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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
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