The creature resembles a Killer Whale for it's bottom half, but it's much smaller, and instead of a head, a human-esque form sprouts up from above the flippers, giving the appearance of a Mermaid. It's skin is still Orca-like in colour, being white on the front and face, with black on the back, and white spots.CETACEAL
Role: Large Aquatic Creature
PL 6 (92)
STRENGTH 4
STAMINA 6
AGILITY 3
FIGHTING 5
DEXTERITY 0
INTELLIGENCE 1
AWARENESS 1
PRESENCE 2
Skills: Acrobatics 2 (+6)
Athletics 4 (+8)
Close Combat (Unarmed) 2 (+7)
Expertise (Undersea Soldier) 5 (+6)
Insight 3 (+4)
Intimidation 2 (+4, +5 Size)
Perception 5 (+6)
Persuasion 2 (+4)
Stealth 1 (+4, +2 Size)
Advantages:Animal Empathy, Equipment 2, Fast Grab, Great Endurance, Improved Critical (Trident), Ranged Attack 4, Teamwork
Powers:"Echolocation & Vision" Senses 6 (Extended, Ultra & Accurate Hearing, Extended & Low-Light Vision) [6]
"Speak With Animals" Comprehend (Animals) 2 [4]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Aquatic Creatures"
Swimming 6 (30 mph) [6]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 3 (Drowning, Pressure, Cold) [3]
Equipment: "Thrown Trident" Strength-Damage +2 (Extras: Ranged 3) (5) -- (6)
AE: "Trident" Strength-Damage +3 (Feats: Reach) (4)
Offense:Unarmed +7 (+4 Damage, DC 19)
Trident +5 (+6 Damage, DC 21)
Initiative +3
Defenses:Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +6, Fortitude +7, Will +4
Complications:Weakness (Dry Land)- Cetaceals will soon die if left out of the water for too long- they will become dehydrated.
Total: Abilities: 34 / Skills: 26--13 / Advantages: 11 / Powers: 26 / Defenses: 8 (92)
-Cetaceals are among the most powerful sentient beings in the Oceans. They are much larger than common Mermen, resembling odd-coloured human beings with the lower halves of Dolphins, Orcas, Beluga or Pilot Whales. Their bodies are considered to be beautifully decorated, and they would be a much more powerful force in oceanic politics were they more populous- there are several known tribes, but most of them keep to themselves, and do not number far in excess of 100 indididuals. They are more widespread and secretive than most other Aquatic creatures, and tend to vary greatly in culture by virtue of being so far apart from other tribes. Some tribes appear to be shockingly evil- killing prey without eating them, and torturing living creatures for practice. Others are the epitome of good, and will aid shipwrecked sailors, asking for nothing in return.
Jab's Notes: This is all based off of a Pathfinder creature I saw called a Cetaceal Agathon- it's more of a rare, high-level Divine Creature, but I realized that it's "Orca/Human Hybrid" appearance was PERFECT for a unique Mer-people species. I figured they'd overpower the other races if there were more of them, so I placed them into Orca-like Pods rather than giant cities like the others- they're still more powerful than anyone else. I made them basically like Minotaurs & Large Beast-Kin were to the human-sized Beast-Kin- just an upgraded, bigger set of characters. And yes- I made them Water-Breathing, even though they're part whale- I didn't want to have an entire race of lounging merfolk who couldn't actually live underwater for reals
.---
CETACEAL (Agathon)
Role: Divine Protector
PL 14 (397)
STRENGTH 7
STAMINA 7
AGILITY 4
FIGHTING 8
DEXTERITY 0
INTELLIGENCE 2
AWARENESS 4
PRESENCE 3
Skills: Close Combat (Spear) 1 (+13)
Expertise (Magic) 20 (+22)
Expertise (Nature) 17 (+19)
Expertise (The Planes) 20 (+22)
Insight 20 (+24)
Perception 24 (+28)
Persuasion 9 (+12)
Stealth 20 (+24)
Treatment 19 (+21)
Advantages:Animal Empathy, Close Combat 4, Improved Initiative
Powers:"Blindsight" Senses 2 (Counters Concealment) [2]
Senses 2 (Darkvision) [2]
Immunity 24 (Drowning, Pressure, Cold & Electrical Effects, Petrification) [24]
Swimming 6 (30 mph) [6]
Protection 8 [8]
Movement 1 (Slithering) [2]
"Spell-Like Abilities"
"Speak With Animals" Comprehend (Animals) 2 [4]
"Summon Monster VIII- Water Elementals" Summon 5 (Extras: Active, Heroic, Horde, Multiple Minions +4) (Flaws: Limited to Once Per Day -2) (35) -- [37]
AE: "Summon Monster VIII- Water Elemental" Summon 10 (Extras: Active, Heroic) (Flaws: Limited to Once Per Day -2) (20)
AE: "Summon Monster VIII- Water Elementals" Summon 6 (Extras: Active, Heroic, Horde, Multiple Minions +2) (Flaws: Limited to Once Per Day -2) (30)
"Cure Critical Wounds" Healing 12 (Feats: Stabilize) (Extras: Ranged, Restorative) (Flaws: 3/day) (37) -- [49]
AE: "Detect Thoughts" Mind-Reading 5 (10)
AE: "Lightning Bolt" Damage 6 (Extras: 120ft. Line +3) (24)
AE: "Hold Monster" Affliction 7 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception Range +2) (21)
AE: "Message" Communication (Sound) 1 (Quirks: Must Actually Whisper Words) (3)
AE: "Greater Teleport" Teleport 8 (Extras: Extended) (24)
AE: "Break Enchantment" Nullify Magical Effects 10 (Extras: Broad, Ranged) (Flaws: Limited to Enchantments on Others) (Quirks: 7/day) (19)
AE: "Cure Serious Wounds" Healing 10 (Feats: Stabilize) (Extras: Ranged) (Quirks: 7/day) (30)
AE: "Neutralize Poison" Healing 10 (Extras: Ranged, Restorative) (Flaws: Limited to Poisons) (Quirks: 7/day) (29)
AE: "Remove Disease" Healing 10 (Feats: Persistent) (Extras: Ranged, Restorative) (Flaws: Limited to Diseases) (Quirks: 7/day) (30)
AE: "Cone of Cold" Damage 8 (Extras: Area- 60ft. Cone) (Flaws: 3/day) (8)
AE: "Shockwave" Damage 11 (Feats: Variable- Cold & Electricity, Half Each) (Extras: Area- 90ft. Burst +2.5) (Flaws: Limited to 1/day -2) (17.5)
AE: "Push" Affliction 10 (Dazed/Stunned) (Flaws: Limited Degree, Instant Recovery) (2.5)
"Protective Aura" All Powers Linked
Enhanced Dodge & Parry 4 (Extras: Affects Others, Area- 30ft. Burst, Reaction +3) [40]
"Circle Against Evil" Affliction 12 (Entranced/Compelled/Controlled) (Extras: Area- 15ft. Burst +1/2, Continuous +3) (Flaws: Limited to "Do Not Enter/Leave Here", Stationary Sphere) [20]
"Lesser Globe of Invulnerability" Immunity 20 (Magical Effects) (Extras: Affects Others, Area- 15ft. Burst +1/2) (Flaws: Stationary Sphere) [30]
"Shocking Burst Shortspear" (Flaws: Easily Removable) [3]
Strength-Damage +3 (3) (Feats: Variable- Electrical) (4 points)
Offense:Unarmed +12 (+7 Damage, DC 22)
Shortspear +13 (+10 Damage, DC 25)
Lightning Bolt +6 Area (+6 Damage, DC 21)
Hold Monster +7 Perception (+7 Perception Affliction, DC 17)
Cold Cone +8 Area (+8 Damage, DC 23)
Shockwave +11 Area (+11 Damage, DC 26)
Push +12 (+10 Affliction, DC 20)
Circle +12 Area (+12 Affliction, DC 22)
Initiative +8
Defenses:Dodge +8 (+12 Aura, DC 22), Parry +8 (+12 Aura, DC 22), Toughness +15, Fortitude +17, Will +9
Complications:Motivation (Justice)
Power Loss (Aura)- The Protective Aura only works against attacks from evil creatures.
Total: Abilities: 70 / Skills: 150--75 / Advantages: 6 / Powers: 227 / Defenses: 19 (397)
Jab's Notes: Here's the Pathfinder creature (again, how is it legal to just post those online?)- translated into M&M stats. Special thanks go out to our own Prodigy Duck, who helped talk me through certain aspects of translating stats from one system to another (mainly how Attack & Defense would come out). And yup, it's kinda fun to stat up a creature with about 50 different powers, many of which are rather unknown to M&M (especially that Protective Aura)! Challenging and time-consuming, though- especially when you don't inherently know what all the spells do, and have to go look them up online (how is that LEGAL, anyways? There's 50-page chunks of the books for free, online!). All the varied powers definitely add up in price, too- creating a near-400 points creature that rivals someone like GALACTUS on points more than anything. That's about right, given what Prodigy's own "High CR" creatures add up to (Balors, other demons, Dragons, etc.). This is really only here for completion's sake- I wouldn't have one of these guys so powerful, nor would I have so many powers and random abilities.CETACEAL (Agathon)
Role: Divine Protector
PL 11 (229)
STRENGTH 7
STAMINA 7
AGILITY 4
FIGHTING 9
DEXTERITY 0
INTELLIGENCE 4
AWARENESS 4
PRESENCE 3
Skills: Close Combat (Spear) 3 (+12)
Close Combat (Unarmed) 2 (+11)
Expertise (Magic) 8 (+12)
Expertise (Nature) 8 (+14)
Expertise (The Planes) 8 (+12)
Insight 9 (+13)
Perception 12 (+16)
Persuasion 9 (+12)
Stealth 9 (+11 Size)
Treatment 4 (+8)
Advantages:Animal Empathy, Improved Initiative, Ritualist
Powers:"Blindsight" Senses 2 (Counters Concealment) [2]
Senses 2 (Darkvision) [2]
"Speak With Animals" Comprehend (Animals) 2 [4]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Immunity 18 (Drowning, Pressure, Cold Damage 5, Electrical Effects 10, Petrification) [18]
Swimming 6 (30 mph) [6]
Protection 3 [3]
Movement 1 (Slithering) [2]
"White Magic"
"Cure Critical Wounds" Healing 12 (Feats: Stabilize) (Extras: Ranged, Restorative) (Flaws: 3/day) (37) -- [48]
AE: "Cure Serious Wounds" Healing 10 (Feats: Stabilize) (Extras: Ranged) (Quirks: 7/day) (30)
AE: "Break Enchantment" Nullify Magical Effects 10 (Extras: Broad, Ranged) (Flaws: Limited to Enchantments on Others) (Quirks: 7/day) (19)
AE: "Neutralize Poison" Healing 10 (Extras: Ranged, Restorative) (Flaws: Limited to Poisons) (Quirks: 7/day) (29)
AE: "Remove Disease" Healing 10 (Feats: Persistent) (Extras: Ranged, Restorative) (Flaws: Limited to Diseases) (Quirks: 7/day) (30)
AE: "Lesser Globe of Invulnerability" Immunity 20 (Magical Effects) (Extras: Affects Others, Sustained +0) Area- 15ft. Burst +1/2) (Flaws: Limited to Half-Effect) (30)
"Violet Magic"
AE: "Detect Thoughts" Mind-Reading 7 (14)
AE: "Hold Monster" Affliction 10 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception Range +2) (30)
AE: "Circle Against Evil" Affliction 12 (Entranced/Compelled/Controlled) (Extras: Area- 15ft. Burst +1/2, Continuous +3) (Flaws: Limited to "Do Not Enter/Leave Here", Stationary Sphere) (20)
"Blue Magic"
AE: "Cone of Cold" Damage 10 (Extras: Area- 60ft. Cone) (Flaws: 3/day) (10)
AE: "Shockwave" Damage 11 (Feats: Variable- Cold & Electricity, Half Each) (Extras: Area- 60ft. Burst +2) (Flaws: Limited to 1/day -2) (12)
AE: "Lightning Bolt" Damage 10 (Extras: 60ft. Line +2) (30)
"Protective Aura" Enhanced Dodge & Parry 2 (Extras: Affects Others Only +0, Area- 30ft. Burst, Selective) (Flaws: Fades) [8]
"Shocking Burst Shortspear" (Flaws: Easily Removable) [3]
Strength-Damage +3 (Feats: Variable- Electrical) (4 points)
Offense:Unarmed +11 (+7 Damage, DC 22)
Shortspear +12 (+10 Damage, DC 25)
Lightning Bolt +10 Area (+10 Damage, DC 25)
Hold Monster +7 Perception (+7 Perception Affliction, DC 17)
Cold Cone +10 Area (+10 Damage, DC 25)
Shockwave +11 Area (+11 Damage, DC 26)
Push +12 (+10 Affliction, DC 20)
Circle +12 Area (+12 Affliction, DC 22)
Initiative +8
Defenses:Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +9
Complications:Motivation (Justice)
Power Loss (Aura)- The Protective Aura only works against attacks from evil creatures.
Total: Abilities: 68 / Skills: 72--36 / Advantages: 3 / Powers: 101 / Defenses: 21 (229)
Jab's Notes: Here's my scaled-down, "Jabverse-Accurate" version of a Cetaceal Agathon. It leaves on many of the abilities, but drastically reduces some of them. I never liked the "Can Summon Monsters" aspect of so many D&D monsters- why not just have them ally with those creatures in groups in the FIRST place? Plus, it's obscenely expensive since the creatures stick around with them (thus, they can't be Alt-Effected off the main Array). They can still Heal others, throw out Elemental power, and do Psionic-based stuff- few of my creatures are allowed THREE schools of magic, but if one of them is inherent (since they're Divine creatures- it's likely White Magic) it's okay- these aren't PCs, anyhow. The Protective Aura is scaled back, as is the overall power, making a very expensive PL 11 character.