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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: 8264923" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: orange">Sezti</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-GfW7nrJ/0/0db668a8/S/Planet-zeist1-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Sezti, a fairly typical Chirab-type planet orbiting a G-type star, was discovered by the Seshai relatively late in the pre-Imperium period, around five hundred years* ago. The Seshai had already encountered the Chiraben by this point, and weren't terribly surprised to encounter another group of their species living in pre-industrial conditions with the belief that this planet was and had always been their home world. What <em>did</em> surprise them was the discovery of a subculture present within every one of the cultures on Szeti -- the Chatpaura people.</p><p></p><p>'Chatpaura' is actually an exonym, and specifically refers only to one group of these supposedly immortal warriors. The Chatpaura Highlands were, at the time of Sezti's first contact, home to a fairly large collection of these people who had chosen to collaborate with each other in order to establish themselves as the region's rulers, openly flaunting their immunity to most lethal injuries. This was in noted contrast with most of the other immortals, who preferred to live hidden among the other nations on the planet, accumulating wealth and rarely coming into contact with one another outside of their periodic duels.</p><p></p><p>The major factor uniting the various immortals was a myth, existing alongside the religious beliefs of the mortals they lived among. The myth proclaimed that a being called the Great Mother had once lived among them and was responsible for their immortality. Before she departed -- to where, the myth does not say -- she promised that she would bestow a great prize upon the last survivor after all of them battled to the death. The exact nature of this prize is the subject of much speculation, but the most common belief is that it will confer actual godhood upon the victor of the last duel.</p><p></p><p>In the aftermath of first contact, a handful of these immortals took advantage of the Seshai's curiosity regarding the mechanics of their autoresuscitative abilities to leave their world behind and explore the greater galaxy. Some of these were individuals who had developed the belief that the Great Mother had been a space traveler herself and that they might find her and 'persuade' her to grant them the prize more early. Others had grown tired of the whole myth and sought anonymity elsewhere. By and large, however, most of the immortals were content to remain on Sezti and pursue their own goals; this notably included the Chatpaura association, which dissolved into infighting shortly after the formation of the Imperium.</p><p></p><p>By the time that happened, though, 'Chatpaura' had entered into the Seshai lexicon as a synonym for this particular branch of humanity. The immortals were confirmed to be of human ancestry and were able to produce offspring with other humans, but it was rare for their immortality to be present in these offspring. Thus, they had relatively little impact on the culture of the Imperium, being regarded as nearly legendary beings, especially as their immortality represented a riddle that Seshai medicine could not and has yet to fully resolve, despite centuries of effort. (Life extension technologies in use in both the Imperium and the Technate have their origins in studies of the phenomenon, however.)</p><p></p><p>Things began to change as the Crimson Imperium took form. The majority of the Chatpaura on Sezti, and many of those who had left their world behind, found it surprisingly easy to obtain aristocratic titles from the Crimson King. A few of them passed up this opportunity, either out of a lack of interest or moral repugnance for the situation, but these individuals tended to suffer unfortunate accidents. The survivors tended to be more opportunistic and consequently more willing to perform 'favors' for the Crimson King, especially when these 'favors' tended to make them even more wealthy.</p><p></p><p>The typical Chatpaura is an <em>extremely</em> jaded hedonist who only really comes alive during times of mortal combat with a comparable opponent. It's rare for them to have any real interest in the mayfly existences of other creatures; since their deaths are inevitable regardless of what a duellist might do, there's no real harm in hastening those deaths if it would benefit oneself. They also tend to be almost pathological liars. It is quite common for them to claim to be thousands of years old, often with dizzying precision about their age, despite the fact that there are very few Chatpaura who are more than a century old, and <em>none</em> whose existence predates the first Seshai contact.</p><p></p><p><strong>Chatpaura Duelist -- PL 9</strong></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-9bsbGNf/0/b177b185/S/a1e28268d413ae03590cda49fa6d66ee-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><span style="font-size: 9px">Art by <a href="https://dribbble.com/Bugawuga" target="_blank">Philipp Teichrieb</a></span></p><p></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 4 | <strong>STA</strong> 5 | <strong>AGL</strong> 3 | <strong>DEX</strong> 0 | <strong>FGT</strong> 8 | <strong>INT</strong> 0 | <strong>AWE</strong> 3 | <strong>PRE</strong> 3</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Blood of Kings:</em></strong> Immortality 12 (minimum of 15 minutes), Limited (not if beheaded), Stamina Check Required (DC 14); Immunity 3 (aging, disease, poison); Regeneration 10 - 22 points</p><p></p><p><strong>Advantages:</strong></p><p>Accurate Attack, All-out Attack, Benefit 4 (multi-millionaire, status), Defensive Attack, Defensive Roll, Equipment 2, Fearless, Improved Disarm, Improved Initiative, Improved Trip, Language 3 (many), Power Attack, Quick Draw, Takedown, Weapon Bind.</p><p></p><p><em>Equipment:</em></p><p>Sword (Strength-based Damage 3, Improved Critical) and 6 points of equipment as needed.</p><p></p><p><strong>Skills:</strong></p><p>Athletics 6 (+10), Close Combat: Sword 3 (+11), Deception 5 (+8), Expertise: Galactic 9 (+9), Intimidation 6 (+9), Perception 7 (+10), Stealth 6 (+9).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +7</p><p>Unarmed +8 (Close Damage 4)</p><p>Sword +11 (Close Damage 7, Crit 19-20)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 8, Parry 10, Fortitude 7, Toughness 7/5, Will 7.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 52 + Powers 22 + Advantages 21 + Skills 21 + Defenses 13 = 129 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Ennui--Motivation. Honor</em></strong> (fight each other one on one, melee weapons only) <strong><em>OR Reputation</em></strong> (miserable craven wretch.) <strong><em>Others As Needed.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8264923, member: 30538"] [SIZE=7][COLOR=orange]Sezti[/COLOR][/SIZE] [IMG]https://photos.smugmug.com/My-First-Gallery/i-GfW7nrJ/0/0db668a8/S/Planet-zeist1-S.jpg[/IMG] Sezti, a fairly typical Chirab-type planet orbiting a G-type star, was discovered by the Seshai relatively late in the pre-Imperium period, around five hundred years* ago. The Seshai had already encountered the Chiraben by this point, and weren't terribly surprised to encounter another group of their species living in pre-industrial conditions with the belief that this planet was and had always been their home world. What [I]did[/I] surprise them was the discovery of a subculture present within every one of the cultures on Szeti -- the Chatpaura people. 'Chatpaura' is actually an exonym, and specifically refers only to one group of these supposedly immortal warriors. The Chatpaura Highlands were, at the time of Sezti's first contact, home to a fairly large collection of these people who had chosen to collaborate with each other in order to establish themselves as the region's rulers, openly flaunting their immunity to most lethal injuries. This was in noted contrast with most of the other immortals, who preferred to live hidden among the other nations on the planet, accumulating wealth and rarely coming into contact with one another outside of their periodic duels. The major factor uniting the various immortals was a myth, existing alongside the religious beliefs of the mortals they lived among. The myth proclaimed that a being called the Great Mother had once lived among them and was responsible for their immortality. Before she departed -- to where, the myth does not say -- she promised that she would bestow a great prize upon the last survivor after all of them battled to the death. The exact nature of this prize is the subject of much speculation, but the most common belief is that it will confer actual godhood upon the victor of the last duel. In the aftermath of first contact, a handful of these immortals took advantage of the Seshai's curiosity regarding the mechanics of their autoresuscitative abilities to leave their world behind and explore the greater galaxy. Some of these were individuals who had developed the belief that the Great Mother had been a space traveler herself and that they might find her and 'persuade' her to grant them the prize more early. Others had grown tired of the whole myth and sought anonymity elsewhere. By and large, however, most of the immortals were content to remain on Sezti and pursue their own goals; this notably included the Chatpaura association, which dissolved into infighting shortly after the formation of the Imperium. By the time that happened, though, 'Chatpaura' had entered into the Seshai lexicon as a synonym for this particular branch of humanity. The immortals were confirmed to be of human ancestry and were able to produce offspring with other humans, but it was rare for their immortality to be present in these offspring. Thus, they had relatively little impact on the culture of the Imperium, being regarded as nearly legendary beings, especially as their immortality represented a riddle that Seshai medicine could not and has yet to fully resolve, despite centuries of effort. (Life extension technologies in use in both the Imperium and the Technate have their origins in studies of the phenomenon, however.) Things began to change as the Crimson Imperium took form. The majority of the Chatpaura on Sezti, and many of those who had left their world behind, found it surprisingly easy to obtain aristocratic titles from the Crimson King. A few of them passed up this opportunity, either out of a lack of interest or moral repugnance for the situation, but these individuals tended to suffer unfortunate accidents. The survivors tended to be more opportunistic and consequently more willing to perform 'favors' for the Crimson King, especially when these 'favors' tended to make them even more wealthy. The typical Chatpaura is an [I]extremely[/I] jaded hedonist who only really comes alive during times of mortal combat with a comparable opponent. It's rare for them to have any real interest in the mayfly existences of other creatures; since their deaths are inevitable regardless of what a duellist might do, there's no real harm in hastening those deaths if it would benefit oneself. They also tend to be almost pathological liars. It is quite common for them to claim to be thousands of years old, often with dizzying precision about their age, despite the fact that there are very few Chatpaura who are more than a century old, and [I]none[/I] whose existence predates the first Seshai contact. [B]Chatpaura Duelist -- PL 9[/B] [IMG]https://photos.smugmug.com/My-First-Gallery/i-9bsbGNf/0/b177b185/S/a1e28268d413ae03590cda49fa6d66ee-S.jpg[/IMG] [SIZE=1]Art by [URL='https://dribbble.com/Bugawuga']Philipp Teichrieb[/URL][/SIZE] [B]Abilities: STR[/B] 4 | [B]STA[/B] 5 | [B]AGL[/B] 3 | [B]DEX[/B] 0 | [B]FGT[/B] 8 | [B]INT[/B] 0 | [B]AWE[/B] 3 | [B]PRE[/B] 3 [B]Powers: [I]Blood of Kings:[/I][/B] Immortality 12 (minimum of 15 minutes), Limited (not if beheaded), Stamina Check Required (DC 14); Immunity 3 (aging, disease, poison); Regeneration 10 - 22 points [B]Advantages:[/B] Accurate Attack, All-out Attack, Benefit 4 (multi-millionaire, status), Defensive Attack, Defensive Roll, Equipment 2, Fearless, Improved Disarm, Improved Initiative, Improved Trip, Language 3 (many), Power Attack, Quick Draw, Takedown, Weapon Bind. [I]Equipment:[/I] Sword (Strength-based Damage 3, Improved Critical) and 6 points of equipment as needed. [B]Skills:[/B] Athletics 6 (+10), Close Combat: Sword 3 (+11), Deception 5 (+8), Expertise: Galactic 9 (+9), Intimidation 6 (+9), Perception 7 (+10), Stealth 6 (+9). [B]Offense:[/B] Initiative +7 Unarmed +8 (Close Damage 4) Sword +11 (Close Damage 7, Crit 19-20) [B]Defense:[/B] Dodge 8, Parry 10, Fortitude 7, Toughness 7/5, Will 7. [B]Totals:[/B] Abilities 52 + Powers 22 + Advantages 21 + Skills 21 + Defenses 13 = 129 points [B]Complications: [I]Ennui--Motivation. Honor[/I][/B] (fight each other one on one, melee weapons only) [B][I]OR Reputation[/I][/B] (miserable craven wretch.) [B][I]Others As Needed.[/I][/B] [/QUOTE]
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