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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8452280" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: purple">Astolfine</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-9Bpn65p/0/beb0fd02/M/female_gunslinger_by_macarious_da8hrfy-fullview-M.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><em>Art by <a href="https://www.deviantart.com/macarious/art/female-gunslinger-618927406" target="_blank">macarious</a></em></p><p></p><p>The Duchy of Artheld lies far to the west of the Torm Basin, past the Haglophian Mountains which form the Basin's western border, and the Great Salt Desert beyond them. Vanishingly few travelers have ever ventured that far and returned to speak of what they found there, and most dismiss the tales told of such voyages as lies meant to cadge drinks or coin from the gullible. As it happens, Travis Ritter holds a different view, having heard the same basic tale over and over again from these voyagers, and recognizing something hauntingly familiar about it; a little bit of the world he left behind, impossibly preserved. </p><p></p><p>Unfortunately, Ritter has never found the time or opportunity to voyage there to confirm or deny the rumors, for there are always other heroic deeds to be done on the near side of the Haglophians, and in the east. But this misfortune is balanced by the fact that there is an emissary of sorts from those distant lands who has made her way to the Basin, to seek her fortune, her fate, or some combination of these. Sometimes allying with Ritter, sometimes drawn into schemes which place her in opposition to him, the gun for hire known as Astolfine is one of the knights without armor of Artheld.</p><p></p><p>Astolfine has rarely spoken of the reasons she left her home in the west to roam around the Torm Basin. From unguarded comments that she's made in the decade or so that Ritter has known her, while speaking to him and to others who've spoken of her, he's reached the conclusion that she is an exile from her homeland, and not a voluntary one. She will not, under any circumstances, ever speak of the reasons that she might have been forced out of the Duchy. Only the deepest, most violating psychic probing will reveal that she killed a mother and child -- her own mother, and her neverborn half-sibling -- under circumstances that she cannot bear to think about.</p><p></p><p>Despite that grim origin, Astolfine rarely exhibits much in the way of sorrow or regret, or most other strong emotions. By nature or nurture, she suppresses such things, with her most emotional reactions coming out when she gives in to her most mischievous tendencies. She enjoys inflicting embarrassment and even humiliation on potential opponents (and allies who have lost her good opinion) more than she would enjoy inflicting actual injury or death, though she will deal those out if she must. Astolfine has been known to snicker or even let out a single peal of genuine laughter at the sight of a foe's ruined dignity, whether she caused it or not.</p><p></p><p>The guns that Astolfine employs are at once much more advanced than many weapons in use in the Torm Basin, and yet much less advanced than the energy weapons that are often used by soldiers of Nerath and other wealthy states. Astolfine has repeatedly turned down opportunities to learn to use the latter, prefrring to rely on what she knows will work. A good part of this is that she is quite capable of creating replacement ammunition to replace that which she expends, using tools she brought with her from Artheld and relatively cheap raw materials, which she would not be able to do with the cartridges that power blasters. At heart, Astolfine is both a bit overly proud of her traditions, and more self-reliant than most people in the World Closer to the Grave can really afford to be.</p><p></p><p>In addition to her talents as a gunslinger, Astolfine has one other major advantage -- the Voice. She can somehow speak in precisely the right timber to make someone hesitate and be lost, possibly employing some sort of mesmeric talent in the process. She cannot command others actions through this ability, but it works on any opponent who can hear her speak, regardless of whether they understand the language. From off-hand remarks, it seems that Astolfine is a relative novice in the use of these talents, and has spoken soberly of people who were able to heal wounds by shouting at the wounded. Of course, that could be the set-up of an elaborate prank ... but maybe not.</p><p></p><p></p><p><strong>Astolfine -- PL 8</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 2 | <strong><strong>STA</strong></strong> 3 | <strong>AGL</strong> 5 | <strong>DEX</strong> 6 | <strong>FGT</strong> 5 | <strong>INT</strong> 3 | <strong>AWE</strong> 2 | <strong>PRE</strong> 2</p><p></p><p><strong>Powers:</strong></p><p><strong><em>The Voice: </em></strong>Perception Range Affliction 6 (Resisted by Will; Dazed and Vulnerable, Defenseless & Stunned), Extra Condition, Hearing Dependent, Limited Degree - 12 points </p><p></p><p><strong>Advantages:</strong></p><p>Accurate Attack, All-out Attack, Benefit (Paired Guns), Defensive Roll 2, Equipment 3, Fearless, Improved Aim, Improved Critical (pistol), Improved Initiative, Language 3 (many incuding Tormanan, [Varangais is native]) Precise Attack (Ranged/Cover), Startle, Takedown, Tracking.</p><p></p><p><em>Equipment:</em></p><p>Two Pistols (Ranged Damage 3), gunsmithing tools and 2 points of equipment as needed.</p><p></p><p><strong>Skills:</strong></p><p>Athletics 5 (+7), Deception 4 (+6), Expertise: Survival 4 (+7), Intimidation 7 (+9), Investigation 4 (+7), Ranged Combat: Guns 4 (+10), Perception 5 (+7), Sleight of Hand 2 (+8), Stealth 3 (+8), Technology 2 (+5).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +9</p><p>Unarmed +5 (Close Damage 2)</p><p>Pistol +10 (Ranged Damage 3)</p><p>Paired Guns +10 (Ranged Damage 6)</p><p><strong></strong></p><p><strong>Defense:</strong></p><p>Dodge 8, Parry 6, Fortitude 5, Toughness 8/3, Will 9.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 56 + Powers 12 + Advantages 19 + Skills 20 + Defenses 13 = 120 points</p><p></p><p><strong>Offensive PL:</strong> 8</p><p><strong>Defensive PL:</strong> 8</p><p><strong>Resistance PL:</strong> 7</p><p><strong>Skill PL:</strong> 5</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Survival--Motivation. Nomadic. Outsider. Prankster.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8452280, member: 30538"] [size=150][color=purple]Astolfine[/color][/size] [img]https://photos.smugmug.com/My-First-Gallery/i-9Bpn65p/0/beb0fd02/M/female_gunslinger_by_macarious_da8hrfy-fullview-M.jpg[/img] [i]Art by [url=https://www.deviantart.com/macarious/art/female-gunslinger-618927406]macarious[/url][/i] The Duchy of Artheld lies far to the west of the Torm Basin, past the Haglophian Mountains which form the Basin's western border, and the Great Salt Desert beyond them. Vanishingly few travelers have ever ventured that far and returned to speak of what they found there, and most dismiss the tales told of such voyages as lies meant to cadge drinks or coin from the gullible. As it happens, Travis Ritter holds a different view, having heard the same basic tale over and over again from these voyagers, and recognizing something hauntingly familiar about it; a little bit of the world he left behind, impossibly preserved. Unfortunately, Ritter has never found the time or opportunity to voyage there to confirm or deny the rumors, for there are always other heroic deeds to be done on the near side of the Haglophians, and in the east. But this misfortune is balanced by the fact that there is an emissary of sorts from those distant lands who has made her way to the Basin, to seek her fortune, her fate, or some combination of these. Sometimes allying with Ritter, sometimes drawn into schemes which place her in opposition to him, the gun for hire known as Astolfine is one of the knights without armor of Artheld. Astolfine has rarely spoken of the reasons she left her home in the west to roam around the Torm Basin. From unguarded comments that she's made in the decade or so that Ritter has known her, while speaking to him and to others who've spoken of her, he's reached the conclusion that she is an exile from her homeland, and not a voluntary one. She will not, under any circumstances, ever speak of the reasons that she might have been forced out of the Duchy. Only the deepest, most violating psychic probing will reveal that she killed a mother and child -- her own mother, and her neverborn half-sibling -- under circumstances that she cannot bear to think about. Despite that grim origin, Astolfine rarely exhibits much in the way of sorrow or regret, or most other strong emotions. By nature or nurture, she suppresses such things, with her most emotional reactions coming out when she gives in to her most mischievous tendencies. She enjoys inflicting embarrassment and even humiliation on potential opponents (and allies who have lost her good opinion) more than she would enjoy inflicting actual injury or death, though she will deal those out if she must. Astolfine has been known to snicker or even let out a single peal of genuine laughter at the sight of a foe's ruined dignity, whether she caused it or not. The guns that Astolfine employs are at once much more advanced than many weapons in use in the Torm Basin, and yet much less advanced than the energy weapons that are often used by soldiers of Nerath and other wealthy states. Astolfine has repeatedly turned down opportunities to learn to use the latter, prefrring to rely on what she knows will work. A good part of this is that she is quite capable of creating replacement ammunition to replace that which she expends, using tools she brought with her from Artheld and relatively cheap raw materials, which she would not be able to do with the cartridges that power blasters. At heart, Astolfine is both a bit overly proud of her traditions, and more self-reliant than most people in the World Closer to the Grave can really afford to be. In addition to her talents as a gunslinger, Astolfine has one other major advantage -- the Voice. She can somehow speak in precisely the right timber to make someone hesitate and be lost, possibly employing some sort of mesmeric talent in the process. She cannot command others actions through this ability, but it works on any opponent who can hear her speak, regardless of whether they understand the language. From off-hand remarks, it seems that Astolfine is a relative novice in the use of these talents, and has spoken soberly of people who were able to heal wounds by shouting at the wounded. Of course, that could be the set-up of an elaborate prank ... but maybe not. [b]Astolfine -- PL 8 Abilities: STR[/b] 2 | [b][b]STA[/b][/b] 3 | [b]AGL[/b] 5 | [b]DEX[/b] 6 | [b]FGT[/b] 5 | [b]INT[/b] 3 | [b]AWE[/b] 2 | [b]PRE[/b] 2 [b]Powers: [i]The Voice: [/i][/b]Perception Range Affliction 6 (Resisted by Will; Dazed and Vulnerable, Defenseless & Stunned), Extra Condition, Hearing Dependent, Limited Degree - 12 points [b]Advantages:[/b] Accurate Attack, All-out Attack, Benefit (Paired Guns), Defensive Roll 2, Equipment 3, Fearless, Improved Aim, Improved Critical (pistol), Improved Initiative, Language 3 (many incuding Tormanan, [Varangais is native]) Precise Attack (Ranged/Cover), Startle, Takedown, Tracking. [i]Equipment:[/i] Two Pistols (Ranged Damage 3), gunsmithing tools and 2 points of equipment as needed. [b]Skills:[/b] Athletics 5 (+7), Deception 4 (+6), Expertise: Survival 4 (+7), Intimidation 7 (+9), Investigation 4 (+7), Ranged Combat: Guns 4 (+10), Perception 5 (+7), Sleight of Hand 2 (+8), Stealth 3 (+8), Technology 2 (+5). [b]Offense:[/b] Initiative +9 Unarmed +5 (Close Damage 2) Pistol +10 (Ranged Damage 3) Paired Guns +10 (Ranged Damage 6) [b] Defense:[/b] Dodge 8, Parry 6, Fortitude 5, Toughness 8/3, Will 9. [b]Totals:[/b] Abilities 56 + Powers 12 + Advantages 19 + Skills 20 + Defenses 13 = 120 points [b]Offensive PL:[/b] 8 [b]Defensive PL:[/b] 8 [b]Resistance PL:[/b] 7 [b]Skill PL:[/b] 5 [b]Complications: [i]Survival--Motivation. Nomadic. Outsider. Prankster.[/i][/b] [/QUOTE]
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