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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: 9021520" data-attributes="member: 30538"><p><em>And we're back!</em></p><p></p><p><span style="font-size: 26px">Dralmoi</span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-xbWX9kf/0/649ca22d/S/ezgif-4-0c52539f27-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Yugya, an Earth-like planet orbiting a star in the Unclaimed Regions, was first visited by a Technate space vessel roughly fifty years* ago, half-way through the first ten-year* mission of exploration conducted by the <em>TSV Adventure</em> under Commander Majun Albard. Long before the vessel dropped out of hyperspace, sensor readings indicated that the system was home to at least one space-faring species, and so the crew thought themselves prepared for first contact, with all the attendant difficulties of programming the translators for a new language.</p><p></p><p>They were completely unprepared to receive radio communications in an antiquated form of Chiraben Standard, even if it did make things easier. It soon became clear that the Dralmoi, a species of elastic creatures who were able to alter their shapes but unable to assume the forms of other creatures, had had friendly contact, centuries earlier, with Chiraben space-farers other than those who had gone on to form the Imperium and later help to create the Technate. (While the Dralmoi were able to give the Adventure coordinates for Vahalatho, the planet that these visitors had settled, that planet would eventually be declared off-limits to Technate vessels due to dangerous powers possessed by its rulers.)</p><p></p><p>The Dralmoi were friendly and peaceful, preserving both traits despite occasional raids by interstellar pirates. They had worked out the mechanism of a hyperspace drive, but their system was not blessed with the hyperfuels that could power it, and their representatives were quite interested in establishing friendly relations with the Technate in the interests of trading for such substances, as well as cultural exchanges. Excited by this prospect, Commander Albard explained that these matters could be greatly simplified if the government of their planet that counted the majority of their species among its citizens agreed to be annexed by the interstellar body, and urged them to assemble to discuss the proposal.</p><p></p><p>What happened next was, again, something for which the commander was completely unprepared. Over the course of one planetary rotation, roughly one million Dralmoi -- estimated to be two-thirds of all their species -- gathered in what seemed to be the capital territory of their planet and physically merged into a single being, roughly 125 meters* in height. Once this process was done, the leviathan-like entity declared that it was the government of the majority of the species, and would now consider the proposal put to them. </p><p></p><p>This took almost no time at all. "No," it said, then began to disperse into its components, a process that took another rotational period. Unfortunately, none of the Dralmoi could individually account for the decision, but they nevertheless considered it binding. Further, such a merger could not again be undertaken for at least two hundred years*. The Technate gained a trade partner and an ally, but not a new member. With regret, Commander Albard and his crew departed the system, moving on to other discoveries and exploits.</p><p></p><p>In the years since, Dralmoi vessels, equipped with hyperdrives purchased from the Technate, have explored and charted much of the Unclaimed Regions, and visited the Technate as well. As yet, none have visited Earth, but this seems likely to change in the near future, as word of the Technate interest in the region continues to spread.</p><p></p><p>While fusions of the sort that rejected the proposed annexation can only be created over a great deal of time and require considerable effort on the part of the Dralmoi involved, it is much simpler for a few Dralmoi -- between three and five, usually -- to be able to combine themselves into a larger entity who is much better equipped to face physical challenges than its individual components. This is still not done casually, as it involves a loss of consciousness and identity that they find disconcerting. It is also somewhat disturbing to watch, even for those accustomed to watching Dralmoi manifest limbs from their body as needed or squeeze through any opening wider than a few centimeters.*</p><p></p><p><strong>Dralmoi Explorer -- PL 5/MR 5</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 2 | <strong>STA</strong> 5 | <strong>AGL</strong> 0 | <strong>DEX</strong> -1 | <strong>FGT</strong> 3 | <strong>INT</strong> 2 | <strong>AWE</strong> 3 | <strong>PRE</strong> 2</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Elastic Structure:</em></strong> Extra Limbs 3, Continuous; Immunity 1 (strangulation); Insubstantial 1, Continuous; Regeneration 10 - 22 points</p><p><strong><em>Unusual Senses:</em></strong> Senses 4 (acute scent, radius darkvision) - 4 points</p><p></p><p><em>Occasional Power Stunt:</em></p><p><em><strong>Combination:</strong> Heroic Summon 12, Quirk 2 (requires a minimum of three Dralmoi), Side Effect (inactive while Summon present)</em></p><p></p><p><strong>Advantages:</strong></p><p>Defensive Roll, Equipment 2, <em>Improved Grab,</em> Skill Mastery (Deception).</p><p></p><p><strong>Equipment:</strong></p><p>Blaster Pistol (Ranged Damage 5).</p><p></p><p><strong>Skills:</strong></p><p>Deception 4 (+6), Expertise: Galactic 5 (+7), Insight 4 (+7), Ranged Combat: Blaster 6 (+5), Stealth 5 (+5), Technology 4 (+6).</p><p></p><p><strong>Offense:</strong></p><p>Initative +0</p><p>Unarmed +3 (Close Damage 2)</p><p>Blaster +5 (Ranged Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 2, Parry 3, Fortitude 6, Toughness 7/5, Will 4</p><p></p><p><strong>Totals:</strong></p><p>Abilities 32 + Powers 26 + Advantages 4 + Skills 14 + Defenses 4 = 80 points</p><p></p><p><strong>Offensive PL:</strong> 5</p><p><strong>Defensive PL:</strong> 5</p><p><strong>Resistance PL:</strong> 5</p><p><strong>Skill PL:</strong> 2</p><p></p><p><strong>Complications:</strong></p><p>Discovery--Motivation. Physical (no color vision.) Others As Needed.</p><p></p><p><strong>Combined Dralmoi -- PL 12</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 10 | <strong>STA</strong> 13 | <strong>AGL</strong> 0 | <strong>DEX</strong> -1 | <strong>FGT</strong> 7 | <strong>INT</strong> 3 | <strong>AWE</strong> 4 | <strong>PRE</strong> 3</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Elastic Structure:</em></strong> Extra Limbs 6, Continuous; Immunity 1 (strangulation); Insubstantial 1, Continuous; Regeneration 10 - 22 points</p><p><strong><em>Huge Size:</em></strong> Continuous Growth 6 (21 feet; Strength +6, Stamina +6, Dodge -3, Parry -3, Intimidation +3, Stealth -6); Immunity 80 (Toughness), Limited to Half Effect, Limited to Physical - 50 points</p><p><strong><em>Unusual Senses:</em></strong> Senses 4 (acute scent, radius darkvision) - 4 points</p><p></p><p><strong>Advantages:</strong></p><p>Defensive Roll, Improved Defense, <em>Improved Grab,</em>, Improved Hold, Improved Initiative, Improved Smash, Power Attack, Speed of Thought, Startle.</p><p></p><p><strong>Skills:</strong></p><p>Close Combat: Grab 2 (+9), Deception 4 (+7), Expertise: Galactic 5 (+8), Insight 4 (+8), Intimidation 2 (+8), Stealth 5 (-1), Technology 4 (+7).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +7</p><p>Unarmed +7 (Close Damage 10)</p><p>Grab +9 (Close Grab 10)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 8, Parry 9, Fortitude 14, Toughness 15/13, Will 10</p><p></p><p><strong>Totals:</strong></p><p>Abilities 54 + Powers 82 + Advantages 8 + Skills 13 + Defenses 23 = 180 points</p><p></p><p><strong>Offensive PL:</strong> 10</p><p><strong>Defensive PL:</strong> 12</p><p><strong>Resistance PL:</strong> 12</p><p><strong>Skill PL:</strong> 3</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Protection--Motivation. Physical</em></strong> (no color vision.)</p><p></p><p><em>Note: A small number of Dralmoi exhibit telepathic powers, never more than PL 6 effects. These are never exhibited by Dralmoi combinations that include them.</em></p></blockquote><p></p>
[QUOTE="Davies, post: 9021520, member: 30538"] [I]And we're back![/I] [size=150]Dralmoi[/size] [img]https://photos.smugmug.com/My-First-Gallery/i-xbWX9kf/0/649ca22d/S/ezgif-4-0c52539f27-S.jpg[/img] Yugya, an Earth-like planet orbiting a star in the Unclaimed Regions, was first visited by a Technate space vessel roughly fifty years* ago, half-way through the first ten-year* mission of exploration conducted by the [i]TSV Adventure[/i] under Commander Majun Albard. Long before the vessel dropped out of hyperspace, sensor readings indicated that the system was home to at least one space-faring species, and so the crew thought themselves prepared for first contact, with all the attendant difficulties of programming the translators for a new language. They were completely unprepared to receive radio communications in an antiquated form of Chiraben Standard, even if it did make things easier. It soon became clear that the Dralmoi, a species of elastic creatures who were able to alter their shapes but unable to assume the forms of other creatures, had had friendly contact, centuries earlier, with Chiraben space-farers other than those who had gone on to form the Imperium and later help to create the Technate. (While the Dralmoi were able to give the Adventure coordinates for Vahalatho, the planet that these visitors had settled, that planet would eventually be declared off-limits to Technate vessels due to dangerous powers possessed by its rulers.) The Dralmoi were friendly and peaceful, preserving both traits despite occasional raids by interstellar pirates. They had worked out the mechanism of a hyperspace drive, but their system was not blessed with the hyperfuels that could power it, and their representatives were quite interested in establishing friendly relations with the Technate in the interests of trading for such substances, as well as cultural exchanges. Excited by this prospect, Commander Albard explained that these matters could be greatly simplified if the government of their planet that counted the majority of their species among its citizens agreed to be annexed by the interstellar body, and urged them to assemble to discuss the proposal. What happened next was, again, something for which the commander was completely unprepared. Over the course of one planetary rotation, roughly one million Dralmoi -- estimated to be two-thirds of all their species -- gathered in what seemed to be the capital territory of their planet and physically merged into a single being, roughly 125 meters* in height. Once this process was done, the leviathan-like entity declared that it was the government of the majority of the species, and would now consider the proposal put to them. This took almost no time at all. "No," it said, then began to disperse into its components, a process that took another rotational period. Unfortunately, none of the Dralmoi could individually account for the decision, but they nevertheless considered it binding. Further, such a merger could not again be undertaken for at least two hundred years*. The Technate gained a trade partner and an ally, but not a new member. With regret, Commander Albard and his crew departed the system, moving on to other discoveries and exploits. In the years since, Dralmoi vessels, equipped with hyperdrives purchased from the Technate, have explored and charted much of the Unclaimed Regions, and visited the Technate as well. As yet, none have visited Earth, but this seems likely to change in the near future, as word of the Technate interest in the region continues to spread. While fusions of the sort that rejected the proposed annexation can only be created over a great deal of time and require considerable effort on the part of the Dralmoi involved, it is much simpler for a few Dralmoi -- between three and five, usually -- to be able to combine themselves into a larger entity who is much better equipped to face physical challenges than its individual components. This is still not done casually, as it involves a loss of consciousness and identity that they find disconcerting. It is also somewhat disturbing to watch, even for those accustomed to watching Dralmoi manifest limbs from their body as needed or squeeze through any opening wider than a few centimeters.* [b]Dralmoi Explorer -- PL 5/MR 5 Abilities: STR[/b] 2 | [b]STA[/b] 5 | [b]AGL[/b] 0 | [b]DEX[/b] -1 | [b]FGT[/b] 3 | [b]INT[/b] 2 | [b]AWE[/b] 3 | [b]PRE[/b] 2 [b]Powers: [i]Elastic Structure:[/i][/b] Extra Limbs 3, Continuous; Immunity 1 (strangulation); Insubstantial 1, Continuous; Regeneration 10 - 22 points [b][i]Unusual Senses:[/i][/b] Senses 4 (acute scent, radius darkvision) - 4 points [i]Occasional Power Stunt: [b]Combination:[/b] Heroic Summon 12, Quirk 2 (requires a minimum of three Dralmoi), Side Effect (inactive while Summon present)[/i] [b]Advantages:[/b] Defensive Roll, Equipment 2, [i]Improved Grab,[/i] Skill Mastery (Deception). [b]Equipment:[/b] Blaster Pistol (Ranged Damage 5). [b]Skills:[/b] Deception 4 (+6), Expertise: Galactic 5 (+7), Insight 4 (+7), Ranged Combat: Blaster 6 (+5), Stealth 5 (+5), Technology 4 (+6). [b]Offense:[/b] Initative +0 Unarmed +3 (Close Damage 2) Blaster +5 (Ranged Damage 5) [b]Defense:[/b] Dodge 2, Parry 3, Fortitude 6, Toughness 7/5, Will 4 [b]Totals:[/b] Abilities 32 + Powers 26 + Advantages 4 + Skills 14 + Defenses 4 = 80 points [b]Offensive PL:[/b] 5 [b]Defensive PL:[/b] 5 [b]Resistance PL:[/b] 5 [b]Skill PL:[/b] 2 [b]Complications:[/b] Discovery--Motivation. Physical (no color vision.) Others As Needed. [b]Combined Dralmoi -- PL 12 Abilities: STR[/b] 10 | [b]STA[/b] 13 | [b]AGL[/b] 0 | [b]DEX[/b] -1 | [b]FGT[/b] 7 | [b]INT[/b] 3 | [b]AWE[/b] 4 | [b]PRE[/b] 3 [b]Powers: [i]Elastic Structure:[/i][/b] Extra Limbs 6, Continuous; Immunity 1 (strangulation); Insubstantial 1, Continuous; Regeneration 10 - 22 points [b][i]Huge Size:[/i][/b] Continuous Growth 6 (21 feet; Strength +6, Stamina +6, Dodge -3, Parry -3, Intimidation +3, Stealth -6); Immunity 80 (Toughness), Limited to Half Effect, Limited to Physical - 50 points [b][i]Unusual Senses:[/i][/b] Senses 4 (acute scent, radius darkvision) - 4 points [b]Advantages:[/b] Defensive Roll, Improved Defense, [i]Improved Grab,[/i], Improved Hold, Improved Initiative, Improved Smash, Power Attack, Speed of Thought, Startle. [b]Skills:[/b] Close Combat: Grab 2 (+9), Deception 4 (+7), Expertise: Galactic 5 (+8), Insight 4 (+8), Intimidation 2 (+8), Stealth 5 (-1), Technology 4 (+7). [b]Offense:[/b] Initiative +7 Unarmed +7 (Close Damage 10) Grab +9 (Close Grab 10) [b]Defense:[/b] Dodge 8, Parry 9, Fortitude 14, Toughness 15/13, Will 10 [b]Totals:[/b] Abilities 54 + Powers 82 + Advantages 8 + Skills 13 + Defenses 23 = 180 points [b]Offensive PL:[/b] 10 [b]Defensive PL:[/b] 12 [b]Resistance PL:[/b] 12 [b]Skill PL:[/b] 3 [b]Complications: [i]Protection--Motivation. Physical[/i][/b] (no color vision.) [i]Note: A small number of Dralmoi exhibit telepathic powers, never more than PL 6 effects. These are never exhibited by Dralmoi combinations that include them.[/i] [/QUOTE]
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