jpg[/img] The dwarves of Felsenheim do not, as a general rule, like magic. (The blessings granted those among them who work for the sanctified priesthood of Kagyar are, of course, [i]not[/i] magic, and it would be an unforgivable faux pas to refer to them in such a matter.) Those among them who develop sorcery typically end up outcast and exiled, and they don't even try to maintain any lore about the subject. Magic is for other peoples, not them. Which is part of the reason that Rassafrassa Herrjim (usually just Rassa) was such an oddity in their culture. There are plenty of dwarves who are more interested in the theoretical rather than the practical, and during her initial education she seemed likely to become a great scholar. But she was fascinated by what little she was able to learn about the magic of the human, elves and even the gargun peoples, and wanted to know more. She believed that it could become a tool for the dwarven people which would enhance their lives in many ways. And all this was despite not having a drop of magical talent herself. Eventually, she had to leave Felsenheim in order to continue her studies, but she will insist that she wasn't exiled, but left voluntarily. Rassa became an assistant to several human sorcerers, with a preference for those who engaged in adventures rather than solitary study. She learned much of what she wanted to know, but there was always more to be discovered. Eventually, her experiments in creating items that contained and channeled magical energy started to succeed more often than they failed, and she became known as a talented crafter. While accompanying a group of human adventurers on a quest, Rassa discovered a horrific artifact that drained magical energy from the world, converting it into a strange form of sickening energy. Her friends all died from this emanation, and Rossa felt an unaccustomed anger. For the first time, she found herself working out how to destroy something instead of build it. She fully expected to die in the conflagration she unleashed, and was stunned when she found that she'd Ascended instead. And doubly stunned to find out that her patron was Ithas! Ithas, the Great Trickster! Ithas, who stole fire from heaven! Ithas, who featured in every single cautionary story about the dangers of magic that Rassa had ever heard! She'd always dismissed those stories as nonsense, and now here she was meeting the source of them, and suddenly they made a lot more sense.Regardless, Rassa cheerfully lent her talents as a warrior and sage to the (somewhat bewilderingly named) Princesses of the Universe, and has helped them out of several jams with her inventions. (And has only gotten them into one with them once so far.) If there's a major source of unhappiness in her life, other than the fact that she routinely has to do the bidding of a complete jerk, it's that she's in a rivalry with one of the other Immortals of the Sphere of Mind, one Skuravati, an Initiate who's probably going to be promoted to Temporal status soon. Skuravati is a sweet, kind, and gentle being, who has worked tirelessly in the defense of life and the living ... and she is also completely convinced that Rassa, and the approach she has to magic, will doom the world. And the fact that Rassa works for Ithas means that she can't quite dismiss the possibility that Skuravati is right about this ... [b]Rassa -- PL 10 Abilities: STR[/b] 5 | [b]STA[/b] 6 | [b]AGL[/b] 3 | [b]DEX[/b] 3 | [b]FGT[/b] 8 | [b]INT[/b] 7 | [b]AWE[/b] 4 | [b]PRE[/b] 1 [b]Powers: [i]Ascendant:[/i][/b] Immortality 5 (one day); Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to planes of the Sphere of Mind), Standard Action - 15 points [b][i]Hammer of Smiting:[/i][/b] Linked Strength-based Damage 3 and Cumulative Affliction 8 (Resisted by Fortitude; Vulnerable, Defenseless), Limited Degree, Accurate, Affects Insubstantial; Easily Removable (-4 points) - 10 points [b][i]Sense Immortal:[/i][/b] Senses 2 (ranged detect immortal) - 2 points [b][i]Seven-League Boots:[/i][/b] Speed 12 (8000 MPH); Removable (-2 points) - 10 points [b][i]Superior Toughness:[/i][/b] Immunity 2 (disease, poison); Impervious Protection 6 - 14 points [b]Advantages:[/b] All-out Attack, Close Attack 2, Diehard, Equipment 4, Evasion, Fearless, Great Endurance, Improved Initiative, Improvised Tools, Inventor, Instant Up, Jack-of-all-Trades, Language 2 (Atelane, Dannic, Gargun, Koine, [Zwergen is native]), Move-by Action, Ultimate Effort (Toughness checks). [i]Equipment:[/i] [b][i]Home Plane:[/i][/b] Size Huge; Toughness 12; Features Communications, Concealed, Defense System, Grounds, Isolated, Living Space, Power System, Personnel, Security System, Workshop - 17 points. [b]Skills:[/b] Athletics 4 (+9), Close Combat: Hammer 2 (+10), Deception 7 (+8), Expertise: History 4 (+11), Expertise: Magic (INT-based) 5 (+12), Insight 8 (+12), Intimidation 8 (+9), Technology 6 (+13). [b]Offense:[/b] Initiative +7 Unarmed +10 (Close Damage 5) Hammer +12 (Close Damage 8 and Fortitude 8) [b]Defense:[/b] Dodge 6, Parry 8, Fortitude 8, Toughness 12, Will 9. [b]Totals:[/b] Abilities 74 + Powers 50 + Advantages 20 + Skills 22 + Defenses 10 = 176 points [b]Complications: [i]Discovery--Motivation. Reputation[/i][/b] (eccentric, possibly mad.) [b][i]Patron[/i][/b] (Ithas.) [b][i]Rival[/i][/b] (Skuravati.) [b][i]Secret[/i][/b] (immortality.) [/QUOTE]
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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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