Freedom City to Apocalypse..and the birth of an New Era

Mook Statistics:

Atlantean Citizen:
These are the typical Atlantean citizens, the average men and women of Atlantis as found throughout any of the City States of the Atlantean Oceans.
STATS for Atlantean (citizen) as per Freedom City

Atlantean Protector:
The Atlantean Protectors are the armed forces of Atlantis and are equipped with ancient traditional tridents and also advanced Sonic Stunners whose technology dates back to the original Atlanteans. All protectors also wear body armour that appears for all intents and purposes to be a living spiny material that covers their vital areas without restricting movement or encumbering them. All Atlantean protectors are trained in the use of the Atlantean flying sub that they use to patrol the oceans or skies over and around their City States.
PL 3; Init +1; Defence 13 (+2 base); Spd 30 ft (swim 30 ft); Atk +4 melee (+5L, trident) +2 ranged (+3 special, sonic stunner); SV Dmg +1, Fort +2, Ref +1, Will +0; Str 16, Dex 13, Con 14, Int 10, Wis 11, Cha 10.
Skills: Drive +3, Listen +3, Pilot +3, Spot +3, Survival +3.
Feats: Amphibious, Combat Driver (Water), Darkvision, Underwater Combat.
Equipment: Trident (+5L) or Sonic Stunner (+3 special). Atlantean Body Armour (+5 armour bonus).

Atlantean Wavesinger:
The Atlantean Wavesingers make up those small cadre of individuals who have dedicated their lives to the understanding of the Divine (Mother Ocean) and have spent their lives learning her secrets and mysteries, such that they may perform mystical miracles in her name. All Wavesingers wield the fabled Power Staves that date back to the original Atlanteans and are magic mixed with ancient technology.
PL 5; Init +1; Defence 13 (+2 base); Spd 30 ft (swim 30 ft); Atk +1 melee (+5L, trident or +3S, power staff) +2 ranged (+5L, kinetic - power staff); SV Dmg +1, Fort +1, Ref +1, Will +1; Str 11, Dex 13, Con 13, Int 13, Wis 13, Cha 13.
Skills: Gather Information +3, Knowledge (Occult) +3, Listen +3, Sense Motive +3, Spot +3, Survival +3.
Feats: Amphibious, Darkvision, Leadership, Mystic Awareness, Underwater Combat.
Powers: Sorcery +5 (Elemental Control [water], Force Field, Telepathy, Obscure, Snare, Shapeshift, Dimensional Travel) [Source: Alien/Training; Flaws: Rote; Cost: 6 pp; Total: 30 pp].
Equipment: Power Staff (+3S, Effect: Energy blast +5 Flaws: Device).

Atlantean Pod Brother:
The Atlantean Pod Brothers are a special sect within Atlantean society that are born with the gift to empathise and communicate with dolphins. These gifted youngsters from birth are raised alongside a dolphin and as the two grow they form a special symbiotic link that they will share till the end of their days. The Pod Brothers serve as scouts and messengers within Atlantean society and tend to prefer their own company and that of their dolphin over the company of crowds or civilisation.
PL 3; Init +2; Defence 14 (+2 base); Spd 30 ft (swim 30 ft); Atk +2 melee (+1S, unarmed) +3 ranged (+3L, spear gun); SV Dmg +1, Fort +1, Ref +2, Will +1; Str 13, Dex 15, Con 13, Int 10, Wis 12, Cha 10.
Skills: Hide +5, Listen +3, Spot +5, Survival +3.
Feats: Amphibious, Animal Affinity (Dolphin), Darkvision, Mental Link (Dolphin), Stealthy, Ultra Hearing, Underwater Combat.
Equipment: Spear gun (+3L).

Dolphin (Trained):
These Trained Dolphins represent those who are raised alongside a bonded Pod brother and as such their training reflects their slightly greater intelligence, and specialisation.
PL 3; Init +3; Defence 15 (12 flat footed); Spd Swim 80 ft); Atk +4 melee (+2S, head butt); SV Dmg +4, Fort +5, Ref +6, Will +1; Str 11, Dex 17, Con 15, Int 4, Wis 12, Cha 6.
Skills: Acrobatics +3, Listen +10, Search +3, Spot +10.
Feats: Aquatic, Blindsight, Endurance, Mental Link (Pod Brother), Move by Attack, Underwater Combat.

Porpoise/Dolphin:
These are the common bottlenose dolphins that may often be found playing and frolicking within Atlantean waters, where they live without fear of being hunted or harmed.
PL 2; Init +3; Defence 15 (12 flat footed); Spd Swim 80 ft); Atk +4 melee (+2S, head butt); SV Dmg +4, Fort +5, Ref +6, Will +1; Str 11, Dex 17, Con 15, Int 3, Wis 12, Cha 6.
Skills: Listen +10, Spot +10.
Feats: Aquatic, Blindsight, Endurance, Move by Attack

Whale, Baleen (Humpback or Gray):
These great creatures measuring in between 30 and 60 feet in length swim the waters of the Atlantean Oceans where they feed on plankton and are surprisingly gentle for their size only becoming aggressive if harassed or attacked.
Gargantuan; PL 5; Init +1; Defence 8 (-4 size, +1 Dex); Spd Swim 40 ft; Atk +10 melee (+12S, tail slap); SV Dmg +10, Fort +14, Ref +9, Will +5; Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 6.
Skills: Listen +10, Spot +11.
Feats: Aquatic, Blindsight.
Powers: Super-Strength +7 [Extras: Super-Constitution +1; Source: Alien; Cost: 5 pp; Total: 35 pp].

Whale, Cachalot (Sperm):
The Chachalot Whale, more commonly known as the sperm whale measure in at around 60 feet in length. These great behemoths of the sea can dive to tremendous depths and have even been known to feed upon giant squids.
Gargantuan; PL 5; Init +1; Defence 8 (-4 size, +1 Dex); Spd Swim 40 ft; Atk +10 melee (+12L, bite or +9S, tail slap); SV Dmg +12, Fort +16, Ref +9, Will +6; Str 20, Dex 13, Con 20, Int 2, Wis 14, Cha 6.
Skills: Listen +10, Spot +11.
Feats: Aquatic, Blindsight.
Powers: Super-Strength +7 [Extras: Super-Constitution +1; Source: Alien; Cost: 5 pp; Total: 35 pp].

Deep One Atlantean:
The Deep One all originally descended from a few tribes who were Corrupted by the Lemurian Serpent People and over time interbred with them taking on more reptilian appearance and a more aggressive predatory outlook. The Deep Ones are said to worship evil, forbidden gods that in fact other dimensional entities such as the huge kraken most in the vile sea worship called Goh’shuth. The Deep Ones have a fairly primitive society with a greater inclination towards magic, only using technology when they can scavenge it from their victims. They dwell in oceans caves alongside rifts in the ocean floor, but have no cities or great communities. Occasionally they will overrun an Atlantean outpost and move in but such occurrences are rare at best. The Deep Ones have by all accounts a knack for domesticating the predators of the sea such as sharks and orca.
DEEP ONE (Atlantean) stats as per Freedom City

Deep One Priest of Goh’shuth:
Some Deep Ones serve as the faithful of the dark god Goh’shuth who is an immense otherdimensional kraken who was brought into this realm long ago by the Lemurians. Goh’shuth quickly moved to enslave and control the deep ones after the apocalypse but other entities still hold sway over some tribes. These priests wield magical tridents from their god and can use magic against those they have drawn blood from, only a scratch is needed to render someone susceptible to their sorcery. The priests of Goh’shuth are said to indulge in all manner of horrendous rite and activity including sacrifices to their god, most often those captured, but occasionally their own kind who displease or cross them.
PL 5; Init +1; Defence 13 (+2 base); Spd 30 ft (swim 30 ft); Atk +4 melee (+5L, goh’shuth trident or +4L claws) +4 ranged (Paralysis, goh’shuth trident); SV Dmg +1, Fort +3, Ref +1, Will +1; Str 14, Dex 13, Con 13, Int 14, Wis 13, Cha 10.
Skills: Intimidate +4, Knowledge (Occult) +4, Listen +4, Spot +4, Survival +4.
Feats: Amphibious, Darkvision, Toughness, Underwater Combat.
Powers: Natural Weapon (claws) +2 [Source: Alien; Cost: 2 pp; Total: 4 pp], Sorcery +5 (Possession, Neutralise (mystic powers only), ESP, Illusion, Suffocate, Shapeshift, Dimensional Travel) [Source: Alien/Training; Flaws: Limited – can only affect those they have drawn blood from; Cost: 6 pp; Total: 30 pp]..
Weakness: Disturbing.
Equipment: Goh’shuth Trident (+5L, Effect: Paralysis +3 Flaws: Device).

Shark, Great White:
The Great White shark is little more than a living-eating machine, it spends its entire life in the perpetual pursuit of food. They measure in at around 20 feet or more in length and their powerful fins and continually re-growing teeth help to ensure they always pose a threat. A great white can smell blood in the water up to a mile or more away and will attack anything smaller than itself generally, though wounded larger creatures are just as prone a target as the sharks gather and a frenzy of feeding begins. The great whites are found in most warm waters, and can often be seen in the company of deep ones in the vile oceans.
Huge; PL 4; Init +6; Defence 10 (-2 size, +2 Dex); Spd Swim 60 ft; Atk +10 melee (+5L, bite); SV Dmg +7, Fort +11, Ref +9, Will +4; Str 20, Dex 15, Con 15, Int 1, Wis 12, Cha 2.
Skills: Listen +9, Spot +11.
Feats: Aquatic, Blindsight, Improved Initiative, Scent (Limited - blood only).

Whale, Killer:
These ferocious predators are around 30 feet in length and eat fish, squid, seal and even other whales. However with the exception of those domesticated by the Deep Ones most Orcas typically ignore humans and their ilk not viewing them as a food source unless harassed or attacked, and even their natural instinct is to move away as opposed to attack.
Huge; PL 4; Init+2; Defence 10 (-2 size, +2 Dex); Spd Swim 50 ft; Atk +9 melee (+7L, bite); SV Dmg +10, Fort +11, Ref +8, Will +5; Str 20, Dex 15, Con 20, Int 2, Wis 14, Cha 6.
Skills: Listen +9, Spot +11.
Feats: Aquatic, Blindsight.
Powers: Super-Strength +3 [Source: Alien; Cost: 4 pp; Total: 12 pp].

Kraken:
These voracious beasts dwell most commonly in the inky depths well away from most creatures, though when food grows scarce they occasionally come up to feed in shallower waters, and can have bodies of around 20 feet in length or more. The Kraken will attack pretty much anything in the sea or on it including vessels.
STATS for Kraken as per Freedom City.

New Technology:

Wave Singers Power Staff
These metal staves are around six feet in length and made of a dull grey metal of unknown origins, which is engraves with ornate runes and symbols. Each end of these staves is shod in rings of the dull grey metal. These staves are surprisingly light and well balanced and when used as a melee weapon can provide quick a whack is used correctly. However these power staves have another function and when activated can fire a bolt of pure force at a target. When activated in this way one end of the staff glows and the runes and symbols along its length ripple with energy. These staves were produced by the original Atlanteans before the fall of the continent during the Cataclysm. (These staves can vary in power but are generally around +5).
[Source: Mystical; Effects: Weapon +3 (subdual), Energy blast (kinetic); Flaws: Device; Cost: 1pp/power level +3].

Atlantean Sonic Stunner
These weapons date back to the original Atlanteans before the Cataclysm. These weapons are manufactures from some dull grey metal and fit over the hand with a grip inside. When a trigger on the grip is depressed a shuddering ripple expands outwards from the weapons barely along with an intense “screeching” sound that can deafen enemies, and shatter glass, crystal or coral with ease. These hand weapons seem to have a perpetual energy source as they are still functioning now after all this time.
[Source: Super Science; Effect: Energy blast (*sonic) +3; Flaws: Device; Cost: 3pp]

Atlantean Protectors Body Armour
These unusual sets of armour look like living things, with a chitinous, coral like appearance that forms into shoulder plates and bracers and straps around a wearer protecting their vital areas from harm. The secrets behind the creation of this armour have been lost in the annuls of time along with its innovators the original Pre-Cataclysm Atlanteans, however a method to reproduce it still exists albeit one the current Atlanteans have no understanding of the workings or science behind. Regardless of this however this armour is found almost exclusively only on those Atlanteans who serve as Protectors..
[Source: Super Science; Effect: Armour +5; Cost: 5pp].

Atlantean Flying Sub
These vaguely organic-looking vessels are something of a cross between a high tech fighter plane and a submersible catamaran. They seem to be manufactures from the same material as the Protectors body armour and the same dull grey metal that many other ancient Atlantean artefacts are produced from. These craft can move both on and under the water and when necessary even take flight to patrol the skies straight out of the ocean. Each craft of this type is fitted with a single forward facing energy cannon, which fires a blue beam of coherent energy from out of the end of each of the catamaran-like wings, this beam then meets at a point before the vessels cockpit like nose before firing forward as a beam of deadly force. All flying subs are fitted with radio receiver/transmitters as standard also.
[Type: water, air; Size: Large; Movement: 12; Hardness: 15; Armour Bonus: 10; Features: Energy Cannon +10, Radio Broadcast, Radio Hearing; Cost: 37].

Deep Ones Goh’shuth Trident
The Tridents of the red-black ore that seems to constantly hum or vibrate and is warm to the touch. They are about six feet in length and end in three wicked looking barbed prongs. In the hands of someone who knows how to activate it, these tridents can fire a green bolt of paralysing sickly energy at a foe in order to render them helpless.
[Source: Mystical; Effects: Weapon +5 (lethal), Paralysis 1pp per power level; Flaws: Device; Cost: 1pp per power level +5).
 

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