Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
[Mutants & Masterminds] A World Less Magical But No Less Fantastic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Davies" data-source="post: 8260156" data-attributes="member: 30538"><p><span style="font-size: 26px">Mahaq</span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-frPCDhJ/0/679c9a6a/S/fuzzy-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Bouille, a small planet in a system not far from the border between the Crimson Imperium and the Yusei Star Kingdom, is the site of a major engineering project by the Imperial navy. A new shipyard is being constructed, with the goal of introducing a new class of Imperium starships to equal or even surpass the Technate's Declaration II heavy cruisers. The bulk of naval operations take place in orbit around the planet, with only a few expeditions descending to the planet's surface to evaluate its resource extraction potential.</p><p></p><p>This was determined to be minimal, less because of a lack of potential resources -- the planet has extensive hyperfuel deposits -- than because of the difficulty of extracting them. Bouille is home to a wide variety of dangerous megafauna and -flora, and the cost of guarding the mines and refineries would be very expensive. Nevertheless, a small outpost was set up on one of the planet's continents, and some preliminary explorations have discovered that Bouille is also home to a species of small fuzzy humanoids, deemed to be mostly harmless.</p><p></p><p>That is a serious misapprehension, as a number of Imperium explorers have learned to their misfortune. (Their commanders assume that they've suffered some misadventure that involves the planet's <em>non-sapient</em> ecology.) The Mahaq, as they call themselves, are much like terrestrial chimpanzees in that they possess much greater strength than their small stature would suggest, and are extraordinarily swift while moving through Bouille's rainforests. While equipped with stone and bone weapons, a hunting party of Mahaq are fully capable of bringing down a more numerous unit of naval troopers in full armor. Some of the bones that make up their weapons are of human origin.</p><p></p><p>In the course of their encounters with the Imperium, the Mahaq have acquired a small supply of advanced weaponry. They are reluctant to use such devices, less due to any cultural taboos than because they are well aware that these weapons tend to stop working at unexpected and often very inconvenient times. Some very careful scouting has revealed that the off-worlders tend to restore their weapons at their village (the outpost) and the elders are evaluating the potential risks and rewards of an expedition to see whether they can do the same for their salvaged weapons.</p><p></p><p>Prior to the arrival of the off-worlders, the Mahaq were divided into a number of small nations which regarded each other as competitors, often resulting in skirmishes between their hunting parties. The invasion has convinced them to adopt a truce, as all the Mahaq elders recognize that they are facing a potentially existential threat. This has been strongly encouraged by the species' small number of mystics, who practice a tradition similar to that of the Yusei, involving the propitiation of the natural forces of their home world.</p><p></p><p>Eventually, the Insurgency will learn about the shipyard being built above Bouille. Eventually, they'll want to take steps and travel there to implement them. When that happens, they might be able to make allies of the Mahaq, if they can convince them that they intend to leave them in peace after removing their mutual enemies. Or possibly they'll end up as the latest addition to their arsenal.</p><p></p><p><strong>Mahaq Hunter - PL 7</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 5 | <strong>STA</strong> 6 | <strong>AGL</strong> 3 | <strong>DEX</strong> 2 | <strong>FGT</strong> 4 | <strong>INT</strong> 1 | <strong>AWE</strong> 3 | <strong>PRE</strong> 1</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Night Sight:</em></strong> Senses 1 (low-light vision) - 1 point</p><p><strong><em>Small Size:</em></strong> Permanent Shrinking 4 (-1 Strength, +2 Dodge, +2 Parry, +4 Stealth, -2 Intimidation), Innate - 3 points</p><p><strong><em>Very Mobile:</em></strong> Enhanced Advantage 2 (Improved Initiative 2); Leaping 3 (60 feet); Movement 2 (sure-footed, wall-crawling); Speed 4 (30 MPH) - 13 points</p><p></p><p><strong>Advantages:</strong></p><p>Agile Feint, Defensive Roll, Evasion 2, Equipment 2, Fast Grab, Improved Defense, Improved Initiative 2, Move-by Action, Teamwork.</p><p></p><p><em>Equipment:</em></p><p>Net (Ranged Affliction 6 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile], Diminished Range 3, Extra Condition, Limited Degree, Quirk [must be recovered after each use]), Spear (Strength-based Damage 3, Improved Critical)</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics 4 (+7), Athletics 4 (+9), Close Combat: Spear 2 (+6), Deception 6 (+7), Expertise: Survival 6 (+7), Insight 3 (+6), Intimidation 6 (+5), Perception 5 (+8), Ranged Combat: Net 4 (+6), Stealth 6 (+9).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +11</p><p>Unarmed +4 (Close Damage 5)</p><p>Spear +6 (Close Damage 8)</p><p>Net +6 (Ranged Affliction 6, Resisted by Dodge)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 6, Parry 6, Fortitude 7, Toughness 8/6, Will 5.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 50 + Powers 17 + Advantages 10 + Skills 25 + Defenses 4 = 106 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Survival--Motivation. Others as Needed.</em></strong></p><p></p><p><em>Note: Mahaq mystics typically have PRE 3, Expertise: Magic +9, and Ritualist, but are often elders (STR 4, STA 5, AGL 2, FGT 3.) Some Mahaq have the advantage Trapsmith, which allows them to devise and construct traps using their Expertise: Survival skill.</em></p></blockquote><p></p>
[QUOTE="Davies, post: 8260156, member: 30538"] [size=150]Mahaq[/size] [img]https://photos.smugmug.com/My-First-Gallery/i-frPCDhJ/0/679c9a6a/S/fuzzy-S.jpg[/img] Bouille, a small planet in a system not far from the border between the Crimson Imperium and the Yusei Star Kingdom, is the site of a major engineering project by the Imperial navy. A new shipyard is being constructed, with the goal of introducing a new class of Imperium starships to equal or even surpass the Technate's Declaration II heavy cruisers. The bulk of naval operations take place in orbit around the planet, with only a few expeditions descending to the planet's surface to evaluate its resource extraction potential. This was determined to be minimal, less because of a lack of potential resources -- the planet has extensive hyperfuel deposits -- than because of the difficulty of extracting them. Bouille is home to a wide variety of dangerous megafauna and -flora, and the cost of guarding the mines and refineries would be very expensive. Nevertheless, a small outpost was set up on one of the planet's continents, and some preliminary explorations have discovered that Bouille is also home to a species of small fuzzy humanoids, deemed to be mostly harmless. That is a serious misapprehension, as a number of Imperium explorers have learned to their misfortune. (Their commanders assume that they've suffered some misadventure that involves the planet's [i]non-sapient[/i] ecology.) The Mahaq, as they call themselves, are much like terrestrial chimpanzees in that they possess much greater strength than their small stature would suggest, and are extraordinarily swift while moving through Bouille's rainforests. While equipped with stone and bone weapons, a hunting party of Mahaq are fully capable of bringing down a more numerous unit of naval troopers in full armor. Some of the bones that make up their weapons are of human origin. In the course of their encounters with the Imperium, the Mahaq have acquired a small supply of advanced weaponry. They are reluctant to use such devices, less due to any cultural taboos than because they are well aware that these weapons tend to stop working at unexpected and often very inconvenient times. Some very careful scouting has revealed that the off-worlders tend to restore their weapons at their village (the outpost) and the elders are evaluating the potential risks and rewards of an expedition to see whether they can do the same for their salvaged weapons. Prior to the arrival of the off-worlders, the Mahaq were divided into a number of small nations which regarded each other as competitors, often resulting in skirmishes between their hunting parties. The invasion has convinced them to adopt a truce, as all the Mahaq elders recognize that they are facing a potentially existential threat. This has been strongly encouraged by the species' small number of mystics, who practice a tradition similar to that of the Yusei, involving the propitiation of the natural forces of their home world. Eventually, the Insurgency will learn about the shipyard being built above Bouille. Eventually, they'll want to take steps and travel there to implement them. When that happens, they might be able to make allies of the Mahaq, if they can convince them that they intend to leave them in peace after removing their mutual enemies. Or possibly they'll end up as the latest addition to their arsenal. [b]Mahaq Hunter - PL 7 Abilities: STR[/b] 5 | [b]STA[/b] 6 | [b]AGL[/b] 3 | [b]DEX[/b] 2 | [b]FGT[/b] 4 | [b]INT[/b] 1 | [b]AWE[/b] 3 | [b]PRE[/b] 1 [b]Powers: [i]Night Sight:[/i][/b] Senses 1 (low-light vision) - 1 point [b][i]Small Size:[/i][/b] Permanent Shrinking 4 (-1 Strength, +2 Dodge, +2 Parry, +4 Stealth, -2 Intimidation), Innate - 3 points [b][i]Very Mobile:[/i][/b] Enhanced Advantage 2 (Improved Initiative 2); Leaping 3 (60 feet); Movement 2 (sure-footed, wall-crawling); Speed 4 (30 MPH) - 13 points [b]Advantages:[/b] Agile Feint, Defensive Roll, Evasion 2, Equipment 2, Fast Grab, Improved Defense, Improved Initiative 2, Move-by Action, Teamwork. [i]Equipment:[/i] Net (Ranged Affliction 6 [Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobile], Diminished Range 3, Extra Condition, Limited Degree, Quirk [must be recovered after each use]), Spear (Strength-based Damage 3, Improved Critical) [b]Skills:[/b] Acrobatics 4 (+7), Athletics 4 (+9), Close Combat: Spear 2 (+6), Deception 6 (+7), Expertise: Survival 6 (+7), Insight 3 (+6), Intimidation 6 (+5), Perception 5 (+8), Ranged Combat: Net 4 (+6), Stealth 6 (+9). [b]Offense:[/b] Initiative +11 Unarmed +4 (Close Damage 5) Spear +6 (Close Damage 8) Net +6 (Ranged Affliction 6, Resisted by Dodge) [b]Defense:[/b] Dodge 6, Parry 6, Fortitude 7, Toughness 8/6, Will 5. [b]Totals:[/b] Abilities 50 + Powers 17 + Advantages 10 + Skills 25 + Defenses 4 = 106 points [b]Complications: [i]Survival--Motivation. Others as Needed.[/i][/b] [i]Note: Mahaq mystics typically have PRE 3, Expertise: Magic +9, and Ritualist, but are often elders (STR 4, STA 5, AGL 2, FGT 3.) Some Mahaq have the advantage Trapsmith, which allows them to devise and construct traps using their Expertise: Survival skill.[/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
[Mutants & Masterminds] A World Less Magical But No Less Fantastic
Top