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Vahnyu

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  1. The Base Defense Turrets in question.
  2. Yeeeep. Take 10 Knowledge [Religion] for each of these creatures. One of them's resembles a chimaera, at the very least. Thinking about it, the other's probably the Caucasian Eagle.
  3. Let's see... Net Fly will spend an HP to stunt Quickness 6 (x100) off of his Enhanced Dexterity. Then, he will attempt to craft a turret control device using his Inventor and Improvised Tools (If necessary). Taking 10 on both Craft Electronic checks would grant him with a 10PP device. Thinking it would be an Easy-To-Lose handheld controller that would "summon" and direct the turrets. Device 3 (15PP; Flaws: Easy-to-Lose) [9PP] (Turret Controller) Summon (Minion) 6 (90PP Minion, Up to 25 Minions; Extras: Fanatical, Horde, Flaws: Distracting, Duration[Concentration], Medium[Machines], Feats: Mental Link, Progression[Minions] 4) [11PP] (Mass Turret Controller) At 9PPs, it would take 9 hours to design, and 36 hours to complete. With x100 Quickness, that would drop to 324 seconds and 1296 second respectively, for a total of 1620 seconds, or 27 minutes. Any more ideas/suggestions are welcome
  4. Hronos will be using Time Stopper again, as a Full-Round Action, against all Compu-Jackals within 1'000ft of him. The Jackals may have Evasion, but they are far too many and too dangerous to let them gang up on anyone of us. DC20 Reflex save vs Area effect DC20 Reflex save vs Stun Also, sedating all already Stunned Compu-Jackals, while we're at it. Hronos is Distracted.
  5. Jiangshi (PL8) 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.
  6. "Have to agree with mister Arrowhawk there. Mechanizing mummies sounds more like Doctor Frankestein's field of work than Doctor Orpheus'." Meatheral added, himself barely more versed in the arcane ways than the veteran hero. "Though choosing mummies instead of regular corpses..." Before he had time to complete that train of thought, a sudden chill ran up his now metaphorical spine, and as he turned to witness the owner of the mocking voice, Meatheral felt a low rumbling where his stomach would have been. "... or, nevermind." The boy reeked of murderous intent, and it was plain to see that while he appeared relaxed and aloof, the boy was a mass of raging and barely restrained emotions waiting to be unleashed at the drop of the hat. The Tetramegeton convulsed and spun inside Jerry, and an ominous feeling begun to overtake him, as his flames wildly shifted and burned in response, giving one the impression of an animal trying to appear bigger than it is in order to scare off a dangerous predator. However, whatever sense of bravery was left in Meatheral, was vanished as soon as Set spoke the boy's name. "No... no way..." His blackened eyeholes widening, Meatheral slowly felt his flames flickering out little by little at the realization. "The son of Gaia and Tartarus, concieved so that he would become the scourge of the gods... the father of monsters... don't tell me... is that guy the real deal? We're expected to go up against that thing?!" Involuntarily floating a few paces backwards, Meatheral was overcome with despairing emotions. "... Impossible... There's no wa we can do that!!"
  7. Taking 10 on both Knowledge [Religion & Theology] and on Sense Motive, for a total of 20 and 25 respectively.
  8. And this one's tagged and followed. Let's get the initiative out of the way, since we're at it 1d20+19 → [17,19] = (36)
  9. Tou save: 1d20+12 → [11,12] = (23) Welp, that would be 1 Injury for Hronos!
  10. By the time Citizen arrived, Hronos was getting overwhelmed, fast. While he was managing to repel them for the time being, Hronos had no doubt that unless he tried something drastic, these things would continue to swarm him until he was reduced to scrap, and Citizen's timely intervention was greatly appreciated. Though the fact that the holographic hero knew who Hronos was gave pause to the Mechanodynamis, he quickly regained his focus. "That is understood, and I appreciate your assistance." Hronos replied in his ever mechanical voice and punctually formal tone. Swooping closer to one of the ground-bound jackal robots, Hronos unleashed a well placed chronal blast through his arm-cannon, making a U-Turn in the process and returning back to the air. "I will ensure drawing their attention to me, as you have suggested." he confirmed, as he flew back to Citizen. "Having said that, I would advise against nearing the immobilized hostiles. Although they are currently locked in time, they might become able to escape their chronal bonds if they are not approached with proper caution."
  11. Hronos will fly a bit closer to the ground with Move-By Action, about 500 feet, then he'll take 10 to use Chronal Blaster on one of the Compu Jackals, then fly up back to Citizen. Tou save vs DC25 Temporal Damage.
  12. Headless Knight (PL 8) 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.
  13. Meatheral slowly descended from his flight, once the last of the anit-mummies had been dealt with. Wether Set and Sekhmet were trully the gods they claimed to be or not, he couldn't tell for sure, but he COULD tell that the grief and anger they exhibited had been genuine. "The lady speaks the truth." his burning voice declared, a sympathetic yet sombre tone accompanying his words. "This is not just a mere matter of someone showing disrespect on the dead; according to Egyptian lore, mummification is a ritual in which the dead are prepared for properly experiencing eternal life after death. A ritual, may I add, which could take months to complete. Without their bodies properly preserved, these unfortunate souls are now doomed to eternally wander the afterlife as lost souls, bereft of any memory of their lives or any sense of identity. Though, having said that..." the Fire Elemental turned to the Lion Goddess. "It does us no good being hostile to each other. While we did what we had to do, I doubt anyone of us took pleasure in performing the deed." "Now... what I want to know is who would have the means, and the motive to match, to weaponise these mummies in such a manner, and I'm getting the feeling that our summoner here has something to say about that." Meatheral noted, as Set begun the sending ritual.
  14. Net Fly visibly deflated. Grimalkin might have been a bit blunt in her analysis, but she was correct; theory and simulation were no substitute for actual field experience. "Well, ummm... yeah, you're right. Sorry..." slumping his shoulders, he scrambled his brain trying to come up with any ideas, while Kyle was suiting up. At Danica's introduction, he replied "Same here, Triakosia. The name's Net Fly. I'll be sure to be lending you a hand or two in air support, and I'm moderately good with a screwdriver and wires, though I guess computer programming is where I excel." When Silver Magus spoke, Net Fly nodded. "Indeed, time is the key component here. How much do you figure we have, in order to mount a defence? Judging from the cloud's speed, I doubt we have more than a few minutes in our hands."
  15. Thanks for your great and dedicated work so far, Arich! A very helpful guide, indeed. On that note, I'd also appreciate it if you added a note about Meatheral.
  16. The journey to Puerto Rico was over in the blink of an eye, and no matter how many times they'd start and stop during the recruitment phase of the trip, Serge still couldn't get used to it. By the time he got his barings, Net Fly found himself standing amidst the meditating heroes. "Woah..." he whispered. The Scarab, Blue Fox, and there was Hologram, Fast-Forward's wife, as well, along with Nano Angel and Miss Grue, all of them in a trance-like state. "This is for real. This is actually happening... we are supposed to be protecting these heroes from any interferrence with their work..." With the reality of the situation setting in, Serge found himself wildly fluxating between fear, anxiety, anticipation, and thrill. "Heh." a small grin escaped him, gradually expanding into a full-blown laughter. "Hehehe... Hehehhehahaaha! Awesome! We're in Puerto Rico, protecting a bunch of heroes from Space Robots! Maaan, Subito is gonna be pissed that he missed this!" he remarked, as he remembered his good friend, El Heraldo. After the short introduction to Triakosia, Net Fly noticed Fast-Forward's worried look, and following it, he found himself staring to the descending 'cloud'. "Hah! I bet that's a spaceship using a cloaking device of some sort, if I ever saw one." he noted, brimming with confidence. "It's cool, I've ran against a robot-manned spaceship in a simulation at the Doom Room! According to the senario, the robots wanted to cleanse the organics off the face of the world. After talking with them, I persuaded them against that, only to find out that they changed their plan into one of assimilation. Had to go sneaking around their ship and playing sabotage." Serge was very proud of his achievement, despite the fact that said simulation was just that; a simulation.
  17. Knowledge [Theology] for Set: 1d20+10 25 Who's the Theology student around here, huh?
  18. Welp, don't mind if I do Sense Motive for Set: 1d20+15 27 Let me know all of your secrets. ALL OF 'EM!
  19. Happy Birthday, Absurdist! May you live well and prosper, my friend
  20. Elephant Ogre (PL10) 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.
  21. Winged Hellhound (PL 5) 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.
  22. happy birthday Osprey!
  23. 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.
  24. 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.
  25. GM Post The Magician stood unmoving, as the smoke barely passed by him. In fact, he did not seem at all apprehensive at the dark smokey matter Pitch threw at him. He WAS pertrubed a bit, since this meant that his attempt at concealing his attacks were for naught. "I'm affraid, Daughter of the Cursed Staff," he slowly said, as the wand glowed sickly green with power. "that this is something for you to find out." Throwing a green bolt of energy that made a curved motion before hitting Pitch, the Wand then established a connection with her, and attacked Pitch's psyche, in an attempt to wear her out and drain her of her reserves to fight completely. "But even though you can see through the darkness, you should still be weary of not letting yourself burn out." Meanwhile, the sounds of the demons that had been rampaging through the streets started to sound closer by the moment. It would appear that the big black ball of darkness was attracting them to the site.
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