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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: 8257994" data-attributes="member: 30538"><p><span style="font-size: 26px">Lumati</span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-Pppmcp7/1/568931a9/S/133549371_10158916685217530_5127998230018373084_n-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Despite what some of the legends claim, the Lumati did not invent or discover technomancy. The practice was known throughout the space that would become the Imperium, if often not fully understood, long before the Lumati achieved spaceflight as clients of the Seshai. What they did discover, a little under two and half centuries ago, was a way of giving the ability to perform technomancy to anyone willing to undergo an intrusive medical procedure -- and <em>that</em> was what started the Schism Wars.</p><p></p><p>Much like their patrons, the Lumati -- once ironically called the 'little brothers' by the Seshai, whose average height is about a head shorter -- had been fascinated by the possibilities of 'medical enhancement', especially of the nervous system. They were also leaders in the field of quantum computing, some of the first engineers to build a computer able to facilitate technomancy, rather than relying on the computer systems of Artifacts for that purpose. Almost inevitably, someone -- and Lumati histories are oddly quiet on the identity of that someone -- got the bright idea to combine these two technologies.</p><p></p><p>Designing a quantum computer powerful enough to perform technomancy and yet small enough to be implanted inside of a humanoid brain was well beyond the abilities of the designers. The system that they designed ultimately duplicated the entire nervous system, working alongside it. Further, it was fashioned from organic fibers and crystals and introduced nanoscale fabricators that could reproduce itself into the enhanced subject's reproductive system. Thus, if two enhanced individuals mated, their children would almost certainly develop the enhancement as well.</p><p></p><p>As a result, within a generation, virtually the entire Lumati population, and a fairly large representation of other species as well, had received the enhancement and been trained as technomancers. That, more than anything else, was the cause of the mystics' panic. Their numbers were significantly lower, and the ascetic tendencies of the Starlight Path encouraged (and in some cases required) celibacy, making increasing those numbers difficult. The mystics believed it likely that the technomancers would seek to gain influence over the Imperium's politics. This wasn't simply paranoia; the technomancers' activities during this time indicate that this was a goal that many of them sought.</p><p></p><p>And so, civil war ensued. While the feud between mystic and technomancer was the spark that touched off the flame, other old grievances between the founding nations of the Imperium and the ambitions of other groups were also ignited at this time, creating a chaotic milieu where alliances might change daily. There are those who argue that this conflict made the rise of a figure <em>like</em> the Crimson King inevitable. </p><p></p><p>In the end, the mystic-led forces triumphed, and nearly all the surviving Lumati joined the Armada and fled to found the Technate. Those left behind are believed to have been exterminated. There are persistent rumors that the Seshai or the Manguai may have protected small populations of Lumati, but these have never been proven. Ironically, the Technate's restrictions against medical enhancement made it all but impossible for the Lumati to share the benefits of their research with other peoples in the aftermath. While the Lumati were exempted from those laws, many of them were horrified by the devastation that their studies had unleashed and arranged for their enhancements to be limited, making the practice of technomancy once more a rare one.</p><p></p><p>While the implanted fibers and crystals of their enhancements are too wedded to a Lumati's nervous system to be removed without extensive and life-threatening surgery, they can be easily disabled by removing the crystal nodes that grow on the surface of their body, particularly their face. However, that can normally only be done to a subject who is already incapacitated or otherwise helpless. Doing this is considered an exceptionally heinous act by the Lumati, a fate worse than death.</p><p></p><p><strong>Lumati Technomancer -- PL 6</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 3 | <strong>STA</strong> 2 | <strong>AGL</strong> 2 | <strong>DEX</strong> 3 | <strong>FGT</strong> 3 | <strong>INT</strong> 5/1 | <strong>AWE</strong> 2 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Implanted Crystal:</em></strong> Enhanced Advantages 3 (Eidetic Memory, Speed of Thought, Technomancer); Enhanced Intelligence 4; Senses 2 (extended ranged tactile); Removable (-2 points) - 11 points</p><p><strong><em>Translator Circuit:</em></strong> Comprehend Languages 3 - 9 points</p><p></p><p><strong><em>Advantages:</em></strong></p><p>Assessment, <em>Eidetic Memory,</em> Equipment 4, Evasion, <em>Speed of Thought, Technomancer</em>, Well-informed.</p><p></p><p><em>Equipment:</em></p><p>Protective Uniform (Protection 4, Subtle), Smartphone-Equivalent, Stunbeam (Ranged Affliction 5 [Fortitude; Dazed, Stunned, Incapacitated]), and 3 points of equipment as needed.</p><p></p><p><strong>Skills:</strong></p><p>Deception 6 (+6), Expertise: Galactic 3 (+8), Expertise: Science 4 (+9), Insight 6 (+8), Investigation 5 (+10), Perception 5 (+7), Persuasion 6 (+6), Ranged Combat: Stunbeam 4 (+7), Technology 6 (+11), Vehicles 5 (+8).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +5</p><p>Unarmed +3 (Close Damage 3)</p><p>Stunbeamer +7 (Ranged Fortitude 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 5, Parry 5, Fortitude 5, Toughness 6/2, Will 7.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 32 + Powers 20 + Advantages 7 + Skills 25 + Defenses 13 = 97 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Discovery OR Power--Motivation. Others as Needed.</em></strong></p><p></p><p><em>To create an average Lumati who doesn't practice technomancy, remove Technomancy from their Implanted Crystal's Enhanced Advantage, lower their Enhanced Intelligence to 2 ranks, and lower their Technology skill to 4 ranks, and consider lowering some of their other skills as well. The most powerful Lumati technomancers have Technology +13.</em></p></blockquote><p></p>
[QUOTE="Davies, post: 8257994, member: 30538"] [size=150]Lumati[/size] [img]https://photos.smugmug.com/My-First-Gallery/i-Pppmcp7/1/568931a9/S/133549371_10158916685217530_5127998230018373084_n-S.jpg[/img] Despite what some of the legends claim, the Lumati did not invent or discover technomancy. The practice was known throughout the space that would become the Imperium, if often not fully understood, long before the Lumati achieved spaceflight as clients of the Seshai. What they did discover, a little under two and half centuries ago, was a way of giving the ability to perform technomancy to anyone willing to undergo an intrusive medical procedure -- and [i]that[/i] was what started the Schism Wars. Much like their patrons, the Lumati -- once ironically called the 'little brothers' by the Seshai, whose average height is about a head shorter -- had been fascinated by the possibilities of 'medical enhancement', especially of the nervous system. They were also leaders in the field of quantum computing, some of the first engineers to build a computer able to facilitate technomancy, rather than relying on the computer systems of Artifacts for that purpose. Almost inevitably, someone -- and Lumati histories are oddly quiet on the identity of that someone -- got the bright idea to combine these two technologies. Designing a quantum computer powerful enough to perform technomancy and yet small enough to be implanted inside of a humanoid brain was well beyond the abilities of the designers. The system that they designed ultimately duplicated the entire nervous system, working alongside it. Further, it was fashioned from organic fibers and crystals and introduced nanoscale fabricators that could reproduce itself into the enhanced subject's reproductive system. Thus, if two enhanced individuals mated, their children would almost certainly develop the enhancement as well. As a result, within a generation, virtually the entire Lumati population, and a fairly large representation of other species as well, had received the enhancement and been trained as technomancers. That, more than anything else, was the cause of the mystics' panic. Their numbers were significantly lower, and the ascetic tendencies of the Starlight Path encouraged (and in some cases required) celibacy, making increasing those numbers difficult. The mystics believed it likely that the technomancers would seek to gain influence over the Imperium's politics. This wasn't simply paranoia; the technomancers' activities during this time indicate that this was a goal that many of them sought. And so, civil war ensued. While the feud between mystic and technomancer was the spark that touched off the flame, other old grievances between the founding nations of the Imperium and the ambitions of other groups were also ignited at this time, creating a chaotic milieu where alliances might change daily. There are those who argue that this conflict made the rise of a figure [i]like[/i] the Crimson King inevitable. In the end, the mystic-led forces triumphed, and nearly all the surviving Lumati joined the Armada and fled to found the Technate. Those left behind are believed to have been exterminated. There are persistent rumors that the Seshai or the Manguai may have protected small populations of Lumati, but these have never been proven. Ironically, the Technate's restrictions against medical enhancement made it all but impossible for the Lumati to share the benefits of their research with other peoples in the aftermath. While the Lumati were exempted from those laws, many of them were horrified by the devastation that their studies had unleashed and arranged for their enhancements to be limited, making the practice of technomancy once more a rare one. While the implanted fibers and crystals of their enhancements are too wedded to a Lumati's nervous system to be removed without extensive and life-threatening surgery, they can be easily disabled by removing the crystal nodes that grow on the surface of their body, particularly their face. However, that can normally only be done to a subject who is already incapacitated or otherwise helpless. Doing this is considered an exceptionally heinous act by the Lumati, a fate worse than death. [b]Lumati Technomancer -- PL 6 Abilities: STR[/b] 3 | [b]STA[/b] 2 | [b]AGL[/b] 2 | [b]DEX[/b] 3 | [b]FGT[/b] 3 | [b]INT[/b] 5/1 | [b]AWE[/b] 2 | [b]PRE[/b] 0 [b]Powers: [i]Implanted Crystal:[/i][/b] Enhanced Advantages 3 (Eidetic Memory, Speed of Thought, Technomancer); Enhanced Intelligence 4; Senses 2 (extended ranged tactile); Removable (-2 points) - 11 points [b][i]Translator Circuit:[/i][/b] Comprehend Languages 3 - 9 points [b][i]Advantages:[/i][/b] Assessment, [i]Eidetic Memory,[/i] Equipment 4, Evasion, [i]Speed of Thought, Technomancer[/i], Well-informed. [i]Equipment:[/i] Protective Uniform (Protection 4, Subtle), Smartphone-Equivalent, Stunbeam (Ranged Affliction 5 [Fortitude; Dazed, Stunned, Incapacitated]), and 3 points of equipment as needed. [b]Skills:[/b] Deception 6 (+6), Expertise: Galactic 3 (+8), Expertise: Science 4 (+9), Insight 6 (+8), Investigation 5 (+10), Perception 5 (+7), Persuasion 6 (+6), Ranged Combat: Stunbeam 4 (+7), Technology 6 (+11), Vehicles 5 (+8). [b]Offense:[/b] Initiative +5 Unarmed +3 (Close Damage 3) Stunbeamer +7 (Ranged Fortitude 5) [b]Defense:[/b] Dodge 5, Parry 5, Fortitude 5, Toughness 6/2, Will 7. [b]Totals:[/b] Abilities 32 + Powers 20 + Advantages 7 + Skills 25 + Defenses 13 = 97 points [b]Complications: [i]Discovery OR Power--Motivation. Others as Needed.[/i][/b] [i]To create an average Lumati who doesn't practice technomancy, remove Technomancy from their Implanted Crystal's Enhanced Advantage, lower their Enhanced Intelligence to 2 ranks, and lower their Technology skill to 4 ranks, and consider lowering some of their other skills as well. The most powerful Lumati technomancers have Technology +13.[/i] [/QUOTE]
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