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Flintlock (The Swashbuckling Sorceress)Flintlock6.jpg

 

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]
BPAstral Form 8 (2000 miles, Feats: Dimensional 2 [Magic], Selective, Subtle) [44/44 PP] “Project Spirit”
APCreate 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”

APIllusion 10 (All senses, Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 4 [100’ radius]) [44/44 PP] “Summon Spirit”
APMove Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2, Subtle) [43/44 PP] “Poltergeist”
APSuffocate 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

Edited by Supercape
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Posted (edited)

The Skeleton CrewSkeleton Crew5.jpg

 

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 pirate 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

 

Skills: 20PP = 80 Ranks

Acrobatics 4 (+5)

Bluff 4 (+5)

Climb 4 (+6)

Disguise: +21 With Morph Power

Handle Animal 4 (+5)

Intimidate 8 (+9)

Knowledge (Tactics) 4 (+4) - Only applies to Handsome Jack, First Mate

Language 6 (English, Spanish, Portuguese for all. Italian, German, French, Swedish for appropriate crewmembers)

Medicine 4 (+4) - Only applies to Whiskey Saw, Ships Doctor

Notice 4 (+5)

Perform (Dance) 4 (+5)

Perform (Singing) 4 (+5)

Perform (Strings) 4 (+5) - Only applies to Thin Lucy, Violin player. 

Profession (Sailor) 8 (+10)

Ride 2 (+3)

Sense Motive 4 (+4)

Stealth 4 (+5)

Swim 8 (+10)

 

Feats: 6PP

Attack Specialisation 1 (Unarmed)

Equipment 2

Environmental Adaptation 2 (Rolling Deck, Underwater)

Improved Initiative 1

 

Equipment: 2PP = 10EP

Sword: Strike 3 (Feats: Mighty, Improved Critical 1) [5 EP]

Flintlock Pistol: Blast 2 (Flaws: Limited [-2] One shot only) [2 EP]

 

 

Powers: 32 + 10 + 10 + 8 + 2 + 2 = 64

Immunity 32 (Critical Hits, Fortitude Saves) [32 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 (Startle, 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]

 

Supermovement 2 (Water walking) [2 PP]

 

Supersenses 2 (Darkvision) [2PP]

 

Reference: The Skeleton Crew Individually

Spoiler

Handsome Jack; German, Ugly Ships Mate [NB: Has Tactics 4 (+4)

 

One Eyed Pete; English, incompetent gambler

 

Ginger Rose, Irish, Guttermouth madwoman. 

 

Thin Lucy, Freed Slave, Obese Violin player [NB Has Perform (Strings +4] (Equipment: Fiddle [0 EP])

 

Mango the Monkey, Rotting green skin freed slave, lives in the crows nest of the ship. 

 

Gaston "Gutboy", French, Cook

 

Billy the Fish, Freed slave, first in the water to swim. 

 

"Lash", Freed Slave, multiple scars across his back from whipping. 

 

Sweet Jennie, Swedish, angry gunner

 

Whiskey Saw, Italian Quack [NB Has Medicine 4 (+4)]

 

 

 

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 (15) + Feats (6) + Powers (64) + Crewmember specific (3) - Drawbacks (0) =118/120 Power Points

Edited by Supercape
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Posted (edited)

Marine LeviathanLeviathan.jpg

Power Level: 10 (150/150)

In Brief: Lovecraftian horror from other dimension

Description: The leviathan looks like a dark green horror, a huge mound of otherworld flesh covered in eyes and tentacles. It is, loosely, a marine animal although it can slither across land. It is of very low intellect and cannot speak, although is able to follow basic commands.

 

Abilities: 6 + 0 + 18 – 6 + 2  -2 = 18

Strength: 40 (+15) Includes +24 from Growth

Dexterity: 10 (+0)

Constitution: 40 (+15) Includes +12 from Growth

Intelligence: 4 (-3)

Wisdom: 12 (+1)

Charisma: 8 (-1)

 

Combat: 18 + 18 = 36

Initiative: +0

Attack: +5 (Includes -4 from size)

Defense: +5, +1 flat footed (includes -4 from size)

Grapple: +44

Knockback: -23

 

Saving Throws: 0 + 4 + 7 = 11

Toughness: +15 (+8 Impervious Protection)

Fortitude: +15 (+15 Con)

Reflex: +4 (+0 Dex, +4)

Will: +8 (+1 Wis, +7)

 

Skills: 5PP = 20 Ranks

Intimidate 8 (+13 with size)

Notice 4 (+5)

Swim 8 (+11 with size)

 

Feats: 3PP

Ambidexterity

Blind Flight

Improved Grab

 

Powers: 8 + 2 + 5 + 4 + 37 + 6 + 1 + 3 + 10 + 5 = 81

 

Impervious Toughness 8 [8 PP]

 

Strength Bonus: Affects Insubstantial 2 [2 PP]

 

Additional Limbs 4 (10 Tentacles, Feats: Innate) [5 PP]

 

Elongation 3 (25’, Feats: Innate, Flaws: Permanent [+0]) [4 PP]

 

Growth 12 (Size: Gargantuan, Feats: Innate, Flaws: Permanent [+0]) [37 PP]

 

Immunity 6 (Critical Hits, Cold environment, High Pressure, Suffocation [all]) [6 PP]

 

Regeneration 0 (Feats: Regrowth) [1 PP]

 

Super Senses 3 (Darkvision, Radius Vision) [3 PP]

 

Super Strength 5 (+25 Strength) [10 PP]

 

Swimming 5 (50mph) [5 PP]

 

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT

Unarmed             Touch      DC 30 Toughness                Damage

 

 

Totals: Abilities (18) + Combat (36) + Saving Throws (11) + Skills (5) + Feats (3) + Powers (81) - Drawbacks (0) =150/150 Power Points

Edited by Supercape
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Just a bunch of housekeeping, looks like:

 

Flintlock

  • Double-check the skills on Flintlock - they're listed at 34pp, the final point tally lists 32pp, and I count 33pp.
  • Your Quick Change 2 has snuck into both the main Feats section (which would put you over-budget) and into the 'From powers' section.
  • Immunity from Aging would be Immunity 1, costing 1pp; this is correct in the Powers line but not in the power itself.
  • Going by the Toughness line and point cost, I think you've bought Protection 7 rather than Protection 8.
  • Your Astral Form is in-budget but mis-costed; I believe it costs 44pp total, not 42pp.
  • The Illusion power needs to specify what senses it covers - from the cost I'm assuming it's all senses?
  • The Emotion Control is missing its rank (again, from the cost I assume it's rank 10?).

Crew

  • Double-check that Reflex line - I think it has the wrong dex and purchased bonuses, looking at other information on the sheet.
  • Your Powers line has a ghostly 2pp listed at the end - I originally thought this was a typo covering your 3pp of crew-differentiating stuff but in the Tally line it looks like that's accounted for separately?
  • Speaking of that, however, minions are generally required to have the same sheet and stats top to bottom (see the Summon Minion power) unless you pay for the per-minion customization. 3pp of skills and minor feats is a small thing, especially on under-PL minions, but rules are rules and for flexibility like this you'd normally need an array and its overhead (which would notably cost four times what your minions pay now).

Leviathan

  • Dexterity's currently listed at 12 (+1) but it hasn't been paid for and later parts of the sheet are calculated at Dex +0, so I'm guessing that's an artifact of an old version?
  • You've bought 3pp of feats but listed them at 6pp in the Feats line.
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Thanks as always Fox,

 

Flintlock:

Skills, counted and recounted and lowered Cosmology and now down to 32 PP (I may have fumbled)

Corrected annotation on Quick Change

Corrected Aging immunity cost

Corrected Protection cost (it is protection 7)

Corrected Astral Projection cost

Clarified Illusion senses (yes, all senses albeit phantasm)

Added in Emotion Control rank (yes, 10)

 

Skeleton Crew

Corrected Annotation of Reflex

The ghostly 2 PP was Supermovement 1 (which I have added in)

I can standardise the minions if need be, but as I understand very minor alterations in minions are allowed but I dont know where I read that so it may be my befuddled brain. Let me know. 

 

Leviathan

Yes indeed, corrected Dex down to 10 (+0)

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Huzzah! The only remaining concern is the minions then - if you can find a citation or example for this kind of customization let me know, but I've consulted the larger ref team and while there was some back-and-forth (and we do agree the changes are minor!) the broad agreement is with sticking to one sheet for minions unless the overhead is paid for varied types - both because minions are already incredibly cheap and because even small flexibility usually comes with overhead.

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Posted (edited)

Yes that makes sense. 

 

SO what I have done is spent those PP (and the spare) on skills but annotated that the Knowledge (Tactics) skill only applies to the first mate, Handsome Jack, Perform (Strings) only applies to Thin Lucy, and the Medicine skill on applies to Whiskey Saw, the Quack. So in some ways that is inefficient but I think adds a little flavour to the crew. 

 

Also added 2 ranks of language skills but annotated it so that in a similar manner. 

Edited by Supercape
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