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Underlings Inc. - A Masterminds' Catalogue to Minions


Vahnyu

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Contents

01 - >An Introduction
02 - Minions (Sorted By Type and Alphabetically)
02.a - Alien Minions

02.b - Animal Minions

02.c - Demonic Minions
>Elephant Ogre (PL10)

>Jiangshi (PL8)

>Headless Knight (PL8)

>Winged Hellhound (PL5)

02.d - Humanoid Minions

02.e - Monster Minions

03 - Setting Shop
>Umiquan Empire (Umiquan Army[Umiquan Soldier - PL6, Umiquan Sniper - PL6, Umiquan Hydromancer - PL6])

DISCLAIMER: Everything herein is my personal advice, and in no way or form constitutes official/canonical statements or necessarily reflects the views of the Moderators and Admins.

Edited by Vahnyu
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01 - An Introduction

 

Mutants and Masterminds is a tabletop roleplaying game system that aims to emulate Superhero Comicbooks, and enable its players to enact various superheroic stories that can potentially be encountered on your average Marvel, DC, Image, Malibu, or IDW comicbook issue. If you are reading this entry, you probably have a good idea of the ins and outs of M&M, roleplaying, and of the Freedom City Play By Post. In order to carry out said stories, one needs two basic components. Story, and Actors. You can break Story down to Setting(The world in which the action takes place), Premise(What the current story is about), Motive(What's the driving force that compels the Actors to participate), Conflict(How the Setting, Premise, and Motive interract with each other in order to provide challenge to the Actors), and Resolution(How the Conflict is resolved, and how it affects the Setting and the Actors). As for the Actors, you can break them down to Protagonists (The main characters of the Story; see: Heroes), Antagonists (The characters who create opposition to the Protagonists, and the main, but not necessarily only, instigators of Conflict; see Villains), and the Supporting Cast (Every other character who is caught in the between, from heroes of another story, random bystanders, to off-screen villains).

 

In this thread, I would like to focus on a particular subset of the Antagonists; namely the Minions(Important: Some Minions could very well be a subset of the Protagonists, instead. I simply chose to focus on Minions as Antagonists, because quite frankly, there's a much bigger market for those, from a metatextual perspective). The Minions are all those Antagonists who usually(But not necessarily) work for an explicitly stronger Antagonist, hence referred to as Major Villain(Whether because said Major Villain is more physically intimidating, has lots of money, is well connected, created said Minions in the first place, etc). Whereas the Major Villain(s) are capable of lengthily trading blows with the Protagonists, the role of the Minions is to rather be a minor inconvinience, only making an attack or two before starting to fall like flies to the efforts of the Protagonists. As such, Minions tend to be ignored, when GMing a thread, with players relying on the Sourcebooks for Minion Stats. This can soon lead to a certain problem. A GM may find themselves feeling underwhelmed by the selection, feeling that it lacks variety. There are plenty of Character Builds in this site to help you in making custom Villains and Heroes, without needing to put much effort on the side of the GM, but there isn't a thread dedicated to Minions.

 

Hence why I decided to make this topic, a thread dedicated to statting out Minions for ease of use. Hopefully, with this thread, would-be GMs will have an additional resource available to them, which not only gives them a filled-out stat-block, but also some advice on how to costumize and use it. I will be focusing on PLs 5 through 10 for the Minions. So, with that said, let's start on a few tips to making your own Minions, quick and easy.

 

 


 

1) Search for an Archetype/Character Build in this subforum that you like, preferrably, from one of the threads linked to in the >Consolidated Character Building/Archetype Resource Index. Each and every entry can be used to make your custom Minion. All you have to do is treat said entry as a Minion(Allow the PCs to take 10 when attacking them, KO them when the fail their Saving Throw against Damage, etc), and you're set.

 

2) If the PL of the would-be NPC Minion is not to your liking, don't despair! Just copy-paste the build, and add/subtract the necessary number(Called: PL Adjustment) to/from all rolls that require a d20, and to/from all PL-Capped powers that don't require a d20(Such as Powers with the Area Extra, Perception-Range Powers, etc). For example, you could make a PL6 minion from a PL10 build, by simply substracting 4 from the build's attacks, defenses, and DC blocks. (PL Adjustment = PL Final - PL Original)

 

3) It is a simple matter to make a winged version out of a non-flying Minion. Just add a few ranks of the power Flying, and you are done. You could use Swimming power ranks, instead, for an amphibian or water-based Minion, Tunneling for a digger, etc. Another simple thing to do is add a few ranks of Additional Limbs, for a centaur-like or multi-armed Minion.

Edited by Vahnyu
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Winged Hellhound (PL 5)
rabid%20wolf-demon.jpg
Power Level: (5) (75PP)
Trade-Offs: -3 Ranged Attack / +3 Ranged Damage


Abilities: 4 + 6 + 6 + (-4) + 2 + (-4) = 10PP
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 6 (-3)
Wisdom: 12 (+1)
Charisma: 6 (-3)


Combat: 4 + 4 = 8PP
Initiative: +3
Attack: +5 Melee, +2 Ranged
Grapple: +7
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed
Knockback: -2


Saving Throws: 0 + 2 + 0 = 2PP
Toughness: +5 (+3 Con, +2 [Defensive Roll])
Fortitude: +3 (+3 Con, +0)
Reflex: +5 (+3 Dex, +2)
Will: +1 (+1 Wis, +0)


Skills: 20R = 5PP
Notice 5 (+6)
Sense Motive 5 (+6)
Stealth 5 (+8)
Survival 5 (+6)


Feats: 15PP
All Out Attack
Attack Focus (Melee) 3
Defensive Roll
Dodge Focus 3
Elusive Target
Evasion 2
Improved Initiative 2
Improved Trip
Move By Action


Powers: 5 + 23 + 11 + 6 = 45PP
 
Demonic Agility 2 (4PP Array; Feats: Alternate Power) [5PP]

Base Power: Flight 2 (25mph/250ft per Move Action) [4PP] (Demon Wings)

Alternate Power: Speed 4 (100mph/1'000ft per Move Action) [4PP] (Devil Rush)

 
Immunity 23 (acid effects, aging, cold damage, disease, electricity damage, fire damage, poison) [23PP] (Hellbound Shield)
 
Hell Hounder (10PP Array; Feats: Alternate Power) [11PP]

Base Power: Damage 3 (Extras: Penetrating 6, Feats: Mighty) [10PP] (Sharp Bite)

Alternate Power: Blast 8 (400-800ft; Extras: Range[Ranged], Flaws: Distracting, Feats: Improved Range 2, ) [10PP] (Shadow Flame)

 
Super Senses 3 (Low-Light Vision, Scent, Track) [6PP] (Animalistic Senses)


Drawbacks: (-4) + (-4) + (-2) +  = -0PP

Disability (Mute, Frequency: [Very Common], Intensity: [Moderate]) [-4PP]
 
Disability (No Hands, Frequency: [Very Common], Intensity: [Moderate]) [-4PP]
 
Power Loss (Flight, if Wings are Immobilized, Frequency: [Common], Intensity: [Minor]) [-2PP]


Totals: Abilities (10) + Combat (8) + Saving Throws (2) + Skills (5) + Feats (15) + Powers (45) - Drawbacks (10) = 75/75 Power Points
 


About this build:
 
I simply combined the Wolf and Demon Imp Minion Builds from the Core book, pages 232 and 233 respectively, and added a couple of extras to round the build out for PL5. I had no use for the Demon Imp's shrinking power, so instead i buffed his strike so that it would meet caps, and allow for a stronger, but less accurate blast. The build heavily favors hit-and-run tactics, enabled by Move-By Action, and it can even take snipe shots from afar, making for a particularly annoying threat. The Winged Hellhound is protected from Area Attacks, but if caught after a Shadow Flame attack, it will be in for a particularly punishing experience, due to lack of defense AND toughness.
 
Minion Lore:
 
Winged Hellhounds are standard demonic critters found in the wilderness, in places of strong demonic taint far removed from civilization. They prey on other animals, from rabbits and gazelles to lions and bears. Their breaths emit fire, and their wings allow them to stay afloat for prolonged periods of time, while their legs allow them to break into sprint at incredible speeds. It is said that they are attracted to the calling of stronger demons, and while feebleminded, they possess a malicious streak about them that make them perfect for raiding parties. Edited by Vahnyu
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Elephant Ogre (PL10)

ElephantDemon.jpg

Power Level: (10) (150/150PP)

Trade-Offs: -3 Melee Attack / +3 Melee Damage, -5 Bull Charge Attack / + 5 Bull Charge Damage, -3 Defense / +3 Toughness

Abilities: 14 + 0 + 16 + (-4) + 4 + (-6) = 24PP

Strength: 24/30 (+7/+10)

Dexterity: 10 (+0)

Constitution: 26/34 (+8/+12)

Intelligence: 6 (-2)

Wisdom: 14 (+2)

Charisma: 4 (-3)

Combat: 6 + 10 = 16PP

Initiative: +0

Attack: +7 Melee, +3 Ranged, +5 Melee (When using Bull Charge)

Grapple: +25

Defense: +7 (+5 Base, -2 Size, +4 Dodge Focus), +1 Flat-Footed

Knockback: -9

Saving Throws: 0 + 4 + 6 = 10PP

Toughness: +7/+13 (+7/12 Con, +1 [Protection])

Fortitude: +7/+12 (+7/12 Con, +0)

Reflex: +4 (+0 Dex, +4)

Will: +8 (+2 Wis, +6)

Skills: 40R = 10PP

Intimidate 10 (+11)

Concentration 10 (+12)

Notice 10 (+12)

Sense Motive 10 (+12)

Feats: 10PP

Attack Focus (Melee) 4

Dodge Focus 4

Endurance

Fearless

Powers: 2 + 7 + 18 + 33 + 5 + 11 + 7 = 83PP

 

Additional Limbs 2 (2 trunks) [2PP] (Twin Trunks)

 

Enhanced Empty Fist 2 (To Empty Fist 5; Extras: Linked[speed, +1], Feats:  Drawbacks: Melee Attack 2) + Speed 2 (25mph/250ft per Move Action; Extras: Linked[Damage], Feats: Fast Overrun, Improved Overrun, Improved Trip) [2 + 5 = 7PP] (Bull Charge)

 

Growth 8 (STR +16, CON +8, Huge Size, -2 attack, -2 defense, +8 grapple, -8 stealth, +4 Intimidation, 15ft space, 10ft reach, +10 STR carrying capacity, +10ft base movement; Extras: Duration[Continuous], Flaws: Permanent, Feats: Innate) [33PP] (Huge Size)

 

Immunity (aging, cold effects, disease, earth damage, poison) [18PP] (Ogre Warding)

 

Leaping 5 (x25 per Move Action, up to x50 per Full-Round Action) [5PP] (Giant's Step)

Ogre's Might 5 (10PP Array; Feats: Alternate Power) [11PP]

Base Power: Damage 3 (Feats: All-Out Attack, Defensive Attack, Grappling Finesse, Improved Grab, Improved Pin, Mighty, Power Attack) [10PP] (Empty Fist)

Alternate Power: Damage 10 (25x1000ft Line; Extras: Area[Line], Penetrating 2 Flaws: Full-Round Action, Distracting, Feats: Split Attack, Progression[Area] 2) [10PP] (Twin Water Spout)

 

Protection 1 (Extras: Impervious 6) [7PP] (Thick Hide)

Drawbacks: (-3) = -3PP

Vulnerability (Wood, Frequency: Uncommon, Intensity: Major [x2]) [-3PP]

Totals: Abilities (24) + Combat (16) + Saving Throws (10) + Skills (10) + Feats (10) + Powers (83) - Drawbacks (3) = 150/150 Power Points

 


About this Build:

 

Combining the Elephant and Demon Warrior Minions from the Core Books was a simple tusk (geddit?). What was less simple was filling out the blanks, in order to bring this build to full PL10. Adding a powerful and versatile Line area attack, I then turned to the Elephant Ogre's other qualities, boosting his defenses and movement capabilities. While he's got a decent skill investment, it's neither anything to write home about, nor is it a focus. His Empty Fist power provides for a skillfully powerful martial arts option, and using Bull Charge, he can further increase his power at the cost of accuracy. All these combined, make for an exceptionally elite minion.

 

Minion Lore:

 

Elephant Ogres are terrifying demons of massive proportions and tremendous power. They are usually calm and seemingly peaceful, but when agitated, they can go on frenzied rampages accross miles. Skilled Practitioners of esoteric martial arts, Elephant Ogres are invariably capable of proving that one shouldn't underestimate them just because of their size, and their trunks are said to be capable of pumping huge quantities of water with the strength of a truck. Extreme caution is adviced when dealing with these beings.

Edited by Vahnyu
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Headless Knight (PL 8)
212816290_1.jpg
Power Level: 8 (120/120PP)
Trade-Offs: -2 Melee Attack / +2 Melee Damage, -4 Defense / +4 Toughness


Abilities: 6 + 4 + (-10) + 0 + 4 + (-4) = 0PP
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: --
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 6 (-2)


Combat: 4 + 4 = 8PP
Initiative: +14
Attack: +6 Melee, +2 Ranged
Grapple: +11
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -8


Saving Throws: 0 + 2 + 8 = 10PP
Toughness: +12 (-- Con, +4 [Defensive Roll], +8 [Protection], 5 Impervious)
Fortitude: -- (-- Con, +0)
Reflex: +4 (+2 Dex, +2)
Will: +10 (+2 Wis, +8)


Skills: 60R = 15PP
Intimidate 12 (+10)
Notice 10 (+12)
Ride 13 (+15)
Sense Motive 13 (+15)
Survival 12 (+14)


Feats: 17PP
All-Out Attack
Attack Focus (Melee) 4
Defensive Roll 2
Dodge Focus 2
Improved Initiative 3
Improved Disarm 2
Move-By Action
Power Attack


Powers: 3 + 14 + 30 + 8 + 13 + 2 = 70PP

Additional Limbs 2 (2 Feet; Feats: Innate) [3PP] (Equine Hoofs)

Death Blade 6 (12PP Array; Feats: Atlernate Powers 2) [14PP]

Base Power: Damage 7 (15ft; Extras: Penetrating 2, Feats: Mighty, Extended Reach 2) [12PP] (Darkslash)

Alternate Power: Drain 10 (Toughness; Feats: Incurable, Slow Fade) [12PP] (Lifedrain)

Alternate Power: Fatigue 10 (Flaws: Distracting, Feats: Incurable) [11PP] (Spiritdrain)


Immunity 30 (Fortitude Saves) [30PP] (Ghostly Existance)

Speed 4 (100mph/1'000ft per Move Action) + Leaping 4 (x25 per Move Action;) [8PP] (Demonic Stride)

Protection 8 (Extras: Impervious 5) [13PP] (Demon Mail)

Super Senses 2 (See Invisible) [2PP] (Ghost Sight)


Drawbacks: (-0) + (-0) = -0PP


Totals: Abilities (0) + Combat (8) + Saving Throws (10) + Skills (17) + Feats (15) + Powers (70) - Drawbacks (0) = 120/120 Power Points




About this build:
Not much to say about the Headless Knight, a construct minion with a very straightforward offensive array. The main focus points for the build were Immunity to Fort Saves, and the additional limbs, as well as adding some mobility to enable this hit-and-run creature. 3 ranks of Improved Disarm ensure that he has a decent chance of disarming heroes who rely on easy-to-lose devices, something which would put them in a grave disadvantage. Drain and Fatigue help wear the heroes down, while the Extended Reach Damage ensures that the Headless Knight would stay well out of reach from any physically inclined hero who has decided to wait the Knight out instead of chasing them, making for a particularly frustating foe.


Minion Lore:
Haunting old and abandoned roads, the Headless Knights roam the wilderness in search for those who have lost their way, in order to claim their heads and souls. Having the appearance of a beheaded knight riding a demonic looking horse, the armor is, in fact, a mere cosmetic distraction, a puppet for the horse, who is the real body of this ghostly apparition, to manipulate and control. Its blade is said to cleave through flesh, bones, and even metal, with nary but a swing, and it is enchanted with a soul-stealing curse, robbing the life out of anything it touches.
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Jiangshi (PL8)

mr_vampire.jpg
Character Name:
Power Level: 8 (120/120PP)
Trade-Offs: -2 Attack / +2 Damage, +5 Defense / -5 Toughness


Abilities: 10 + 6 + (-10) + 2 + 6 + (-6) = 8PP
Strength: 20 (+5)
Dexterity: 16 (+3)
Constitution: --
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 4 (-3)


Combat: 6 + 16 = 22PP
Initiative: +11
Attack: +8 Melee, +3 Ranged
Grapple: +13
Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed
Knockback: -2


Saving Throws: 0 + 5 + 3 = 8PP
Toughness: +5 (-- Con, +4 [Defensive Roll], +1 [Protection])
Fortitude: --
Reflex: +8 (+3 Dex, +5)
Will: +6 (+3 Wis, +3)


Skills: 40R = 10PP
Acrobatics 10 (13)

Notice 10 (13)

Sense Motive 10 (13)

Stealth 10 (13)


Feats: 25PP
Accurate Attack

All Out Attack

Attack Focus 5

Defensive Roll 2

Defensive Attack

Dodge Focus 5

Evasion 2

Elusive Target

Fearless

Improved Initiative 2

Improved Grab

Improved Pin

Instant Up

Power Attack


Powers: 3 + 13 + 30 + 4 + 1 + 8 = 59PP
 

Elongation 3 (25 ft) [3PP] (Long Arms)

 

Damage 5 (Extras: Linked[Drain], Feats: Mighty) + Drain 10 (Constitution; Extras: Linked[Damage], Flaws: Unreliable, Feats: Slow Fade 2) [6 + 7 = 13PP] (Deathtouch)

 

Immunity 30 (Fortitude Effects) [30PP] (Reanimated Existance)

 

Leaping 4  (x25 per Move Action) [4PP] (Hopping Step)

 

Protection 1 [1PP] (Zombie Hide)

 

Regeneration 25 (Recovery Bonus 15[Automatic Success], Regeneration 10[no Action, not when Vinegar is applied]; Flaws: Power Loss[Fire], Source[Earth], Feats: Persistent, Regrowth, Drawbacks: Power Loss[Wood, -2], Power Loss[Mirrors/Reflection, -1]) [8PP] (Hopful Reanimation)


Drawbacks: (-4) + (-3) + (-5) = -12PP

Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP]

Vulnerability (Wood, Frequency: Uncommon, Intensity: Major [x2]) [-3PP]

Weakness (Mirrors/Reflections, Frequency: Uncommon, Every Round, Intensity: Minor [destroyed after 5 rounds]) [-5PP]
 

 

Totals: Abilities (8) + Combat (22) + Saving Throws (8) + Skills (10) + Feats (25) + Powers (59) - Drawbacks (12) = 120/120 Power Points

 

 

 


 

About this Build:

This is basically the Vampire Lord from the Core Book's Friends & Foes section, but with a spin. Whereas the Vampire Lord has more charmer and trickster elements, the Jiangshi has pure perserverance. Focusing on Dodging attacks rather than tanking, it nevertheless proves to be a far too persistant foe by basically being nigh-unkillable, always rising up as soon as its downed. That, of course, is not to say that there aren't ways around the Jiangshi's super regenerative powers, as it draws its powers from the earth itself, so keeping it stappled to the air, or in concrete, or some other place that lacks nutrieous soil, puts a dead stop to its spring. Additionally, Fire and Wood are not its friends, and its own reflection repulses it to its very core. Despite that, it proves to be a lethally efficient foe, jumping around while drainning its foes off their living essence, and its long arms make for an awkward fight.

 

Minion Lore:

When a dead body is left to rot in a ground that prevents bacteria from decomposing it, it is said that the body becomes possessed by a malevolent spirit, rising from its proverbial grave, and terrorising the living. This unholy creature, called Jiangshi, is a persistant hunter, incapable of experiencing pain, and no matter how many times it falls and dies, it swiftly gets back to its feet. The Jiangshi preys on the life energy of humans, and the only ways to stop it is either by lighting it up on fire, staking it with wooden objects, dousing it with vinegar, or forcing it to face its own reflection, uponwhence the malevolent spirit is ousted by its host's dead body.

Edited by Vahnyu
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  • 1 month later...

Umiquan Empire - The Kingdom Eternal in the Blue


Home to the Umiquas, a race of merfolk residing in the depths of the Pacific Ocean, the Umiquan Empire spans 1'520'100 square miles of undersea land, and has a population of 17'590'000 people. The Umiquan Empire has a history of 8'200 years, when the first Umiquan Dynasty was founded by Shinq'tuk Elwahiro, at 6'231 BC, who went on to conquer, subjucate, and unify the surrounding tribes under his banner. The Empire managed to prosper and grow in size for 5'000 years, thanks to the lack of Atlantenean intervention. In 782 BC, however, the two nations became entangled in a terrible war that lasted more than 100 years. By the end of the war, the Umiquan Empire was completely overrun, the Elwahiro Dynasty was extinguished, and neighboring merfolk nations took advantage of the disaster, and for the next 300 years, they regularly raided the remnants of the Umiquan Empire.

Then, a new ray of hope shone for the once proud Kingdom Eternal in the Blue, when Til'ilk Avluna, who renamed himself Patrachi, meaning Father of the Nation in the Umiquan language, organised an army, and slowly started retaking lost lands, organising the people into a standing army, and ensuring that their borders would be safe. In 328 BC, he was crowned Grand Exalt of the Umiquan Empire, thus beginning the Dynasty of the Avlunas. The Atlanteneans, fearing a retaliation for percieved wrongs in the past, from the Umiquas, decided to once more overrun the newly restored Empire, before it had the chance to secure a powerbase. Unfortunately for them, the years of struggle had hardened her people, and the Umiquan Empire was able to completely fend off the Atlantenean army. Two and a half more centuries of bloody conflict ensued, and in the end, a thousand year pact of non-aggression was written between the two nations, in the year of 67BC.

In 413 AD, the oceanic tribes faced peril in the form of Mer'Tangri, an extraterrestial demon who had descended to Earth and sought to create a powerbase in its waters. Mer'Tangri and his Death Scholars terrorized the Umiquas and the Atlanteneans, forcing the former into retreating in the lands of South America, where the Amazon jungle is, while the latter reinforced their xenophobic seclusionism. Mer'Tangri ruled the Atlantic and Pacific Oceans for nearly a millenia, rendering most trans-oceanic travel perilous at best. The exile was even more harsh for the Umiquas, whose dependence on water for survival severely restricted them. Despite that, their priests managed to perform complex rituals that ensured large enough pools of water deep within the jungle, where they'd made their hideouts, with elegant temples erected in the name of their gods. In 947 AD, the Atlanteneans begun fighting back against the power hungry Mer'Tangri, forcing his occupation of the Atlantic Ocean to an early end. Lord Salvunar the 7th, the tyrrant king of the Umiquas during this period, saw a chance, and while the Atlanteneans were busy fighting Mer'Tangri's remaining forces near the gulf of Mexico, led an army to the doors of Atlantis, with the intent of conquering them.

Lord Salvunar's plan worked, and while the Atlantenean army was busy keeping Mer'Tangri at bay, the Umiquan forces stormed the throne of Atlantis, and for the next 2 hundred years, ruled Atlantis and its people, stealing their advanced tech and relics and using them to further empower their own bases. The Atlantenean resistance, combined with the victorious returning army was enough to push the occupational forces of the Umiquas, who fled back to South America. Tensions between the two merfolk continued to mount, until the 1389 AD, when Mer'Tangri summoned his otherwordly forces into Earth, and mounted with them a fierce attack that brought Atlantis to its knees. The then current tyrrant king of the Umiquas, Til'ilk the Brave, realising that the threat the demon posed far outweighted any possible slight the two merfolk races might have held towards one another, launched a pincer attack at Mer'Tangri's forces, and managed to overcome his rearguard. The Atlanteneans, seeing their chance, rallied their troops and fought back with tooth and nail, and eventually, the two armies finally managed to corner Mer'Tangri himself.

The extraterrestial demon himself, however, proved far more deadly and dangerous than his entire army put together, and alongside his three archdemons, Haes-Tir of the Sky, Shabnig-Wrath of the Land, and Had'ooru of the Sea, Mer'Tangri decimated the combined forces of the Atlanteneans and the Umiquas. Many of their heroes fell in battle, until their sages managed to complete a ritual that put Mer'Tangri, Shabnig-Wrath, and Had'ooru into sleep. Haes-Tir fled to the Pacific ocean, and while he occasionally emerged to terrorize the inhabitants, without his master or an army to back him, he was unable to cause any lasting damage. Shabnig-Wrath and Had'ooru were easy to restrain, but the merfolk feared the immortal Mer'Tangri's powers, and they split his body into seven parts, that they scattered throughout the world. In 1398 AD, The Atlanteneans and the Umiquans signed a new treaty, and though the wounds of warring between the two nations were still fresh, the two nations strove for coexistance... by effectively ignoring each other.

The Umiquas still had a tall order of reclaiming their ocean; the eons of Mer'Tangri's occupation had poluted the wildlife, driving many sea creatures to transform into ferocious monsters. For centuries these monsters festered the waters of the Pacific Ocean, forcing the Umiquas to frequently engage them in combat. Only a few priests remained at the temples they'd errected in South America, and after a few decades, even they abandoned their land-based cities completely. Throughout the centuries, the Umiquan Empire had developed into a warrior nation by necessity, a quality that did not escape the Atlanteneans. When the Zthoxx, an alien race of migratory buglike creatures that had burrowed their way deep into the earth's underground 4 milenia ago in order to gestate, invaded Atlantis on 1714 AD, the Atlanteneans, who found themselves rapidly overwhelmed by numbers, hired the services of the Umiquan Empire's warriors, who drove the bugs back into the earth's core.

The Zthoxx queen, Rahnea, ordered an attack at the Umiquan Empire's border settlements. Throughout the years, and thought the Umiquas managed to repel her attacks, it became increasingly obvious to the Umiquan leadership that the Zthoxx were steadily gainning the upper hand, as for every felled Zthoxx soldier, more and more soldiers rose and took his place. During one of the raids, Rahnea's army encountered Haes-Tir, who slaughtered a thousand of her subjects before succubing to his wounds and losing consciousness. The Umiquan army intervened and rescued Haes-Tir, who pledged to join forces with the Umiquas in order to drive the Zthoxx back. Though initially skeptic, the Umiquas eventually let Haes-Tir into their ranks, and in the following two centuries, the archdemon proved himself an indispensible ally.

Finally, in 1928, tyrant Lord Laosoon the third, mounted a joined operation between the Umiquas and the Atlanteneans, and using Atlantis' advanced technology, dug his way into the Zthoxx' breeding ground, and torched it with a potent gas that rendered it uninhabbitable. Rahnea herself was trapped in the climactic battle, along with 20'000 Umiquas and Atlanteneans, and also Haes-Tir. Massive landslides caused from bombs barred their escape, and they were never heard from again. Still, their deaths did not go to waste, and even Haes-Tir got a statue to himself, for his honorable service and sacrifice.

Aside from a few skirmishes, mostly with the Japanese forces during the second World War, the Umiquan Empire remained relatively secluded and neutral in the ensuing century. The Atlanteneans occasionally hire Umiquan warriors, whenever they are in need of grunt forces, and they in turn lent their advanced magics and tech to the Umiquas every now and then, as a show of gratitude. Outside of those occasions though, the two nations remain cold towards one another, barely acknowledging each other's existence.


 

Umiquas (Racial Template)

rc204_master.jpg

Power Level: 4 (60/60PP)
Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")


Abilities: 5 + 4 + 4 + 0 + 4 + (-4) = 13PP
Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 6 (-2)


Combat: 6 + 6 = 12PP
Initiative: +2
Attack: +3 Melee, +3 Ranged
Grapple: +0
Defense: +3 (+3 Base, +0 Dodge Focus), +1 Flat-Footed
Knockback: -2


Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +5 (+2 Con, +3 [Protection])
Fortitude: +4 (+2 Con, +2)
Reflex: +4 (+2 Dex, +2)
Will: +4 (+2 Wis, +2)


Skills: 20R = 5PP
Knowledge (Tactics) 5 (+5)
Notice 5 (+7)
Survival 5 (+7)
Swimming 5 (+7)


Feats: 2PP
Enviromental Adaptation (aquatic)
Favored Enviroment (aquatic)


Powers: 3 + 6 + 8 + 5 = 22PP

Immunity 3 (Cold, Drowning, High Pressure) [3PP] (Oceanic Adaptation)

Protection 3 [3PP] (Tough Skin)

Super Senses 6 (Direction Sense, Low-Light Vision, Tremorsense, Ultra-Hearing) [6PP] (Water Vision)

Super-Strength 4 (Effective STR 35) [8PP] (High Pressure Strength)

Swiming 5 (50mph/500ft per Move Action) [5PP] (Fins)


Drawbacks: (-0) + (-0) = -0PP

Weakness (Lack of Water, Frequency: Uncommon, Intensity: Major[Cummulative -1 on all ability scores], Once every hour[Dead in 14 hours]) [-3PP]


Totals: Abilities (13) + Combat (12) + Saving Throws (6) + Skills (5) + Feats (2) + Powers (25) - Drawbacks (3) = 60/60 Power Points

Edited by Vahnyu
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  • 2 months later...

Umiquan Army

 

Umiquan Warrior (PL6)

return-to-ravnica-art-merfolk-of-ravnica

Power Level: 6 (90PP)
Trade-Offs: None"

 

Abilities: 5 + 4 + 6 + 0 + 4 + (-4) = 15PP
Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 6 (-2)


Combat: 8 + 6 = 14PP
Initiative: +2
Attack: +6 Melee, +4 Ranged
Grapple: +8
Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed
Knockback: -6


Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +6 (+3 Con, +3 [Protection], Impervious 6)
Fortitude: +5 (+3 Con, +2)
Reflex: +4 (+2 Dex, +2)
Will: +4 (+2 Wis, +2)


Skills: 20R = 5PP
Knowledge (Tactics) 5 (+5)
Notice 5 (+7)
Survival 5 (+7)
Swimming 5 (+7)


Feats: 14PP
All-Out Attack
Attack Focus 2 (Melee)
Dodge Focus 3
Elusive Target
Evasion
Enviromental Adaptation (aquatic)
Favored Enviroment (aquatic)
Move-By Action
Power Attack
Teamwork 2


Powers: 6 + 8 + 3 + 3 + 6 + 8 + 5 = 39PP

Obsidian Weapon 2 (10PP Container; Flaws: Easy-to-Lose) [6PP]
[device]Damage 4 (Extras: Penetrating 5, Feats: Mighty) [10PP] (Power Swipe)[/device]

Coral Armor 2 (10PP Container; Flaws: Hard-to-Lose) [8PP]
[device]Impervious on Toughness 6 [6PP]
Concealment 4 (All Visual Senses; Flaws: Limited[Submerged in Water]) [4PP] (Aquatic Transparency)[/device]

Immunity 3 (Cold, Drowning, High Pressure) [3PP] (Oceanic Adaptation)

Protection 3 [3PP] (Tough Skin)

Super Senses 6 (Direction Sense, Low-Light Vision, Tremorsense, Ultra-Hearing) [6PP] (Water Vision)

Super-Strength 4 (Effective STR 35) [8PP] (High Pressure Strength)

Swiming 5 (50mph/500ft per Move Action) [5PP] (Fins)


Drawbacks: (-0) + (-0) = -0PP

Weakness (Lack of Water, Frequency: Uncommon, Intensity: Major[Cummulative -1 on all ability scores], Once every hour[Dead in 14 hours]) [-3PP]


Totals: Abilities (15) + Combat (14) + Saving Throws (6) + Skills (5) + Feats (14) + Powers (39) - Drawbacks (3) = 90/90 Power Points

 


Umiquan Sniper (PL6)

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Power Level: 6 (90PP)
Trade-Offs: None"

 

Abilities: 5 + 4 + 6 + 0 + 4 + (-4) = 15PP
Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 6 (-2)


Combat: 8 + 6 = 14PP
Initiative: +2
Attack: +4 Melee, +6 Ranged
Grapple: +6
Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed
Knockback: -2


Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +6 (+3 Con, +3 [Protection], Impervious 6)
Fortitude: +5 (+3 Con, +2)
Reflex: +4 (+2 Dex, +2)
Will: +4 (+2 Wis, +2)


Skills: 20R = 5PP
Knowledge (Tactics) 5 (+5)
Notice 5 (+7)
Survival 5 (+7)
Swimming 5 (+7)


Feats: 11PP
All-Out Attack
Attack Focus 2 (Ranged)
Dodge Focus 3
Enviromental Adaptation (aquatic)
Favored Enviroment (aquatic)
Improved Aim
Precise Shot 2


Powers: 9 + 8 + 3 + 3 + 6 + 8 + 5 = 42PP

Pearl Weapon 3 (15PP Container; Flaws: Easy-to-Lose) [9PP]
[device]Selective Fire 7 (14PP Array; Feats: Alternate Power) [15PP]
[array]Base Power: Damage 6 (300-600ft; Extras: Ranged, Feats: Improved Range 2) [14PP] (Semi-Automatic Laser Bolts)
Alternate Power: Damage 6(300-600ft; Extras: Autofire, Ranged, Flaws: Action[Full Round], Feats: Improved Range 2) [14PP] (Automatic Laser Bolts)[/array][/device]

Coral Armor 2 (10PP Container; Flaws: Hard-to-Lose) [8PP]
[device]Impervious on Toughness 6 [6PP]
Concealment 4 (All Visual Senses; Flaws: Limited[Submerged in Water]) [4PP] (Aquatic Transparency)[/device]

Immunity 3 (Cold, Drowning, High Pressure) [3PP] (Oceanic Adaptation)

Protection 3 [3PP] (Tough Skin)

Super Senses 6 (Direction Sense, Low-Light Vision, Tremorsense, Ultra-Hearing) [6PP] (Water Vision)

Super-Strength 4 (Effective STR 35) [8PP] (High Pressure Strength)

Swiming 5 (50mph/500ft per Move Action) [5PP] (Fins)


Drawbacks: (-0) + (-0) = -0PP

Weakness (Lack of Water, Frequency: Uncommon, Intensity: Major[Cummulative -1 on all ability scores], Once every hour[Dead in 14 hours]) [-3PP]


Totals: Abilities (15) + Combat (14) + Saving Throws (6) + Skills (5) + Feats (11) + Powers (42) - Drawbacks (3) = 90/90 Power Points

 


Umiquan Hydromancer (PL6)

stf67_trick.jpg

Power Level: 6 (90PP)
Trade-Offs: None"

 

Abilities: 5 + 4 + 6 + 0 + 4 + (-4) = 15PP
Strength: 15 (+2)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 6 (-2)


Combat: 8 + 6 = 14PP
Initiative: +2
Attack: +4 Melee, +4 Ranged
Grapple: +6
Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed
Knockback: -2


Saving Throws: 2 + 2 + 2 = 6PP
Toughness: +6 (+3 Con, +3 [Protection])
Fortitude: +6 (+3 Con, +2)
Reflex: +4 (+2 Dex, +2)
Will: +4 (+2 Wis, +2)


Skills: 20R = 5PP
Knowledge (Tactics) 5 (+5)
Notice 5 (+7)
Survival 5 (+7)
Swimming 5 (+7)


Feats: 6PP
Attack Specialization (Hydromancy)
Dodge Focus 3
Enviromental Adaptation (aquatic)
Favored Enviroment (aquatic)


Powers: 22 + 3 + 3 + 6 + 8 + 5 = 47PP

Hydromancy 10 (20PP Array; Feats: Alternate Powers 2) [22PP]
[array]Base Power: Create Object 6 (30ft cube; Extras: Moveable, Impervious 4 Flaws: Limited Material[Water, Ice] Feats: Stationary, Subtle, Tether, Variable Descriptor[Water, Ice]) [20PP] (Conjure Water)
Alternate Power: Damage 6(60-600ft; Extras: Penetrating 8, Ranged) [20PP] (Water Blast)
Alternate Power: Move Object 6(Extras: Range[Perception], Flaws: Limited Material[Water, Ice], Feats: Variable Descriptor[Water, Ice]) [13PP] (Hydrokinesis)[/array][/device]

Immunity 3 (Cold, Drowning, High Pressure) [3PP] (Oceanic Adaptation)

Protection 3 [3PP] (Tough Skin)

Super Senses 6 (Direction Sense, Low-Light Vision, Tremorsense, Ultra-Hearing) [6PP] (Water Vision)

Super-Strength 4 (Effective STR 35) [8PP] (High Pressure Strength)

Swiming 5 (50mph/500ft per Move Action) [5PP] (Fins)


Drawbacks: (-0) + (-0) = -0PP

Weakness (Lack of Water, Frequency: Uncommon, Intensity: Major[Cummulative -1 on all ability scores], Once every hour[Dead in 14 hours]) [-3PP]


Totals: Abilities (15) + Combat (14) + Saving Throws (6) + Skills (5) + Feats (6) + Powers (47) - Drawbacks (3) = 90/90 Power Points

 


Minion Lore:

The Umiquas incoorporate both magic, advanced tech, and physical prowess in their society, and that is nowhere more evident than in their fighting style. Nevertheless, the Umiquan army prioritizes specialization amongst its soldiers over flexibility, with some soldiers taking up the sword, while others taking up the (proverbial, in this case) staff. These are the three most commonly found variations on the average Umiquan soldier.

The Umiquan Warrior is a melee specialist, capable of going toe-to-toe with ferocious beasts, and has both the skills and the weaponry to go with that. His Coral Armor protects him from anything short of a shotgun or a flamethrower, and allows him to completely blend into the aquatic enviroment. His Obsidian Weapon is capable of cleaving through steel, as even advanced reinforced tanks are incapable of withstanding its swing. He has developed an exceptional sense for battle, which conferes him additional protection from non-direct attacks.

The Umiquan Sniper is a ranged specialist, capable of engaging targets from afar with ease. He also comes equiped with a Coral Armor, just like the Umiquan Warrior, but unlike him, the Umiquan Sniper wields a Pearl Weapon, a Selective Fire Laser riffle, and he can skillfully aim it to great effect.

The Umiquan Hydromancer, finally, is a spellcaster whose sorcery allows him to manipulate water and bend it to his will. Unlike the previous two, he eschews armor, weapons, and combat trainning, in favor of his trainned magics, which while simple and focused, are nevertheless both potent and versatile.

Edited by Vahnyu
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