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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: 8516226" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: red">Daygleam</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-pZNfNFP/0/add630be/S/warner-garron-quicksilver-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Before the rise of the Crmson King, many worlds that joined the Imperium negotiated the terms of their annexation to allow themselves considerable local autonomy. The treaties guaranteeing this are more honored in the breach than the observance in the contemporary Imperium, but there are still examples that have endured up to this point. One of them is to be found on the planet Kinbasran and its surrounding solar system, where law enforcement is still in the hands of a local agency, whose name might best be translated into English as "the Alluminati."</p><p></p><p>While the majority of the personnel belonging to the Alluminati are mundane law enforcement officers, the organiation is better known for its group of transhuman operatives, numbering less than a hundred. These agents undergo extensive cyborg modification, replacing more than 70% of their body with machinery that permits transatmospheric flight and facilitates operations in environments ranging from the depths of the sea to the void of space. In order to preserve the sanity of these "Silvertwins", they typically retain a biological face and possibly a hand, as well, though all these are protected by physical shielding or force fields, and do not constitute a vulnerability in the system.</p><p></p><p>While the Alluminati remain the primary law enforcement agency within their star system, this frequently results in contact and conflict with the Inquisition and other agencies within the larger Imperium. In order to smooth over a recent conflict, the leaders of the Alluminati consented to a proposal made by the Crimson King, and sent one of their best operatives to Taranta to join the recently formed Scarlet Knights. Tassio Hu'lukai, aka Daygleam, was selected for this mission due to his reputation for efficiency and incorruptiblity, and hopes to teach these traits to his fellow "Knights".</p><p></p><p>At least, that is how Tassio chooses to interpret his current situation. The truth of the matter is that the Alluminati is possibly even more corrupt than the Inquisition, which takes some doing. Daygleam had repeatedly demonstrated a refusal to cooperate with this corruption, the extent of which is beyond his understanding, and also a perverse luck in avoiding the lethal consequences of such refusal. He was indeed sent to the Scarlet Knights because of his reputation, but in a negative sense; his superiors wanted him out of the way, and the "proposal" (for which read demand) from the Crimson King came at exactly the right time.</p><p></p><p>Since joining the Scarlet Knights, Daygleam has quickly become disenchanted with his new companions. Many of them seem as corrupt as the worst of his former fellow officers, some are frankly insane, and many others are distressingly brutal. However, he sees no opportunity to escape from this situation that is consistent with his oath of service, and so will remain there for the foreseeable future, a weak link within the organization ...</p><p></p><p>... which is exactly what he was designed to be. The Crimson King fully expects this virtuous champion to be attracted to the more noble spirits within the superpower community of Earth when the Scarlet Knights are dispatched there. He fully expects that Daygleam will defect when he has the opportunity. And when he does, one of the more trustworthy members of the Scarlet Knights will detonate the explosive device added to his systems when the Alluminatus joined, eliminating him and possibly several of the defenders of Earth at the same time.</p><p></p><p><strong>Daygleam -- PL 11</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 7 | <strong>STA</strong> 8 | <strong>AGL</strong> 6 | <strong>DEX</strong> 4 | <strong>FGT</strong> 8 | <strong>INT</strong> 1 | <strong>AWE</strong> 4/2 | <strong>PRE</strong> 3</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Cybernetics:</em></strong> Enhanced Awareness 2; Enhanced Advantages 2 (Improved Initiative 2); Enhanced Defenses 10 (Dodge 5, Parry 5); Flight 12 (8000 MPH), Winged; Immunity 10 (life support); Impervious Toughness 8; Movement 1 (space travel 1); Senses 7 (Accurate and Extended Hearing, Analytical and Extended Vision, Darkvision) - 55 points</p><p><strong><em>Space Adapted:</em></strong> Movement 1 (environmental adaptation-zero gravity) - 2 points</p><p></p><p><strong>Advantages:</strong></p><p>Agile Feint, All-out Attack, Equipment 4, Favored Environment (vacuum), Fearless, Improved Critical (unarmed), Power Attack, Skill Mastery (Perception), Ranged Attack 3, Takedown, Tracking.</p><p></p><p><em>Equipment:</em></p><p>Wrist-mounted Blaster (Ranged Damage 5), and 10 points of equipment as needed.</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics 5 (+11), Athletics 5 (+12), Close Combat: Unarmed 5 (+13), Expertise: Galactic 8 (+9), Insight 4 (+8/+6), Perception 6 (+10/+8), Ranged Combat: Blaster 6 (+10), Stealth 5 (+11), Technology 6 (+7), Vehicles 6 (+10).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +14</p><p>Unarmed +13 (Close Damage 7, Crit 19-20)</p><p>Blaster +13 (Ranged Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 11/6, Parry 13/8, Fortitude 10, Toughness 8, Will 8/6</p><p></p><p><strong>Totals:</strong></p><p>Abilities 78 + Powers 57 + Advantages 16 + Skills 28 + Defenses 6 = 182 points</p><p></p><p><strong>Offensive PL:</strong> 10</p><p><strong>Defensive PL:</strong> 11</p><p><strong>Resistance PL:</strong> 9</p><p><strong>Skill PL:</strong> 7</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Duty--Motivation. Out of His Depth. Temper.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8516226, member: 30538"] [size=150][color=red]Daygleam[/color][/size] [img]https://photos.smugmug.com/My-First-Gallery/i-pZNfNFP/0/add630be/S/warner-garron-quicksilver-S.jpg[/img] Before the rise of the Crmson King, many worlds that joined the Imperium negotiated the terms of their annexation to allow themselves considerable local autonomy. The treaties guaranteeing this are more honored in the breach than the observance in the contemporary Imperium, but there are still examples that have endured up to this point. One of them is to be found on the planet Kinbasran and its surrounding solar system, where law enforcement is still in the hands of a local agency, whose name might best be translated into English as "the Alluminati." While the majority of the personnel belonging to the Alluminati are mundane law enforcement officers, the organiation is better known for its group of transhuman operatives, numbering less than a hundred. These agents undergo extensive cyborg modification, replacing more than 70% of their body with machinery that permits transatmospheric flight and facilitates operations in environments ranging from the depths of the sea to the void of space. In order to preserve the sanity of these "Silvertwins", they typically retain a biological face and possibly a hand, as well, though all these are protected by physical shielding or force fields, and do not constitute a vulnerability in the system. While the Alluminati remain the primary law enforcement agency within their star system, this frequently results in contact and conflict with the Inquisition and other agencies within the larger Imperium. In order to smooth over a recent conflict, the leaders of the Alluminati consented to a proposal made by the Crimson King, and sent one of their best operatives to Taranta to join the recently formed Scarlet Knights. Tassio Hu'lukai, aka Daygleam, was selected for this mission due to his reputation for efficiency and incorruptiblity, and hopes to teach these traits to his fellow "Knights". At least, that is how Tassio chooses to interpret his current situation. The truth of the matter is that the Alluminati is possibly even more corrupt than the Inquisition, which takes some doing. Daygleam had repeatedly demonstrated a refusal to cooperate with this corruption, the extent of which is beyond his understanding, and also a perverse luck in avoiding the lethal consequences of such refusal. He was indeed sent to the Scarlet Knights because of his reputation, but in a negative sense; his superiors wanted him out of the way, and the "proposal" (for which read demand) from the Crimson King came at exactly the right time. Since joining the Scarlet Knights, Daygleam has quickly become disenchanted with his new companions. Many of them seem as corrupt as the worst of his former fellow officers, some are frankly insane, and many others are distressingly brutal. However, he sees no opportunity to escape from this situation that is consistent with his oath of service, and so will remain there for the foreseeable future, a weak link within the organization ... ... which is exactly what he was designed to be. The Crimson King fully expects this virtuous champion to be attracted to the more noble spirits within the superpower community of Earth when the Scarlet Knights are dispatched there. He fully expects that Daygleam will defect when he has the opportunity. And when he does, one of the more trustworthy members of the Scarlet Knights will detonate the explosive device added to his systems when the Alluminatus joined, eliminating him and possibly several of the defenders of Earth at the same time. [b]Daygleam -- PL 11 Abilities: STR[/b] 7 | [b]STA[/b] 8 | [b]AGL[/b] 6 | [b]DEX[/b] 4 | [b]FGT[/b] 8 | [b]INT[/b] 1 | [b]AWE[/b] 4/2 | [b]PRE[/b] 3 [b]Powers: [i]Cybernetics:[/i][/b] Enhanced Awareness 2; Enhanced Advantages 2 (Improved Initiative 2); Enhanced Defenses 10 (Dodge 5, Parry 5); Flight 12 (8000 MPH), Winged; Immunity 10 (life support); Impervious Toughness 8; Movement 1 (space travel 1); Senses 7 (Accurate and Extended Hearing, Analytical and Extended Vision, Darkvision) - 55 points [b][i]Space Adapted:[/i][/b] Movement 1 (environmental adaptation-zero gravity) - 2 points [b]Advantages:[/b] Agile Feint, All-out Attack, Equipment 4, Favored Environment (vacuum), Fearless, Improved Critical (unarmed), Power Attack, Skill Mastery (Perception), Ranged Attack 3, Takedown, Tracking. [i]Equipment:[/i] Wrist-mounted Blaster (Ranged Damage 5), and 10 points of equipment as needed. [b]Skills:[/b] Acrobatics 5 (+11), Athletics 5 (+12), Close Combat: Unarmed 5 (+13), Expertise: Galactic 8 (+9), Insight 4 (+8/+6), Perception 6 (+10/+8), Ranged Combat: Blaster 6 (+10), Stealth 5 (+11), Technology 6 (+7), Vehicles 6 (+10). [b]Offense:[/b] Initiative +14 Unarmed +13 (Close Damage 7, Crit 19-20) Blaster +13 (Ranged Damage 5) [b]Defense:[/b] Dodge 11/6, Parry 13/8, Fortitude 10, Toughness 8, Will 8/6 [b]Totals:[/b] Abilities 78 + Powers 57 + Advantages 16 + Skills 28 + Defenses 6 = 182 points [b]Offensive PL:[/b] 10 [b]Defensive PL:[/b] 11 [b]Resistance PL:[/b] 9 [b]Skill PL:[/b] 7 [b]Complications: [i]Duty--Motivation. Out of His Depth. Temper.[/i][/b] [/QUOTE]
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