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Mutants & Masterminds: Struggles of Iannin - Racial Templates


Ouroboros

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Anupu

Physically the Anupu are not far removed from their Thayim ancestors. All Anupu have a minimum knowledge of Necromatic magic and rituals. The Anupu culture is broken into three castes. The Living Caste are the mortal Anupu, those who can birth and create and expand their society. The Honored Dead are those raised into undeath with their full memories, skills, and powers. The third caste are the Servile Dead who are little more than mindless automatons controlled by the other two castes.

Living Caste Anupu Template (6 pp)

Advantage: Ritualist

Skills: Expertise Magic 4

Powers: Magic - Summon 2 (skeleton) (quirk - requires remains)

Complication: Devotion - All Anupu are zealous devotees of the god Siponak

Honored Dead Caste Anupu Template (26 pp, adds to above)

Abilities: STA N/A

Saves: +2 Will

Powers: Immunity (Fortitude Effectes), Regeneration 1, Protection 3

Complication: Prejudice: UnDead - Among the Anupu the Undead are commonplace and even revered, among other cultures however the revenant may treated as being a monster or worse.

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A’lough (7 PP)

Skill: Technology, 2 ranks

Power: Detect, 2 ranks (Elan Crystals)

Power: Mind Control [Affliction], 2 ranks (Oa’erler only)

Power: Immunity, 1 rank (Heat)

Complication: Parasitic relationship with the Oa’erler

Jreila (15 PP) (Extinct)

Skill: Acrobatics, 4 ranks

Advantage: Move-by-Action

Power: Flight [innate, Wings, -1/rank], 2 ranks

Power: Shrinking [Permanent, Innate], 4 ranks

I'll put up these two and get them hammered out before I do more.

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First attempt at the Jotnar/Azanar. Not sure why, but something seems... lacking. By the way, I had never intended the Jotnar and Azanar of being playable PC races.

Jotnar

The Jotnar are towering humanoids, standing fifteen feet tall and more, their stature granting them great strength and durability.

Jotnar Template (10pp)

Power: Growth 4 (Permanent; Innate) [9pp]

-+4 Str, +4Sta, +2 Intimidate, -4 Stealth, -2 Active Defenses, +1 Size Category

Power: Feature 1 (Longevity) [1pp]

Azanar

From Jotnar stock, the Azanar also possess a sliver of either Azath's or Zathar's elemental might.

Azanar Template (22pp)

Power: Growth 5 (Permanent; Innate) [11pp]

-+5 Str, +5 Sta, +2 Intimidate, -5 Stealth, -2 Active Defenses, +1 Size Category

Power: Feature 1 (Longevity) [1pp]

Power: Immunity 5 (either Fire or Cold Damage) [5pp]

Power: Energy Control 3 (Either Fire or Cold; first power is either a Blast or appropriate Environment Control) [6pp]

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Skrofan

The Skrofan are stronger and hardier than humans, possessed of a strong will, and with a natural talent for woodworking and navigation by the stars. Their cultural affinity for magic is a late development, and unlike the Anupu not ingrained within every member of society. Though not a racial ability the Skrofan are the only culture known to possess a full working knowledge of the Gyres and Prophetic magics. With proper training Skrofan wizards are capable of feats of precognition.

Skrofan Template (7 pp)

Abilities: +1 STR, +1 STA

Saves: +1 Will

Skills: Expertise (Woodworking) 2, Expertise (Navigation) 2

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Balor Template

Agility +1, Intellect +1, Presence +1

Advantages

Ritualist

Skills

Expertise: Magic 4 (+5)

Powers

Bond-Sense: Senses 1 (Detect: Sibling 1; Limited: Sibling only)

Prolonged Life: Immunity 1 (Aging; Limited - Half Effect)

Complications

Prejudice: Balor are very prejudiced against all other races of Iannin and seldom mingle with others not of their kind.

Quirk: Sibling Bond - the magical bond between Balor twins is so strong that damage sustained by one is suffered by the other, too. In game terms each time one of the bonded twins get damage the other twin gains the same damage on his condition track.

Power Points

Abilities 6 + Powers 2 + Advantages 1 + Skills 2 (4 ranks) + Defenses 0 = 11

Created With Hero Lab® - try it for free at http://www.wolflair.com!

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Basic Kassim Template 16PP

Advantages

Diehard

Powers

Dragon's Breath: Cone Area Blast 4 (DC 19; Cone Area: 60 feet cone; Unreliable (5 uses), Diminished Range)

Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Innate; Permanent)

Winged Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Innate; Wings, Activation 2: standard action)

Power Points

Abilities 0 + Powers 15 + Advantages 1 + Skills 0 (0 ranks) + Defenses 0 = 16

Created With Hero Lab® - try it for free at http://www.wolflair.com!

--

This is the standard template. I will add variations tomorrow - There'll be 4 different "types" of Kassim, depending from which Temple they come from. Mostly their breath-attack will change, everything else will likely stay.

Edit: Replaced the Abilities increase with Permanent Growth since that fits the Physical description of the Ankassim better. They range from at least 7 Feet up to 9 1/2 feet tall and are broad and massivley built.

Flight has Activation because the Ankassim can't just lift off whenever he wants. Flying takes a concentration and a Standard Action in order to lift off - it represents extending the wings and batting them a few times before the Ankassim actually lifts of. GM's may allow Ankassim to fly instantly if they lift off from higher ground (like jumping off a cliff).

Ankassim a massively built hence the innate Growth which reflects their average size of about 8 to 9 Feet (both male and female).

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  • 2 weeks later...

Zray Female (17pp)

Abilities

Fighting 1, Presence -1

Advantages

Diehard, Great Endurance

Skills

Athletics 2

Powers

Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses; Innate; Permanent)

Immunity: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat)

Immunity: Immunity 4 (Disease, Poison, Sleep, Starvation & Thirst; Limited - Half Effect)

Power-lifting: Power-lifting 1 (+1 STR for lifting)

Quick Healer: Feature 1

Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Power Points

Abilities 0 + Powers 14 + Advantages 2 + Skills 1 (2 ranks) + Defenses 0 = 17

Zray Male (10pp)

,,

Abilities

Strength 1, Stamina 1

Advantages

Great Endurance

Powers

Immunity: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat)

Immunity: Immunity 4 (Disease, Poison, Sleep, Starvation & Thirst; Limited - Half Effect)

Quick Healer: Feature 1

Power Points

Abilities 4 + Powers 5 + Advantages 1 + Skills 0 + Defenses 0 = 10

For a Zray'Katha (4 arms), add (3pp):

Extra Limbs: Extra Limbs 2 (2 extra arms, Advantages: Improved Grab; Innate)

For a Zray'Katha'Kan (6 arms), add (5pp):

Extra Limbs: Extra Limbs 4 (4 extra arms, Advantages: Improved Grab; Innate)

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Fen - 11pts

Abilities

+2 Agility -1 Fighting +1 Awareness

Advantages

Eidetic Memory

Skills

Acrobatics +2

Athletics +2

Powers

Leaping 2

Speed 2

A'fen - 13pts

Abilities

+2 Agility -1 Fighting +1 Awareness

Advantages

Eidetic Memory

Favored Environment - Underwater

Skills

Athletics +2

Powers

Feature - Underwater vision is normal (Single Wave Tattoo under eye)

Immunity - Drowning (Gill Tattoo on neck)

Movement - Enviro Adapt (Underwater)

Swimming 2 ranks

Nay'fen - 7pts

Anything from the A'fen template may also be taken.

Abilities

+2 Agility -1 Fighting +1 Awareness

Advantages

Eidetic Memory

Skills

Athletics +2

Powers

Murg - 10pts

Abilities

+2 Strength +2 Stamina -2 Agility

Advantages

Favored Environment - Swampland

Fearless

Great Endurance

Skills

Stealth +2

Powers

Burrowing 2 ranks

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