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Found 12 results

  1. Supercape

    Flintlock

    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: Trickster, Mad, Defiant 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 (her crew is diverse and has ex-slaves on board) 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 swordswoman and pirate. 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. This is partially a (dysfunctional) coping mechanism against the horrors of her magic. 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: 128R = 32PP Acrobatics 4 (+7) Bluff 8 (+16) Climb 6 (+6) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 8 (+16) Handle Animal 4 (+12) Intimidate 4 (+12) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 4 (+6) Knowledge (History) 4 (+6) Language 6 (Atlantean, Dutch [Native], English, French, Latin, Portuguese, Spanish) Notice 4 (+12) Perform (Dance) 4 (+12) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Survival 4 (+12) Swim 10 (+10) Feats: 48PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favoured Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Minions 8: The Skeleton Crew (Extra Minions 3, Fanatical) [Total 19] Redirect Ritualist Set-Up From powers: Second Chance (Toughness save vs magic blasts) Quick Change 2 Equipment: 17 PP = 85 EP Knife (Strike 1, Mighty, Improved Critical, Thrown) [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] 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 + 1 + 8 + 52 + 4 = 67PP All powers have magic descriptor in addition to others noted Enhanced Trait 2 (Quick Change 2) [2 PP] Immunity 1 (Aging) [1 PP] (Protective Tattoo) Protection 7 (Feats: Second Chance [Toughness vs Magic]) [8PP] (Protective Tattoo) Summoning Array (44 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [52 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic], Selective, Subtle) [44/44 PP] “Project Spirit” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 2, Variable Descriptor 2 [Magic/Summoning as long as of no great material value]) [44/44 PP] “Summon from other dimension” AP: Illusion 10 (All senses, Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 4 [100’ radius]) [44/44 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2, Subtle) [43/44 PP] “Poltergeist” AP: Suffocate 10 (Extras: Range 2 [Perception], Feats: Affect Insubstantial 2) [42/44 PP] “Davy Jones” AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 10 (Horrific Leviathan Extras: Fanatical, Heroic, Feats: Mental Link) [41/44] AP: Trip 10 (Extras: Area [Line], Knockback, Range [Perception], Feats: Indirect 3) [43/44 PP] “Torrent of water” AP: Emotion Control 10 (Extras: Area [Burst], Selective, Feats: Mind Blank, Subtle) [42/44 PP] Supersenses 4 (Visual counters illusion and concealment) [4 PP] “Mystic eyes” 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 20 Fort Suffocate Banishment Perception DC 20 Will Nullify Emotion Control Perception DC 20 Will Emotion Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (32) + Feats (48) + Powers (67) – Drawbacks (-2) = 250/250 Power Points
  2. GM 11:00PM The Fens Freedom City, New Jersey, United States Thursday, January 11th 2018 Moe had drawn a lucky lot in working the closing shift at Joe's. The past forty minutes had been dedicated to cleaning up the inside of the diner essentially by her lonesome. With two trash bags in hand, she made her way to the alley just about ready to finish her shift. That was when she heard the scream. It was high pitched and definitely attention-grabbing. The Drunk Tank was essentially a college bar. And the sole reason students attending Freedom College would travel as a group into the Fens without being part of some sort of alternative school club. The bar was actually a remodeled jail, whose design still leaned heavily on its law enforcement roots. In some way a testament to the feelings of law and order in the Fens. Whatever the case may be on this particular night Captain Anabelle Flint found herself engaged in the middle of a drinking contest with a 200 lb. college football player when she heard the blood-curdling scream.
  3. Flamborough Head Promontory, Yorkshire England October 31st, 7:06 AM From seemingly out of nowhere on the morning of Halloween, a dense fog rolls into the waters outside of Yorkshire. This would not be so unusual, especially for the time of year, but up until exactly 7:06 the weather had been unseasonably warm and no clouds dotted the horizon. No indication whatsoever gave warning, and what followed after was stranger still. From the depths of Flamborough Head, a rumbling came, the sea started churning, wails could be heard for miles around, ghostly disembodied wails that put ice in the bones of all that heard it. As if called, the captains of all vessels currently sailing the ocean felt pulled for an instant to this exact spot, whether they be pleasure boat captains, tug boat captains, or simply a man on his yacht looking to do a little fishing on a warm Tuesday morning. From the churning burst forth a ship, a ship that had not been seen for over 200 years. It's railings and deck and sails emitted an ethereal red glow and it was partially transluscent. Anabelle Flint felt that pull stronger than most, and was surprised when one of her Skeleton Crew, Handsome Jack, burst into her quarters, it's eyes aglow with an alien yellow light. The revenant wasn't acting the way her crew usually behaved. He stood with back straight, his bony hands crossed behind his back and standing in what could easily be seen as a military at ease. It's decaying chin held high it spoke in a voice that commanded respect, it spoke like a ship captain. "Captain Flintlock, I am Rear Admiral John Paul Jones. The Bonhomme Richard has risen, and you are needed."
  4. May 8, 2017. Tortuga, Haiti. The Bonny Read Tavern. Just After Sunrise. AEGIS agent Hannah Snell sighed as she looked at the tattered remnants of the Bonny Read Tavern. She didn’t know how she got herself into these things. Her mum back in Devonshire would say it was her desperate need for adventure. She sorted through the sleeping and/or battered unconscious figures scattered throughout the tavern with her eyes, hands, and (occasionally) fists, until she settled on one. “Oi.” She prodded the sleeping figure with her boot. “Oi. Flint.” What happened here last night would live in infamy…until next weekend, at the least. And it was at least half this woman’s fault. With the woman not waking from her rum induced slumber so easily, Hannah Snell decided to just go for it, and kicked the pirate captain in the side. Hard. “Oi. Get up, Flint. Need your ‘elp. Some pillock thought it’d be brilliant to resurrect a few old pirates for a lark. Needless to say, the prat’s dead and they’re on the loose.” Snell kicked the pirate again. “So get up, you lazy sod. You’ve got work to do.”
  5. OOC for this. As always, ask me anything.
  6. 6:50 pm February 25th, 2017 Earth-Prime Freedom City The arrival of an extra dimensional entity to earth prime was strange enough. Oh sure it happened, but it was rare for it to happen the way it had. An entire pirate ship sailing out of a shadow as the sun dropped below the horizon? It was odd to say the least. The black streak that had left the ship faster than most people could track? Concerning. The black streak raced through Freedom. Reports over the next few minutes began to come in. Crimes being stopped by a black specter of death. A bone hook hand and a terrible voice. A long black coat and a skull for his mask with the left eye blacked out. A speedster that bullets passed straight through as it stopped crimes in the slums of the city. "Have ye seen someone like me, ye scurvy dogs?" Most crooks survived the encounters. Killers and the like? Many were left maimed at the least by slashes from the hook. All the while the sun sun began to set on this new ship in foreign waters.
  7. @Supercape @Exaccus OOC for this: Do You Have To Be An Ocean Away?
  8. 5th of June, 2016 Jolly Harbour, Antigua The earliest of morning, just shortly after midnight It was a busy Saturday night, here in Jolly Harbour. Each of the many bars that made up this town were sprawling. Locals, sailors, tourists, the occasional rich man, and sometimes, stranger fellows. One of them was currently sitting in “The Parrot’s Cage”, an old and rather small bar, which had stood at a small street leading into the harbour for a good 150 years by now. The owner had changed many times, but one client always returned: The Sorceress known as Captain Flintlock, one of the very few true pirates on the island. So far the night hadn’t been spectacular, everything was the same as it usually was in this small town. Outside, those who easily lost their sobriety could be heard yelling and singing traditional shanties, butchering everything about the songs in the process. The bar had also not changed much. The owner had changed again since the last time the Captain had visited, but the booze remained the same as ever – exquisite. It had gotten rather late already, and the drinking started to get to even the most experienced patrons. The atmosphere turned more relaxed, people started talking more. Some about their own businesses, some about things more confidential than what one would be allowed to say. A group of young men, probably children of the local population of wealthy men, could be heard talking about the eccentrically dressed Captain, but neither seemed confident enough to approach her. An old man, probably a retired sailor judging by his clothes, was standing in a corner and addressing the crowd of people that had gathered around him. His breath and stature were witnesses to his state of drunkenness, but the crowd followed his every word. Whether out of actual interest, or just to see this old man stand on a table and drunkenly shout, that was unclear. “… All these rumours about … those ships. Cargo doesn’t just vanish, I tell you. It’s the sea-dwellers. They go after them. They want something. What, you ask? Eh, young’uns, isn’t it obvious? They’re after … “
  9. OOC for this
  10. GM The Cthaat Aquadingen was a rare book. There were only three known copies, each bound in human skin that were said to sweat on occasion. The three copies resided in Britain, the only publically known one was in the British Museum, and under lock and key (and possibly more). The other two copies were rumoured to lie with private collectors of the occult. There were only three copies. The fourth copy had wound its way to Silvermans book store. Bound in what looked like human skin, written in Latin, the book was a scrawl of writings on Dagon and the Deep Ones, Atlantis, the Serpent people, and full to the brim of horrible rituals and more horrible insinuations. And into the bookstore, soon after its mysterious arrival by untraceable postal delivery (complete with shaky hand writing “DO NOT READ, KEEP SAFE!”), stepped a man most keen to purchase this rare tome. A brown hued man with straggly brown hair, one glass eyes, and the other eye human but glassy. He was tall, stooped, and had a fixed grin. He licked his lips a little too much. His tailoring was good, however, wearing an excellent cut three piece suit. “I am looking for a most rare book. The Cthaat Aquadingen. I am purchasing for a private collector. I can pay you a handsome price, as many dubloons as you can carry!” he said in a firm voice. He carried a grey-steel box under his hand, and tapped it nervously, like it was alive.
  11. Flintlock History: The Age of Piracy 1664-1674 In 1690, during the Golden Age of Piracy, Ms Annabelle Flint arrived in Tobago with her mother. ‘Twas a brutal uncertain time, with the Dutch, English, Spanish, Swedish, and French all fighting over the island, not to mention conflict with indigenous population. By the Time Ms Flint was fifteen (in 1694), the young rapscallion had decided her mothers’ life of drink, endless toil, and penniless hardship was not for her. No, ‘twas to be a pirates’ life. Joining up (dressed as a young boy) on the nefarious Black Flag, captained by the daring Captain Hawk, she scrubbed decks and hoisted sails. For all her powers of deception, she was eventually outed as a girl (or, by that time, more accurately a fair maiden). But by that time she had friends on the crew, grit in her mettle, and could handle the ship as well as anyone. Piracy, in them days, was open to women and slaves and all sorts. So competent was Ms. Flint that when the daring Captain Hawk was lost at sea, celebrating his latest victory by getting blind drunk and dancing on deck in the middle of a ferocious storm (with predictable “Man overboard” results), that Ms. Flint seized her opportunity to become Captain Flint, pirate of the Black Flag, at the “Tender” age of 22 (1671) And so began a three year history of the most successful plunder and loot, where Captain Flint and the Black Flag roamed the seas, changing allegiances from one European power to the next, and helping themselves to much bounty. History: The Island of the Unspeakable One (1674-1675) Not all good things last for ever. The rum and gold will run out soon enough. In this case, the end was from another pirate, the mysterious Captain Blood, who had had enough of the competition. The Black Flag had sunk many a pretender, but was undone by an equally cunning (or, in this case, more cunning) captain. Down it went, complete with all crew. Captain Flint survived, hiding under upturned wreckage. Her only hope was to swim the seas. Despite the odds, she made found her way to a small uncharted island, exhausted, hungry, and dehydrated. Here, her good fortune was to be marred by ill fate. The Island was home to a cult, who worshipped the Unspeakable one and all his unspeakable kindred. The cultists were odd, deranged, devolved, eating strange deformed fish, and howling simian songs. Initially, Captain Flint found herself in a robust iron pot, underneath a fire, ready to be literally cannibalised. However, she managed to persuade the cultist’s head sorcerer, Tul C’Tul, that she would be more useful as a serving wench than a meal. And so entered a year of horrible servitude to the mad sorcerer. Despite miserable circumstance, Ms. Flint was not to let opportunity waste. Instead, she studied the mad cultist, his ways, and his strange and horrible texts and tomes. She had an aptitude for such strange and horrible knowledge it seemed. For whence a year had passed, the young Ms. Flint caved in the head of Tul C-Tul with a blunt spoon. Sneaking of the vile island with a few of those horrible tomes, she set about summoning the deep ones, degenerate tribes of the deep sea, and bade them do her will. Into the seas they took her, till she had reached the very spot the Black Flag had sunk… History: Sailing strange Tides (1675 onwards) ...And using horrible magick, of which little should be said and less should be heard, a dreadful leviathan arose. In its mighty tentacles, the Black Flag, reborn. Blacker than ever, faster than ever, the Black Flag was manned with the undead, now more loyal than ever to the might sorcerer-pirate-queen of the seas. Plunder there was to be had, there was no doubt. But Captain Flint had changed on the island of the unspeakable one. She had seen horrors, terrors, and aberrations that could not be forgotten, and surpassed any mortal cruelty she had seen on the seas and oceans. With time, Captain Flint and the Black Flag changed course. Cults and degenerate tribes were broken and scattered. Horrible creatures banished. Sorcerers vanquished. Necromancers killed (well, killed again). Even other pirates fell to the cannons of the Black Flag and the sorcery of Captain Flint. And stranger shores beckoned. Firstly, the shores of all five continents. Then, beyond, into the oceans of other worlds and moons, of liquid ether and the void of the astral plane. To the plateau of Leng, to the piping madness in the centre of the universe. Over the years, Captain Flint has sailed countless seas and met countless mariners. She had a furious affair with Captain Nemo, drunk with Captain Ahab, visited Ry’leh and its dreaming horror, and navigated the jungle-rivers of Barsoom. Costume and Appearance Flintlock looks like a pirate, although she does vary her garb. On modern day Earth, for instance, she will sometimes dress as a sailor of modern times. She generally prefers pirate garb, however, with a nice pirate hat. Her appearance is of a tallish woman of average build, sun-browned, with dark red hair normally loose and long. She has a few tattoos of arcane or mundane type. She normally carries a flint lock pistol and a knife. For all her sorcerous power, Flintlock is reluctant to use such witchcraft, due to the danger to others and her self. If she can get away with a knee to the nether regions or a shot of her pistol, then that is what she would do. Summoning the horrors beyond the mortal veil. (Powers) Flintlock can summon and command arcane creatures from other dimensions (or even our own). Such horrors are usually used to spectrally manipulate; grasping, biting, crushing, throwing, holding inanimate or animate things. For instance, a ghostly leviathan might wrap spectral tentacles around a man, and haul him to the skies (or crush the air from him). She can also use such horrors to possess a man, driving him mad, insane, or filling him with passion (of one sort or another). Flintlock’s spirit can also leaver her body, travelling the world (and many worlds) on the astral plane. The Black Flag The Black Flag is a medium sized privateer from the Golden Age of Piracy, and a fine ship she is. She has a rather black appearance, and a jet black flag. It is armed with port and starboard cannons that are enchanted and powerful. The Black Flag can skim through even rough waters at amazing speed, and can easily outrun even the fastest marine vessel. It can summon rough storms around it to improve its advantage, since it simply cuts through waves without difficulty (whilst other vessels will be thrown by such weather). The Black Flag is manned by Captain Flintlock herself, and ten undead crew (the “Skeleton Crew”). It also has a pet parrot, Beaky. The Skelton Crew (of the Black Flag) Then Skeleton Crew are the ten undead crewmembers of the Black Flag. The appearances given below are of their “alive” appearance, an illusion that masks the rotting flesh and bones that are there true (and horrific) appearance. Handsome Jack, First Mate German. Handsome Jack is a middle aged bald man. His already unattractive face is further distorted by a “X” of scars running lopsided over his face. Handsome Jack is, however, an expert sailor and knows how to handle maritime war. “Lash”, Carpenter / Shipwright Freed-Slave, Lash is a large, rotund man with jet black skin and a loud laugh. His back is a network of livid scars. Despite his jocularity, he will come down hard on anyone who does not pay respect to the Black Flag. He uses a whip instead of a sword; perhaps because he used to have a particularly cruel “master” when he was a slave. Sweet Jennie, Gunner Swedish. Sweet Jennie is a petite woman with almost platinum blonde hair and shining blue eyes, who wears formless and unattractive clothes. Sweet Jennie is a dour sarcastic woman with a cruel tongue, who is generally nasty to everyone. Her only love are the cannons of the black Flag, which she dotes on almost romantically. Monkey Spike, Lookout English. Spike the Monkey is the lookout of the Black Flag, nearly always manning the Crow’s Nest. He is a thin, wiry fellow of young years. He has very tall, spiked red hair. Spike the Monkey is quite at home in the Crow’s nest, with good eyes and a natural flair for climbing rigging. Gaston “Gutboy”, Cook French. Gutboy is short and fat with long greasy grey hair and a stained apron. He was the ships cook. Now, he only occasionally cooks for Captain Flintlock (the only person who actually needs to eat). He fancies himself as much more of a cook than he is, although truth be told he is not actually that bad. One-Eyed Pete, Ship-hand English. One-Eyed Pete is an average build man with an eye patch and a pony tail of dark hair. He always carries around a pack of thumbed cards and some dice. He has a habit of licking his lips around money or wealth in a rather unbecoming way. Perhaps the greediest of the Black Flag, One-eyed Pete loves to gamble, and loves to cheat at cards (which is how he lost his eye in the first place…) Ginger Rose, Ship-hand Irish. Ginger Rose is a pleasant looking red haired woman, slightly short and slightly plump, fairly easy on the eye and probably the nicest member of the Black Flag. Ginger Rose looks after the Black Flag’s parrot, Beaky. Thin Lucy, Ship-Hand Ex Slave, Lucy is tall and obese, dark skinned and dark haired, but surprisingly agile for her size. Not the hardest worker of the crew, Lucy loves music and dance, often leading the crew in a song (and distracting them from other tasks). She carries a beaten up fiddle. She uses a stout wooden stick to fight with rather than a cutlass. Billy the Fish, Ship-Hand Ex-Slave, A capable strong, even handsome young man with long black hair and a deep brown colour to his skin, Billy the Fish is a jovial crewman, who is a natural underwater. Now he no longer needs to breathe, he is often found swimming the shallows, exploring the seabed contentedly. Billy is a strong contender for the nicest member of the Black Flag, one who does not actually enjoy piracy or violence (or even drink) but has fallen in love with the sea. Razor Renzo, Ship-Hand Italian. Razor Rezno is a short white haired middle aged man of average build and dark eyes. He has weathered brown skin. He is all smiles and charm initially (or at least, he thinks he is charming) but is also deeply paranoid. “Razor” is wanted for several counts of murder as well as Piracy (admittedly, three centuries ago), and whilst loyal to the Black Flag, is, as they say “a nasty piece of work” who thinks nothing of cutting throats and back stabbing. Fortunate, it is, that Captain Flint has the Skeleton Crew tightly bound and commanded by her magicks…
  12. 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
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