Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

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CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

After several months of shopping for new systems or trying to "fix" Legend (and posting on this forum some of my Legend builds), I've reached the notion that I really should be prepping my upcoming campaign in Mutants & Masterminds rules, with some fixes.

So far I'm quite happy with the stat blocks I've been coming up with to test my house rules, which I'm building with PC Power Point budgets even though they're NPCs and Monsters (because this helps me get a better idea of balance). So I wanted to share some of them.

PCs in the campaign will start at PL5.

ToC
PL3: Monstrous Spider, Town Guard, Wolf
PL4: Ice Mephit, Mountain Orc Marauder
PL5: Cobb's Ghoul, Dire Wolf, Elite Kruthik Larva, Gray Ooze, Gunoz-Var, Ogre, Princess Sol (start), Thurl
PL6: Ankheg, Junior Mind Flayer, Necromancer Cobb, Oonsi the Frost-Fey, Purged Thurl, Vampire Bat Swarm, Wab'dak the Dumb White Hatchling Brute Drake, Warden Sashlik
PL7: Chieftain Gruv, Clay Golem, Doctor Gruvva, Frost Guardian of Tavris, Garru the Assassin, Grizzly Bear, Tiger, Unicorn
PL8: Baron Seryo, Kruthik Larva Swarm, Manticore, Ralston the Hermit Vampire, Xinn'tak the Effigy
PL9: Roc, Tavris the Junior Lich
PL10: Juvenile Red Dragon, Thurl's Inner Demon, Wulo'karr
PL14: Drazuv
PL16: Hal'ni Demigoddess of Light
PL17: Bikkolo'Shazzah, Paiokus-Lishanal
PL19: Titann the Ruthless
Last edited by CaptainKaulu on Sun May 28, 2023 3:27 pm, edited 20 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Mountain Orc Marauder
PL4 · 60 PP
Image

Defenses

Dodge +3 · Parry +3 · Toughness +5/+4* · Fortitude +5 · Willpower +3
*without Active Defenses
Advantages: Second Chance (cold damage); Second Chance (mind control); Ultimate Effort (Toughness); Ultimate Effort (Willpower).
Immunity: Suffocation (altitude).
Raging Vigor: Regeneration 5, Sustained Duration; must be Activated as a Move Action.

Initiative +5 · Offenses

Unarmed: attack +2 · Close Damage DC 18 bludgeoning
Grab: attack +2 · Close Restraint DC 13
Greataxe: attack +2 · Close Damage DC 21 slashing · crit 19-20
Can be used to Smash as a reaction after taking the Defend action. Equipment.
Javelins: attack +2 · Ranged (50/125/250 ft) Damage DC 20 piercing
Equipment.
Dagger: attack +2 · Close Damage DC 19 piercing/slashing · crit 19-20
Concealable (DC 20), Equipment.

Abilities & Skills

Strength +3 (lifting capacity 4: 800 lb.) · Stamina +4 · Agility +1 · Dexterity +0 · Intellect +0 · Awareness +1 · Presence +0
Skills: Athletics +8 · Intimidation +8 · Notice +5 · Survival +6
Advantages: Ultimate Effort (Strength); Daze using the Intimidate skill (with no penalty for doing as a Move Action).

Utility

Ground Speed: 2 mph; or 30 ft/round tactical
Senses: Acute smell; Low-Light Vision.
Languages: Orcish, Common.

Complications

Motivation - Bloodlust: The social glory in Orc culture of being a victorious warrior.
Power Loss: Loses Raging Vigor if somehow unable to be angry. Loses Second Chance (cold damage) if not dressed in appropriate gear.
Last edited by CaptainKaulu on Fri May 12, 2023 11:50 am, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Tiger
PL7 · 105 PP
Image

Defenses

Dodge +6 · Parry +8 · Toughness +7/+5* · Fortitude +7 · Willpower +6
*without Active Defenses
Advantages: Prone Fighting; Second Chance (falling); Second Chance (getting tripped).
Immunity: Environmental Cold.

Initiative +9 · Offenses

Unarmed: attack +7 · Close Damage DC 22 bludgeoning/piercing/slashing · crit 18-20
Grab: attack +7 · Close Restraint DC 15
Causes choking. Targets Escape at -5 penalty.
Pounce/Rake: 1/turn, the Tiger can make an Unarmed attack as a Free Action against a target that it has just successfully Tripped or Grabbed.
Advantages: Greater Accurate Attack; Greater All-Out Attack; Improved Trip; Prone Fighting.

Abilities & Skills

Strength +5 (lifting capacity 1600 lb.) · Stamina +5 · Agility +5 · Dexterity +0 · Intellect -4 · Awareness +2 · Presence -3
Skills: Acrobatics +10 · Athletics +10 · Intimidation +10 · Notice +11 · Stealth +10 (+15 in dark, natural surroundings) · Survival +9
Advantages: Daze using the Intimidation skill (with no penalty for doing as a Move Action). Feint using the Intimidation skill.

Utility

Large Size Category
Ground Speed: 8 mph; or 60 ft/round tactical
Flight: up to 15 ft in a straight line as a Move Action, then must land (or fall).
Senses: Acute touch; Acute smell (with Notice -1 per 100 ft of distance); Accurate hearing (with Notice -1 per 100 ft of distance); Low-Light Vision; Ultra-Hearing (with Notice -1 per 100 ft of distance).

Complications

Motivation - Survival: Simple instincts.
Aversion: Other than mothers with young cubs, the Tiger strongly prefers a solitary lifestyle.
Enemies: Hunters and poachers, who go after the Tiger's fur.
Disability: Can't speak normal languages; no opposable thumbs.
Inconvenience: Being Large (and 400+ lb.) in spaces that would be fine for a Medium-sized creature.
Last edited by CaptainKaulu on Sun May 14, 2023 12:10 pm, edited 3 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Bikkolo'Shazzah
PL17 · 255 PP
The draconic Icon of Ambition, an ancient dragon mage who wants to become a true god, but finds that Paiokkus-Lishanal's presence in the world steals too much of his glory.
Image

Defenses

Dodge +9 · Parry +9 · Toughness +25/+23* (Impervious 10 to magical attacks, Noticeable: scales; includes 2 ranks of a Continuous forcefield) · Fortitude +19 · Willpower +15
*without Active Defenses
Advantages: Second Chance (entrapment); Second Chance (paralysis); Second Chance (getting tripped).
Immunity: sleep effects.

Initiative +9 · Offenses

Unarmed: attack +19 · Close Damage DC 30 bludgeoning/piercing/slashing · crit 18-20
15 Ranks of Damage can be Split between up to three targets.
Grab: attack +14 · Close Restraint DC 22
Mind Control: Auto · Close Affliction DC 29 mental (resisted and overcome by Willpower; none / none / none / Compelled / Controlled; Progressive)
1 Rank of Affliction per Arcana result in excess of 25.
Arcane Breath: Dodge DC 26 · Close Area (60-ft Cone) Damage DC 31 force · DCs +1 in first 30 ft
5 Uses/Scene.
Advantages: Takedown 2.

Abilities & Skills

Strength +12 (lifting capacity 100 tons) · Stamina +15 · Agility +1 · Dexterity +2 · Intellect +8 · Awareness +8 · Presence +6
Skills: Acrobatics +2 · Arcana +27 · Expertise: Art +10 · Expertise: Current Events +15 · Expertise: History +15 · Expertise: Tactics +10 · Expertise: Theology +9 · Glibness +10 · Intimidation +15 · Investigation +10 · Legerdemain +3 · Notice +12 · Performance +15 (bodily deception) · Stealth +4 · Technology +10 (mechanical)

Utility

Gargantuan Size Category
Ground Speed: 30 mph; or 90 ft/round tactical
Flight: 250 mph; or 135 ft/round tactical; falls if Immobilized.
Blinking: Teleport 30 ft as a Move Action; penetrates solid barriers, but must be familiar with destination.
Senses: Acute smell; Accurate hearing; Ranged (visual) Magic Awareness.
Languages: Draconic, Common, Elvish, Jotun, 4 more.
Illusory Trickery: As a Standard Action, Bikkolo'Shazzah can create a figment with elements of sight, hearing, thermal, and smell, with a volume of up to 2000 cft (Insight DC 21). He cannot use Arcane Breath or Mind Control while maintaining a figment, and he can only initiate figments 5/Scene (this pool is shared with Arcane Breath uses).
Advantages: Status 4 (dragon leader). Billionaire-equivalent wealth. Huge Lair, Isolated, with 6 other features.
Ritualist: In downtime, Bikkolo'Shazzah can prepare one-use or scene-duration Variable effects, with 1 effective PP per Arcana check result in excess of 35, to a max of 10 BP at DC 45.

Complications

Motivation - Power: Bikkolo'Shazzah strongly wants to become God of the Dragons.
Reputation: Greedy and tricky.
Un-Solitude: For now, Bikkolo'Shazzah shares draconic dominion over the continent Niolotela with Biv'Tanakh, while trying to take over the supercontinent Vlaqix from Paiokkus-Lishanal. He hates this arrangement and very much hopes that it is very temporary (on a draconic time scale).
Inconvenience: Being Gargantuan in spaces that would be fine for a Medium-sized creature.
Last edited by CaptainKaulu on Sat May 13, 2023 10:02 pm, edited 9 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Hal'ni, Demigoddess of Light
PL16 · 240 PP
Image

Defenses

Dodge +10 · Parry +10 · Toughness +22/+15* · Fortitude +15 · Willpower +17
*without Active Defenses
Immunities: suffocation (all); starvation & thirst.
Healing Ray: As a Standard Action, Hal'ni can make an Accuracy +16 Healing Check +15 to a living creature within 375 ft (+13 with 750 ft, +10 within 1500 ft). This Healing overcomes Incurable damage.
Deflect: While in Mote Form, when Hal'ni takes the Defend Action, she grants +10 Active Defenses to allies within 250 ft (+8 within 500 ft, +5 within 1000 ft).
Interpose: 1/round as a Reaction, Hal'ni can move normally adjacent to an ally and take an attack meant for that ally.

Initiative +8 · Offenses

Unarmed: attack +16 · Close Damage DC 22 bludgeoning
Grab: attack +16 · Close Restraint DC 17
Dancing Rays: attack +21 · Ranged (275/550/1100 ft) Multiattack Affliction DC 26 light (resisted and overcome by Fortitude; Dazed / Dazed / Stunned / Incapacitated, Cumulative) · crit 19-20
Gleaming-Blade: attack +21 · Close (+10 ft) Damage DC 26 slashing · crit 18-20
Blinding Glare: Dodge DC 17 · Close Selective Area (Perception: sight) Cumulative Affliction DC 22 light (resisted and overcome by Fortitude; Impaired / Impaired / Disabled)
Hal'ni can use Blinding Glare 1/turn as a Free Action while Gleaming-Blade is active.
Advantage: Takedown 2.

Abilities & Skills

Strength +7 (lifting capacity 3 tons) · Stamina +15 · Agility +0 · Dexterity -2 · Intellect +3 · Awareness +12 · Presence +9
Skills: Arcana +10 · Expertise: Current Events +4 · Expertise: History +10 · Expertise: Theology +20 · Insight +17 · Intimidation +12 · Leadership +17 · Performance +10 (singing)
Advantages: Demoralize using the Leadership skill. Fascinate using the Performance skill. Normal interaction skills with Animals. Can grant benefits of an interaction skill in combat to up to 2 allies instead of herself. Call in favors with Connections via Leadership.

Utility

Ground Speed: 2 mph; or 30 ft/round tactical
Flight: 2 mph; or 30 ft/round tactical; Continuous; disrupted (can't move) for 1 round if Hal'ni fails a resistance check.
Glory: Hal'ni Continuously emits a 60-ft radius of bright light.
Truesight: Hal'ni can see ultraviolet light, and can see in all directions (with Notice -1 per 100 ft of distance). Her vision Counters all descriptors of Concealment or Figments.
Tongue of Angels: Hal'ni understands all languages (spoken) and when she speaks, all creatures with a normal language can understand.
Extraordinary Effort: When Hal'ni uses Extra Effort, she can do so twice for double the normal drawback (i.e. she becomes Exhausted rather than Fatigued).
Advantages: Status 4 (deity).
Mote Form: As a Move Action, Hal'ni can assume Mote Form, in which she cannot attack or use Visions or Healing Ray. Instead, she has Immunity to Prone and to Critical Hits; Continuously (and Selectively and Precisely) emits a 500-ft radius of bright light; can Fly at 1000 mph, or 165 ft/round tactically; and can Fly between the normal world and the Heavenly Dimension.
Visions: As a Standard Action, Hal'ni can open her visual senses to anywhere in the planetary system (including the Heavenly Dimension). The DC to resist this Remote Sensing is 21. Using this Remote Sensing does not disrupt Hal'ni's normal awareness of her surroundings or make her Vulnerable, and while this is active, she can also two-way communicate telepathically with anyone in the planetary system. She cannot, however, attack (except Unarmed/Grab), use Healing Ray, or use Mote Form while Visions are active.
Miracles: In downtime, Hal'ni can prepare one-use or scene-duration Variable effects, with 1 effective PP per Expertise: Theology check result in excess of 30, to a max of 10 PP at DC 40. She is Vulnerable for 1 round after using any Variable effect.

Complications

Motivation - Doing Good: Hal'ni is stern but altruistic.
Overconfidence: Hal'ni thinks of herself as a full deity, even though much mightier entities do exist in the world.
Last edited by CaptainKaulu on Sun May 14, 2023 4:22 pm, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Town Guard
PL3 · 45 PP
Image

Defenses

Dodge +3 · Parry +3 · Toughness +3 · Fortitude +3 · Willpower +3
Advantages: Active Defenses +2 after using the Defend Action.
Interpose: 1/round as a Reaction, the Guard can move normally adjacent to an ally and take an attack meant for that ally.

Initiative +5 · Offenses

Unarmed: attack +3 · Close Damage DC 16 bludgeoning
Grab: attack +3 · Close Restraint DC 13
Fauchard: attack +3 · Close (+5 ft) Damage DC 18 piercing
Can be used to Trip with the benefits of Improved Trip. Equipment.
Crossbow: attack +3 · Ranged (75/150/300 ft) Damage DC 18 piercing
Equipment.
Dagger: attack +3 · Close Damage DC 17 piercing/slashing · crit 19-20
Concealable (DC 20), Equipment.
Manacles: attack +0 · Close Cumulative Grab-Based Affliction DC 21 (resisted by Dodge, overcome by Damage or Legerdemain; arm-related activities Impaired / Disabled)
Must be prepared as a Move Action. Equipment.

Abilities & Skills

Strength +1 (lifting capacity 100 lb.) · Stamina +1 · Agility +1 · Dexterity +0 · Intellect +0 · Awareness +2 · Presence +0
Skills: Athletics +5 · Expertise: Streetwise +4 · Insight +3 · Intimidation +4 · Notice +6 · Vehicles +1
Advantages: Bonus +5 to team checks.

Utility

Ground Speed: 2 mph; or 30 ft/round tactical
Language: Common; 1 other (usually).
Advantage: Status 1 (law enforcement).
Torches: Emit bright light in a 30-ft radius and dim light in a 60-ft radius. Equipment.

Complications

Motivation - Duty: The Guard believes in maintaining social order somewhat, even if they weren't getting paid.
Power Loss: Toughness +2 comes from wearing Armor. Fauchard, Crossbow, Dagger, Manacles, and Torches are likewise Removable powers.
Last edited by CaptainKaulu on Sun May 14, 2023 12:13 pm, edited 5 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Drazuv
PL14 · 210 PP
One of the setting's major Big Bads.
Image

Defenses

Dodge +13 · Parry +13 · Toughness +15/+12* (Impervious 2, Noticeable: scales) · Fortitude +13 · Willpower +15
*without Active Defenses
Advantages: Second Chance (acid damage). Second Chance (entrapment). Second Chance (paralysis). Active Defenses +3 while Vulnerable due to being surprised or off-guard (cancelling out some of Vulnerable penalty). Investigation or other Skills used to learn information about Drazuv suffer a -10 penalty.

Initiative +14 · Offenses

Unarmed: attack +19 · Close Damage DC 20 bludgeoning
Grab: attack +14 · Close Restraint DC 15
Claws of Paralysis: attack +19 · Close Affliction DC 24 empathic dark magic (resisted and overcome by Willpower; Dazed / Dazed / Stunned / Paralyzed; Cumulative) · crit 18-20 · Linked: Damage DC 24 slashing (Incurable)
1 Rank of Affliction per Insight result in excess of 20.
Aura of Pain: Dodge DC 14 · Close Area (60-ft Burst) Weaken Agility & Dexterity & Speed DC 16 pain (resisted by Fortitude)
Must be Activated as a Move Action, then can be used 1/turn as a Free Action. Arrayed with Empathic Feint and Targeted Dread. DCs are 2 lower for Drazuv's allies.
Empathic Feint: Auto · Close Affliction DC 25 empathic dark magic (resisted and overcome by Willpower; Vulnerable / Vulnerable / Defenseless)
1 Rank of Affliction per Insight result in excess of 20. Must be Activated as a Move Action, then can be used 1/turn as a Free Action. Arrayed with Aura of Pain and Targeted Dread.
Targeted Dread: Auto · Close Affliction DC 22 fear (resisted and overcome by Willpower; Impaired / Impaired / Stunned, Cumulative)
1 Rank of Affliction per Intimidation result in excess of 15. Can be used 1/turn as a Free Action. Arrayed with Aura of Pain and Empathic Feint.
Advantages: Greater Called Shot. Move-By Action. Takedown 1.

Abilities & Skills

Strength +5 (lifting capacity 1600 lb.) · Stamina +10 · Agility +6 · Dexterity +4 · Intellect +3 · Awareness +13 · Presence +5
Skills: Acrobatics +10 (+15 to tumble) · Arcana +4 · Athletics +14 · Expertise: Criminal +7 · Expertise: Dance +7 · Expertise: Psychology +10 · Expertise: Streetwise +5 · Expertise: Theology +5 (+10 relating to Mistress of Misery) · Insight +20 (including Enhanced 3) · Intimidation +10 · Leadership +8 · Legerdemain +5 · Performance +6 (bodily deception) · Treatment +5 · Vehicles +5
Advantages: Assessment (determine non-obvious Power Levels with Insight).

Utility

Ground Speed: 4 mph; or 45 ft/round tactically
Flight: 4 mph; or 45 ft/round tactically; falls if Immobilized.
Senses: Accurate hearing. Acute smell.
Languages: Draconic, Common, Abyssal, Goblin.
Advantages: Status 3 (clergy). Gargantuan Lair, Isolated (with more Features contributed by other Serechathel leadership).

Complications

Motivation - Sadism: Due to trauma in his past, Drazuv is demented to where he gets physical pleasure out of his empathic senses feeling others' pain and suffering.
Repsonsibility: Drazuv leads the Cult of the Mistress of Misery, as well as the related assassins' guild Serechathel.
Last edited by CaptainKaulu on Fri May 26, 2023 12:20 pm, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Minor updates to the above entries, due to my changing the cost of a few things in my Fix (e.g. Dexterity and Flight). Still need to squeeze a few points of Immunity onto Hal'ni somehow ... (EDIT: done)
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Juvenile Red Dragon
PL10 · 150 PP
Image

Defenses

Dodge +6 · Parry +6 · Toughness +14/+10* (Impervious 5, Noticeable: scales) · Fortitude +10 · Willpower +10
*without Active Defenses
Advantages: Second Chance (paralysis); Second Chance (getting tripped).
Resistances (half effect): sleep effects; fire damage.

Initiative +8 · Offenses

Unarmed: attack +11 · Close Damage DC 24 bludgeoning/piercing/slashing · crit 19-20
Incurable. 9 Ranks of Damage can be Split between up to three targets.
Grab: attack +6 · Close Restraint DC 16
Dread: Dodge DC 14 · Close Perception-Area (sight) Cumulative Affliction DC 19 fear (resisted and overcome by Willpower; Impaired / Impaired / Stunned)
Free Action 1/turn, but then using Dread or Fire Breath requires a 1-round cooldown period. 1 rank of Affliction per Intimidation result in excess of 25.
Fire Breath: Dodge DC 20 · Close Area (30-ft Cone) Damage DC 25 fire · Secondary Effect DC 23
5 Uses/Scene; use requires a 1-round cooldown period before it or Dread can be used again.
Advantages: Takedown 2.

Abilities & Skills

Strength +6 (lifting capacity 3200 lb.) · Stamina +8 · Agility +0 · Dexterity +0 · Intellect +2 · Awareness +8 · Presence +5
Skills: Acrobatics +1 · Arcana +10 · Athletics +10 · Expertise: Art +5 · Expertise: History +10 · Glibness +6 · Intimidation +17 · Investigation +3 · Notice +12 · Performance +6 (bodily deception)
Advantages: Fascinate using Intimidation. Feint using Intimidation.

Utility

Large Size Category
Ground Speed: 30 mph; or 90 ft/round tactical
Flight: 120 mph; or 120 ft/round tactical; falls if Immobilized.
Senses: Acute smell; Accurate hearing.
Languages: Draconic, Common, Ignan, 1 more.
Advantages: Status 1 (dragon). Millionaire-equivalent wealth. Medium Lair, Isolated, with 3 other features.
Ritualist: In downtime, the dragon can prepare one-use or scene-duration Variable effects, with 1 effective PP per Arcana check result in excess of 20, to a max of 5 BP at DC 25.

Complications

Motivation - Pride: Selfish.
Reputation: Greedy and tricky.
Inconvenience: Being Large in spaces that would be fine for a Medium-sized creature.
Last edited by CaptainKaulu on Sat May 13, 2023 10:01 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Manticore
PL8 · 120 PP
Image

Defenses

Dodge +8 · Parry +8 · Toughness +8/+6* · Fortitude +9 · Willpower +7
*without Active Defenses
Advantages: Second Chance (getting tripped).

Initiative +7 · Offenses

Unarmed: attack +11 · Close Damage DC 20 bludgeoning/piercing/slashing, crit 19-20
Grab: attack +6 · Close Restraint DC 15
Tail Spikes: attack +11 · Ranged (50/125/250 ft) Multiattack Damage DC 20 piercing · crit 16-20
5 Uses/Scene.
Advantages: Greater Called Shot; Move-By Action.

Abilities & Skills

Strength +5 (lifting capacity: 1600 lb.) · Stamina +6 · Agility +3 · Dexterity +2 · Intellect +0 · Awareness +5 · Presence +4
Skills: Acrobatics +5 · Arcana +1 · Athletics +8 · Expertise: Psychology +5 · Expertise: Theology +10 · Intimidation +10 · Notice +10 · Performance +5 (bodily deception) · Stealth +10 · Survival +6 · Treatment +1
Advantages: Feint using the Intimidate skill.

Utility

Large Size Category
Ground Speed: 8 mph; or 60 ft/round tactical
Flight: 8 mph; or 60 ft/round tactical; falls if Immobilized.
Senses: Acute smell; can see normally in total darkness.
Languages: Abyssal, Common.
Advantages: Status 1 (cult clergy).
Dark Prayers: In downtime, the Manticore can prepare one-use or scene-duration Variable effects, with 1 effective PP per Expertise: Theology check result in excess of 25, to a max of 5 BP at DC 30.

Complications

Motivation - Cruelty: Manticores are innately cruel.
Responsibility: Act as traveling clergy for the Mistress of Misery.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Wolf
PL3 · 45 PP
Image

Defenses

Dodge +2 · Parry +4 · Toughness +3/+2* · Fortitude +4 · Willpower +2
*without Active Defenses
Advantages: Second Chance (getting tripped).

Initiative +6 · Offenses

Bite: attack +2 · Close Damage DC 19 bludgeoning/piercing/slashing · crit 19-20
Grab: attack +2 · Close Restraint DC 12
Advantages: Improved Trip.

Abilities & Skills

Strength +2 (lifting capacity 200 lb.) · Stamina +2 · Agility +2 · Dexterity -1 · Intellect -4 · Awareness +2 · Presence -3
Skills: Acrobatics +3 · Athletics +6 · Insight +4 · Intimidation +5 · Notice +8 · Stealth +8 · Survival +6
Advantages: Bonus +5 to team checks. Feint using the Intimidation skill. Can grant benefits of an interaction skill in combat to up to 2 allies instead of itself. Track at full speed without the usual -5 penalty.

Utility

Ground Speed: 8 mph; or 60 ft/round tactical
Senses: Acute smell (with Notice -1 per 100 ft of distance); see normally in dim light; Ultra-Hearing (with Notice -1 per 100 ft of distance).

Complications

Motivation - Survival: Simple instincts.
Reputation: Sinister and cunning.
Responsibility: Hunt cooperatively with the wolf pack adults; otherwise observe pack social order.
Disability: Can't speak normal languages; no opposable thumbs.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Unicorn
PL7 · 105 BP
Image

Defenses

Dodge +7 · Parry +7 · Toughness +7/+5* · Fortitude +6 · Willpower +8
*without Active Defenses
Advantages: Second Chance (getting tripped).
Resistances (half effect): aging; poisons.
Unicorn's Blessing: As a Standard Action, the Unicorn can make a Healing +6 check on a Close living creature; this Healing even overcomes Incurable damage.

Initiative +9 · Offenses

Horn & Hoof: attack +8 · Close (+5 ft) Damage DC 21 bludgeoning/piercing · crit 19-20
Can be used (DC 18) as a Reaction to moving through a target's space, if that target is smaller than Large Size Category or is Prone.
Grab: attack +3 · Close Restraint DC 14

Abilities & Skills

Strength +4 (lifting capacity 800 lb.) · Stamina +5 · Agility +5 · Dexterity +0 · Intellect +0 · Awareness +8 · Presence +6
Skills: Acrobatics +6 · Arcana +1 · Athletics +10 · Expertise: Theology +1 · Insight +10 · Leadership +10 · Stealth +7 · Survival +10
Advantages: Normal interaction skills with Animals. Track at full speed without the usual -5 penalty.

Utility

Large Size Category
Ground Speed: 60 mph; or 105 ft/round tactical
Senses: Acute smell and taste; see normally in dim light.
Languages: Sylvan, Common, Celestial, Elvish.
Illumination: As a Standard Action, can radiate moonlight (dim light) in a 30-ft radius, maintained each round as a Free Action.
Luck: Once per Quest, the Unicorn can use an extra Hero Point, but only for Improve Roll.
Miracles: In downtime, the Unicorn can prepare one-use or scene-duration Variable effects, with 1 effective PP per Survival check result in excess of 25, to a max of 5 PP at DC 30.

Complications

Motivation - Doing Good: The unicorn lives to find pure-hearted (as determined by its Insight) young adventurers in need of assistance and help them.
Enemy: Poachers, who value its horn highly due to the magical recipes it can be a component of.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

Grizzly Bear
PL7 · 105 PP
Image

Defenses

Dodge +3 · Parry +5 · Toughness +10 (Impervious 2) · Fortitude +8 · Willpower +6
Advantages: Prone Fighting; Second Chance (getting tripped). Automatically Stabilizes when Dying.
Immunity: Environmental Cold.

Initiative +5 · Offenses

Unarmed: attack +4 · Close Damage DC 25 bludgeoning/piercing/slashing · crit 19-20
Grab: attack +6 · Close Restraint DC 18
Causes choking. Targets Escape at -5 penalty. Grizzly Bear is not Vulnerable while grabbing and can still attack other targets normally.
Bear-Hug: Auto · Close Grab-Based Affliction DC 22 suffocation (resisted and overcome by Fortitude; Dazed / Dazed / Stunned / Incapacitated; Progressive).
Advantages: Greater Accurate Attack; Greater Called Shot; Prone Fighting.

Abilities & Skills

Strength +8 (lifting capacity 6 tons) · Stamina +8 · Agility +1 · Dexterity -1 · Intellect -4 · Awareness +2 · Presence -3
Skills: Acrobatics +2 · Athletics +15 · Intimidation +11 · Notice +8 · Stealth +2 · Survival +9
Advantages: Feint using the Intimidation skill. Track at full speed without the usual -5 penalty.

Utility

Large Size Category
Ground Speed: 4 mph; or 45 ft/round tactical
Senses: Acute smell (with Notice -1 per 100 ft of distance); see normally in dim lighting conditions.

Complications

Motivation - Survival: Simple instincts.
Responsibility: Mothers with young cubs get very angry if the cubs are threatened.
Disability: Can't speak normal languages; no opposable thumbs.
Inconvenience: Being Large (and 600+ lb.) in spaces that would be fine for a Medium-sized creature.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

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CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Walutukk: Fantasy Campaign Prep ("Fixed" M&M)

Post by CaptainKaulu »

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