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Supercape

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  1. The Skeleton Crew Fanatical Minions (10) Power Level: 5 (120/120) In Brief: Undead pirates of the Black Flag Description: The skeleton crew look like mix between a skeleton and a zombie, with rotting pirates clothes. The appearance can be quite frightful. Alternatively, they have the ability to appear as humans (as they were when they were alive), wearing some type of nautical clothing (from pirates to modern day sailors). Abilities: 5 + 2 - 10 + 0 + 0 + 2 = -1 Strength: 15 (+2) Dexterity: 12 (+1) Constitution: - Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 10 + 10 = 20 Initiative: +5 Attack: +5, +7 Unarmed Defense: +5 (+3 Flat Footed) Grapple: +7 Knockback: -5 Saving Throws: 0 + 5 + 6 = 11 Toughness: +5 (+5 Impervious Protection) Fortitude: Immune Reflex: +6 (+1 Dex, +5) Will: +6 (+6) Skills: 48R = 12 PP Acrobatics 4 (+5) Bluff 4 (+5) Climb 4 (+6) Handle Animal 4 (+5) Intimidate 4 (+5) [+9 enhanced] Language 4 ([Various Native if applicable], English, French, Spanish, Portuguese] Perform (Singing) 4 (+5) Profession (Sailor) 8 (+10) Stealth 4 (+5) Swim 8 (+10) Feats: 9PP Attack Specialisation 1 (Unarmed) Equipment 2 Environmental Adaptation 2 (Rolling Deck, Underwater) Favoured Opponent 2 (Marine Life, Undead) Improved Initiative 1 Teamwork 1 Equipment: 2PP = 10EP Sword: Strike 3 (Feats: Mighty, Improved Critical 1) [5 EP] Flintlock Pistol: Blast 2 (Flaws: Limited [2] One shot only) [4 EP] Powers: 37 + 10 + 10 + 8 + 2 = 67PP Immunity 37 (Critical Hits, Cold Damage, Fortitude Saves) [37 PP] Appearance Array (9 PP Array, Feats: Alternate Power 1) [10 PP] Base Power: Morph 4 (+20, One appearance [Alive!], Extras: Duration [Continuous], Feats: Variable Clothing [Maritime]) [9 PP] Alternative Power: Enhanced Traits 6 (Intimidate +4, Fearsome Presence 5) [6 PP] Protection 5 (Extras: Impervious) [10 PP] Regeneration 7 (Resurrection 1/day, +5 to recovery rolls/heals as normal, Feats: Regrowth) [8PP] Supersenses 2 (Darkvision) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Sword Touch DC 20 Toughness Damage Flintlock Pistol Touch DC 19 Toughness Damage Totals: Abilities (-1) + Combat (20) + Saving Throws (11) + Skills (12) + Feats (9) + Powers (67) - Drawbacks (0) =118/120 Power Points NB: Each pirate has one extra language (his native tongue, if not already listed above) and 1 more PP in a skill or feat that suits his station. A few have different weapons to Sword (cutlass). Hide contents The crew of the Black Flag Handsome Jack; German, Ships Mate, Tactics 4 (+4), Sailor 12 (+12) One Eyed Pete; English, Gambling Cheat, Sleight of Hand 8 (+9) Ginger Rose, Irish, Parrot Trainer, Handle Animal 8 (+9), Animal Empathy Thin Lucy, Freed Slave, Obese Violin Player, Perform (Strings) 4 (+5), Perform (Dance) 4 (+5) Spike the Monkey, English, Crows Nest Lookout, Climb 8 (+10), Notice 4 (+4) Gaston "Gutboy", French, Cook, Craft (Cooking) 4 (+4), Survival 4 (+4) Billy the Fish, Freed Slave, Swimming 12 (+14), Favoured Environment (Underwater) "Razor" Renzo, Italian, Stealth +8 (+9), Attack Specialisation 1 (Straight Razor), spare 3 EP used on Straight Razor (Strike 1, Improved Critical 2) [3 EP] "Lash", Freed Slave, Carpenter, Craft (Structural) 8 (+8) Sweet Jennie, Swedish, angry gunner, Attack Specialisation 2 (Cannons), Uses Axe instead of Sword (Strike 3, Mighty, Thrown, Improved Critical 1) [6 EP]
  2. Flintlock (The Swashbuckling Sorceress) Power Level: 10/15 (250/250PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red (Dark) Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (many of her pirate crew were women and non-caucasians). She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. Aside from her sorcery, Flintlock is a capable fighter and pirate. Her greatest strength is her uncanny insight (giving her superhuman wisdom and charisma). Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Song: Flintlock will monologue, by song! History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 26 (+8) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 Knockback: -5 Saving Throws: 3 + 7 + 7 = 17 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +15 (+8 Wis, +7) Skills: 140R = 35PP Acrobatics 4 (+7) Bluff 10 (+18) Climb 4 (+4) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 12 (+20) Handle Animal 4 (+12) Intimidate 8 (+16) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 8 (+10) Knowledge (History) 4 (+6) Language 8 (Atlantean, Dutch [Native], English, French, German, Latin, Lemurian, Portuguese, Spanish) Medicine 2 (+10) Notice 4 (+12) Perform (Dance) 2 (+10) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Swim 10 (+10) Survival 2 (+10) Feats: 53PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Critical Strike Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favored Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Leadership Minions 8 (Extra Minions 3, Fanatical) [Total 19] Quick Change 2 Redirect Ritualist Set-Up Skill Master (Swim, Disguise Medicine, Survival) Trance Equipment: 17 PP = 85 EP Knife [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] Sword (Cutlass) Strike 3, Mighty, Improved Critical [5 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP] Powers: 2 + 7 + 50 = 56PP Immunity 2 (Aging, Own Powers) [2 PP] (Magic, Tattoo) Protection 7 [7PP] (Magic, Tattoo) Sorcerous Summoning Array (42 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [50 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit” AP: Illusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Poltergeist” AP: Suffocate 8 (Extras: Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP] “Davy Jones” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 1, Variable Descriptor 1 [Lovecraftian horror, e.g cyclopean masonry, blasted ice, splintered obsidian, non-Euclidean architecture]) [42/42 PP] “Summon from other dimension” AP: Confuse 10 (Extras: Aura, Contagious, Duration 2 [sustained aura], Feats: Reversible, Selective Aura, Flaws: Range 2 [Touch]) [42/42 PP] “Summon crawling chaos” AP: Nauseate 7 (Extras: Area [Cloud], Duration 2 [Sustained] Range 2 [Perception], Flaws: Sense Dependent [Olfactory]) “Summon Terrible Stench” [42/42] AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 8 (Extras: Narrow [Marine Leviathan], Fanatical, Heroic, Feats: Mental Link) [41/42] Drawbacks Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 18 Fort Suffocate Stinking Cloud Perc/Area DC 17 Fort and Reflex Nauseate Crawling Chaos Touch/Aura DC 20 Will Confuse Banishment Perception DC 20 Will Nullify Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (35) + Feats (52) + Powers (59) – Drawbacks (-2) = 250250 Power
  3. Snare attack Pitch Snares Wizard: 1d20+10 20 Intimidate (as move action) Pitch intimidates wizard: 1d20+7 19 Sorry being slow and rubbish - out of practice!
  4. "Easily done, wizard!" replied Pitch, spinning a burning chain in the air helicopter fashion. Gripping tightly, she threw the chain into the air, hoping to bind the sorcerer. "Maybe this will loosen your tongue. Its time to get medieval!"
  5. Starshot Power Level: 8 (177/191) Unspent Power Points: 14 Trade-Offs: +2 Attack, -2 Damage, +2 Defence, -2 Toughness In Brief: Intergalactic Safari Hunter Alternate Identity: Oskar Otto Birthplace: Berlin, Germany Residence: The Starship Xeno Occupation: Big Game Hunter (in Space) Affiliations: None Family: Distant Relatives Only Description: Age: 102 Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 95 Kgs Eyes: Blue Hair: Blonde Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. He is in excellent shape (partially due to cybernetic implants). Under his jacket and clothes he also has a considerable amount of scar tissue on his left arm and left side of his torso. History: As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandoes, the firefight was brought to a close by Zaul Zeno. The alien was a galactic collector, expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize. The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not a cruel man (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart. Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… Personality & Motivation: Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man. Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections. He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people. Powers & Tactics: Due to genetic modification and cybernetics, Starshot is in peak physical condition and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools which can be used as weapons (like drills, clubs, or blades) as well as having exceptional grip. Starshot has a high tech helmet that has a range of sensory enhancements. Starshot uses his gun “Trigger”, which has a rudimentary and somewhat stupid AI system. Zaul’s little joke. Whilst Starshot finds his weapon irritating, it is also very powerful. Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets. Power Descriptions: Trigger fires phased plasma, which passes through barriers until reaching its correct distance. This is bright and loud, a burning yellow colour. It also fires a charged “Net” that ensnares the target (loaded under the main rifle). Complications: War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent. Dummy Gun: Trigger, his rifle, has a stupid AI and can speak out inappropriately (This can be played by the GM). It’s a glitch, irritating AI. Bad: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years. Captain: Any guest on his ship is under his protection. Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin. Abilities: 10 + 10 + 10 + 4 + 4 + 4 = 42 Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 20 + 20 = 40 Initiative: +5 Attack: +10 Defense: +10, +5 Flat-Footed Grapple: +15 (+17 with cybernetic hand) Knockback: -3 (-2 without Jacket) Saving Throws 4 + 3 + 5 = 12 Toughness: +6 (+5 Con, +1 Jacket) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+5 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 88R = 22 PP Climb 4 (+9) Drive 4 (+9) Handle Animal 8 (+10) Intimidate 8 (+10) Knowledge (Galactic) 4 (+6) Knowledge (Life Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Language 4 (English, French, Galstandard, German [Native], Lor) Medicine 4 (+6) Notice 8 (+10) Pilot 4 (+9) Sense Motive 4 (+6) Stealth 8 (+13) Survival 12 (+14) Swim 4 (+9) Feats: 46PP All-Out Attack Ambidexterity Animal Empathy Attractive Benefit (Wealth 1) Equipment 30 (Free from rewards) Improved Aim Jack of All Trades Leadership Power Attack Precise Shot 2 Prone Fighting Second Chance (Toughness save vs Tooth and Claw) Skill Mastery (Medicine, Survival, Drive, Pilot) Startle Track Equipment 30PP=150 EP Old Military Jacket (Protection 1) [1EP] Whip [5EP] 5 Masterwork Space Suits [10 EP Base, Progression 2] [12 EP] Vehicle: Safari Ship Xeno Size: Awesome [5], STR 100 [8], Toughness 18 [3], Features: Alarm 1, Garage, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop. Powers: Flight 10 (10,000mph) [20 EP], Communication 16 (Radio, nearby star systems, Limited one way, Subtle) [9 EP], Super Senses (Accurate Radio senses [4], Detect Life [radio] [3], Detect EM energy [radio] [2], Radar sense [1], Extended Radio Senses 4 [-1 per 20 miles] [8], Radio) [19 EP], Supermovement 3 [Intergalactic]) Total Cost 81 EP Vehicle: ATV Size: Huge [2], STR 50 [4], Toughness 12 [3EP], Features: Masterwork, Remote Control, Safari Cells 3, Powers: Communication 8 (Radio, 2000 miles, Limited one way, subtle) [5 EP], Speed 4 (100mph, Alt Power: Swimming 4, 25mpg) [5 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP], Supersense: Radio [1 EP], Total cost = 29 EP Utility Belt [20 PP Array, Alt Power 2) Total Cost = 22 EP BP: Fatigue 5 (Extras: Area [cloud], Range, Sleep [+0]) 20 PP “Gas grenade” AP: Environmental Control 5 (Bright Light, Extras: Independent, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) 13 PP “Flare Gun” AP: Obscure 5 (Visual and Olfactory, Feats: Slow Fade 1) 16 PP “Smoke grenade” Powers: 10 + 12 + 16 + 6 + 1 + 1 + 1 = 47 PP Cybernetic Hand (Linked Powers) 10 PP Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!” Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets” Strike 1 (Feats: Mighty, Improvised Tools, Variable Descriptor 1 [tools]) [4PP] “Tooled up” Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP] Device 4 (20 DP, Flaws: Easy to lose) [12 PP] “Gun” Plasma Array (17 PP Array, Feats: Alt Power 3) [20 DP] BP: Blast 6 (Feats: Improved Range 2, Indirect 1, Progression [Range] 2) [17/17PP] "Phased Plasma" AP: Dazzle 8 (Extras: Area [Cone], Flaws: Range [Touch]) [16/17 PP] "Plasma Flare" AP: Strike 8 (Extras: Area [Line]) [16/17 PP] "Plasma Overburn" AP: Snare 6 (Feats: Tether, Reversible) [14/17 PP] "Web shot" Device 4 (20 DP) [16 PP] “Helmet” Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP] Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP] Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP] Immunity 6 (Aging, Cold, Disease, Heat, Radiation, Poison) [6PP] “Cybernetic life support” Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced physique” Speed 1 (x2, 10 mph, 88’/rnd) [1 PP] “Enhanced Physique Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique” Drawbacks: -2 Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Tough Damage (Physical) Strike Touch DC 21 Tough Damage (Physical) Phased Plasma Ranged DC 21 Tough Damage (Energy) Plasma Flare Touch/Cone DC 23 Reflex Dazzle (Visual) Plasma Overburn Touch/Line DC 23 Tough Damage (Energy) Plasma Web Ranged DC 21 Reflex Snare Totals: Abilities (42) + Combat (40) + Saving Throws (12) + Skills (88) + Feats (16) + Powers (47) - Drawbacks (-2) = 177/191
  6. During the last year I have started playing a lot of CoC. Without losing my love of Superheroes. Thoughts on this pirate character, please, including does it fit here? Flintlock (The Swashbuckling Sorceress) Power Level: 10 (180/180) Unspent Power Points: 0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol and cutlass by her side. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Jenny in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she made summoned up her ship, the Black Flag, and its crew, from the depths. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (many of her pirate crew were women and non-caucasians). She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. Flintlock has some more brutal sorcery for most dangerous times or most terrible enemies. She can possess the spirit of another, or, most awfully, summon sea spirits to drown her enemies (sea water filling their lungs). Flintlocks tattoos protect her (to some degree) from injury or harm, the ravages of time, and the cold winds of the sea. Aside from her sorcery, Flintlock is a capable, athletic fighter and carries a flintlock pistol and cutlass. She is known to be persuasive and charismatic, and is a capable mariner. Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Captain: Flintlock to protect any that step foot on her ship by invitation. Even if they subsequently behave badly, she will always be bound to protect them. If she breaks this oath, the Black Flag (and its Crew) will no longer be hers. Song and Dance: Flintlock will monologue, by song! Abilities: 2 + 6 + 6 + 4 + 16 + 12 = 46PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 22 (+6) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11 Knockback: -5 Saving Throws: 3 + 5 + 2 = 10 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +8 (+3 Dex, +5) Will: +10 (+8 Wis, +2) Skills: 84R = 21PP Acrobatics 4 (+7) SM Bluff 8 (+14) Climb 4 (+5) SM Diplomacy 4 (+10) Drive 4 (+7) Handle Animal 4 (+10) Intimidate 8 (+14) Knowledge (Arcane) 12 (+14) Knowledge (History) 4 (+6) Language 8 (Dutch [Native], English, French, German, Greek, Latin, Lemurian, Portuguese, Spanish) Notice 4 (+12) Perform (Singing) 4 (+10) Sense Motive 4 (+12) Survival 4 (+12) SM Swim 8 (+9) SM Feats: 6PP Attractive Equipment 9 [Free from Reward] Environmental Adaptation: Rolling Deck Improved Initiative 1 Jack of All Trades Minions 4 (Extra Minions 2) [Free from reward] Ritualist Skill Mastery (Acrobatics, Climb, Swim, Survival) Equipment: 9 PP = 45 EP Sword (Strike 3, Mighty, Improved Critical) [5 EP] Flintlock (Blast 4, Limited [-2] one shot only) [2 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 40, Toughness 12 [1 EP], Blast 10 (Feats: Affects Insubstantial 2) [27 EP]. Supermovement 2 (Dimensional; any magic) [4 EP], Swimming 7 (250 mph, Extras: Subtle) [8 EP]) [38 EP] Powers: 2 + 7 + 48 = 57PP Immunity 2 (Aging, Cold) [2 PP] (Magic, Tattoo) Protection 7 [7PP] (Magic, Tattoo) Sorcery Array [42 PP Array, Feats: Alternative Power 6] (Magic, Summoning, Spirit) BP: Stun 10 (Extras: Alternate Save [Will], Range 2 [Perception], Feats: Variable Desciptor 2 [Spirit]) [42 PP] “Rend Spirit” AP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42 PP] “Project Spirit” AP: Emotion Control 10 (Extras: Area Burst, Selective) [40 PP] “Spirit of….” AP: Illusion 8 (Extras: Duration [Sustained], Feats: Progression Area 2 [25’ radius]) [42 PP] “Summon Spirit” AP: Mind Control 10 (Extras: Conscious, Duration [Sustained], Sensory Link, Feats: Mental Link, Flaw: Feedback) [41 PP] AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42 PP] “Poltergeist” AP: Suffocate 8 (Extras: Duration [Sustained], Range 2 [Perception]) [40 PP] “Drowning” Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Emotion Control Perception DC 20 Will Varies Flintlock Ranged DC 19 Toughness Damage Mind Control Perception DC 20 Will Control Move Object Perception DC 25 Tough or Grapple (+20) Varies Thrown Move Object Ranged DC 25 Tough Damage Suffocate Perception DC 18 Fort Suffocate Stun Perception DC 20 Will Stun Sword Touch DC 19 Tough Damage Totals: Abilities (46) + Combat (40) + Saving Throws (10) + Skills (21) + Feats (5) + Powers (57) = 180/180 Power Points
  7. I would suggest removing my PCs for the sake of tidiness!
  8. Anyone I have played with: You are more than welcome to take over any NPCs (or even my PCs). If you want details of back story even in basic crunch, pm me (although its your character and your story now!). Ill loiter for the next week or so just to wrap up any small things like this. And I hope you enjoy!
  9. PS Please Archive all my PCs. PPS: Also a personal apology to all those I left without finishing their thread. Do feel free to take over the reins or finish without me as you feel fit.
  10. So many of you will know that I have been seriously considering leaving the site for several months (or even a year). This seems as good a time as any to say toodle pip and farewell. I knew in my heart, a month ago, that I would leave, and although I gave it one last shot, it didn't suit me. I wish the site, and you all, the best. I believe it is its autumn years, and I don't see a way out of that. I am sure as a site it will endure, but it is fading, and it no longer gives me what I want out of a RPG. It is with much fondness, and a little sadness, I say goodbye to you all. I may pop into chat (but equally I may not). In any case, I hold on to some fond memories. This is Supercape, Signing out!
  11. Rene Pitch [maxed] Steam Bloody Mess Starshot Red Rat GM Misc Ref point to Red Rat Rollover / GM posts to go to Rat, Starshot, Mess, Steam in that order (pushing each as far as useful)
  12. Yes (But I think Thev is working her ass of IRL!)
  13. GM "Don't worry about me, dear" said Vince, dusting himself off and trying to look presentable despite his face being a pizza of bruises with a broken nose topping. "I bat for the other team, so to speak..." Some time later, in a lowlife bar... He was big. A big man even for a biker gang full of big men. The gaschuggers were no simple biker gang. His arms were thicker than most mens legs, and tattoo,s covered his body. A scar ran down part of his face, although it was by no means his only scar. He listened to the garbled accounts of his bikers with a mixture of irritation and interest. "A werewolf...in Freedom City..." He clenched his fists, and his eyes steamed an unnatural red as a nasty grin formed... ~ Fin ~
  14. Which is an extremely cool hit! And, appropriately: 1d20+12=14 is its base roll, -2 for being bruised/injured (as its a blob, I suggest we go for "kill" unless you dont wish so!) is -10. The DC is 27 for the power attack, and the stone is heavy enough you would actually get a +2 fro improvised weapon, a DC of 29, which is a fail by 19, more than enough to either knock it out, or kill it (Splat) - the latter might be more convenient, but your call... Post away! And we are out of combat!
  15. Could you throw me notice and search rolls, you can take 20 if you want to be meticulous (although this might irritate the sherrif and of course will take a few hours). Broadly speaking its DC 15 for both! If you do have life sciences, feel free to make a DC 20 roll to understand some of the research (higher result, more info).
  16. GM The building was a laboratory come living space, come teenagers bedroom. Scientists were supposed to be methodical. This place was littered with papers, junk food, magazines, books...one had to tread carefully. "What in the name of darnation is this?" huffed the Sherrif, clearly not one to value the written word. The lights flickered overhead, before coming on. Two had burnt out, but with the sunlight and the remaining lights, it was bright enough to see the mess inside. "Was this guy robbed, or was he just the laziest sonovabitch in town?" asked the Sherrif, and it was true - it was hard to tell...
  17. Thats a miss unfortunately - but do post! Stronghold is up!
  18. If thats hitting the main body (you would need a move action to do so) it actually hits! For reference its defence is -2 (from size). Limbs are smaller, so +2. 1d20+10=20 is its save, so dazed and bruised (x3), injured (x3) Ulysess down to 1HP, unfatigued Post away! Jason S is up!
  19. The blob is dazed, meaning.... Round 2: 19 - Ulysses, Unharmed, Fatigued, 2 HP 14 - Jason, Unharmed, 1 HP 10 - Officer Groats, Unharmed 7 - Green Blob, Injured x2, Bruised x2 Ulysses is up And the secondary effect kicks in: Another DC 25 Toughness : 1d20+12=32 inconceivable!
  20. GM The Boiling steam flumed into the dark knight, into the vague shape in the darkness. An ear piercing shrivelling shriek screamed through the air, and the tendrils shivered as the water seeped into its pores...whatever it was. And the torment was not over. Jasons Shovel split in half, the Stack muscles proving to much for mere wood. He was left holding a useless handle, whilst the giant mass of green goo oozed a clear, vaguely green liquid...
  21. 1d20+2=10 for Pitch
  22. An easy hit, meaning a DC 27 Toughness Save: 1d20+12=23 A fair roll, but a -1 Penalth for injury makes that a 22: So it is Dazed and Injured! Post Away!
  23. Boiler Breath works fine for me: I shall assume you are using extra effort for that. 1d20+12=29 an unfortunately high toughness save, although secondary effect still comes into play. Post away! Meaning Jason S is up!
  24. The shovel sliced into the gelantinous tentacle, cutting it neatly. The appendage had a spongy, goo like quality, that was more resilient than it looked - but whilst its rubber like toughness was impressive, the mighty muscles of Jason Stack were more impressive, and the shovel bit deeply. The cut gave a little ooze of green sap, and the tentacle quivered and juddered in a spasm. The shovel itself splintered, and the wooden shaft came back with a green tinge, a sign of infection. Jason had been quite wise not to touch the thing. The dozens of flailing tentacles whipped this way and that, mindlessly, aimlessly. Whilst they had no direction, the sheer number of them made them hard to avoid, but Jason dodged this way and that, ducking and jumping the horrible fungus.
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