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Flintlock PL10/15 - Supercape


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Flintlock (The Swashbuckling Sorceress)

large.Flintlock.jpg.c004286cdf5e38ed66e5

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]


BPAstral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit”
APIllusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Spirit”
APMove Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Poltergeist”
APSuffocate 8 (Extras: Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP] “Davy Jones”

APCreate 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

 

Edited by HG Morrison
Edited At Player Request
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The Skeleton Crewlarge.5a170e3fc77b9_SkeletonCrew.jpg.aa20dc6bdf3d66a25abdffaa33a6624b.thumb.jpg.65d845ee9bd9fd4a506eb3a24969e929.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 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). 

 

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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]

 

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So sorted. 

On further reflection, I have slightly modified Illusion to have the phantasm flaw (as it makes more sense and is more interesting), and slightly modified the Suffocate to coastal areas only (again, more sense and more interesting). Hope that is ok. 

Edited by Supercape
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