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Mutants & Masterminds: Struggles of Iannin - Nar-Suragygh


Adrian Moss

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Nar-Suraygh - PL 7

Strength-7, Stamina-7, Agility-1, Dexterity-1, Fighting-6, Intellect-1, Awareness-3, Presence-3

Advantages

Accurate Attack, Benefit 1 (Wealth), Improved Initiative, Defensive Attack, Quick draw, Fearless, Leadership, Inspire, Take down 1, Connected, Languages 2, Status 1, Equipment 3, *Diehard, Improved Sunder

Skills

Expertise: Leadership +7, Mercenary+4,Religion+5, Sailing+3, Insight+7, Persuasion+7, Ranged Combat+3, Stealth+2

Powers

  • Ankassim
    • *Dragon Breath(Lightning) 6 (DC21) Cone Area, 60' Cone, Unreliable (5uses), Diminished Range
    • *Growth 2 +2 Strength, +2Stamina, -2 Stealth, -1 Active Defense, Permanent
    • *Winged Flight 4 Speed 30mph, 500'/round, Innate Wings, Activation 2, Standard Action
    • Onxyiron Chainmail Armor (Removable)
      • Impervious +7 (on Stamina)
      • Onxyiron Great Axe (Easily Removable)
        • Strength Based Damage 2 (Penetrating 7, Affect Insubstantial +2) • Slashing, DC

          • The 'kassim Pearl - Sense 4 [Precognition (Uncontrolled)]
          • Both are removable but gain no cost savings for it (since they do not have enough points to gain one


            Equipment (15points)

            • Crossbow (Damage 3, Piercing, Critical 19-20)
            • Bags(2)
            • Offense

                [*]Initiative +5

                [*]Ranged

                  [*]Crossbow (+4) (DC 18)(19-20)

                  [*]Throw (+1)(DC22)

                  [*]Close

                    [*]Melee: Axe (+6) (DC 24)

                    [*]Unarmed (+6)(DC22)

                    Complications

                      [*]Guilt for the Death of his Father: Nar didn't go to with his father when he went off to the last stand. He stayed true to his contract and his word, but he feels that led to his father's death. The loss of his father haunts him and has led him to put aside his previous career and to seek out an Adventure's path. He doesn't know how many kills it will take, or lives saved, for him to feel whole once more.

                      [*]Sense of Honor: Never reneg on a contract once truthfully taken. As long as an employer is true to you, you are bound by oath to full fill your part of the bargain, even if it should lead to your death.

                      [*]Sense of Loyalty: Lead from the front, cover the retreat. Never leave a comrade behind if there is any hope they are alive.

                      [*]Hatred of Chaos: Never suffer Chaos to live unchallenged. Hunt it were you can, report it and come back to kill it if you can't kill it immediately.

                      [*]Distrust Quaress: Chaotic actions lead others to fall into Chaos. Those who embrace chaotic actions are never to be trusted, and their victims to be defended with all your strength.

                      Languages

                      Thayim (Common), Kassim, a'Fen, Anupu

                      Defense

                      Dodge +0, Parry +5, Fortitude +7, Toughness +7, Will +5

                      Power Points

                      Stats(50) + Power(18) + Advantages(17) + Skills(14) + Defenses(2) + Race(16) = 115

                      Background:

                      Nar-Suraygh as born several decades ago in Bib'ney. His clan has lived in the city (near the Temple District) for over a hundred years. They are familiar to the city, and well-known and respected for their craft (they are Warrior-Marines) and their civic contributions. All members of his clan must complete five years in the militia after their 'Becoming' when their wings come into being. After that, most males follow into service with their kinsmen taking coin to protect merchants (both legitimate and illegitimate) from pirates. This brings much coin to the clan's coffers. The females pursue a wider variety of professions (including Marines), but their scribes hold the highest honor.

                      Nar-Suraygh followed in his father's and uncles footsteps. His father had gone inland and may well have died at Peace Pass, escorting pilgrims for the final effort to stop the Horde. Suraygh was away at the time, dealing with other aspects of the Horde's invasion, but still misses his Father and privately wishes he gone with his him instead of staying true to his contract. Since that time, Suraygh has been more careful in the contracts he takes, keeping them short, one passage, or one round trip. Whenever he gets the chance to pursue any remaining signs of Chaos, he takes it as long as he doesn't have to break contract.

                      In the intervening years, he has become more devoted to Tal and Len. He has also become more hostile to the faith of Quaress. Kaer is right out, and he would stop out any cell he was lucky enough to discover. While not a paladin, he doesn't miss an opportunity to speak of religion and the glories of Tal and Len. He feels he's doing someone a favor if he turns them to the 'right' faith.

                      Outside of his two passions (Chaos-hunting and religion), he is beginning to feel a desire to find a mate, so the legacy of his ancestors will be carried on in his blood. He is worried that his responsibility as a father may curtail his Chaos hunting, and this too weighs on his mind.

                      He remains close to his kin (who worry about his seeming Death-wish) and always considers Bib'ney his home. He would aid the city if there was a need, as he would most likely aid any Ankassim in danger. His upbringing in a multi-ethinc city-state means he has no racial bias. Everyone who doesn't follows chaos is welcome.

                      Basics: Chaos hunter

                      Worshiper of Tal and Len

                      Warrior career with minor emphasis in religion and sailing

                      Dislikes Quaress and things "tainted by Chaos/acting chaotic"

                      A big believer of doing what's right, but also a strong sense of Loyalty and Honor. While he could break his word, it would have to be a powerful motivator. After all, he didn't break his word when his Father may have needed him.

                      Strangely, he doesn't look down on thievery, as long as the motive is good. He understands that the world can be a dark and dangerous place.

                      He has no opinion good or bad about magic and magic-users. As long as you don't dabble in chaos, he's fine with you pursuing your vocation.

                      He is adaptable. His opinions of things may change as the game progresses. He's not (much of) a zealot.

                      Power Points
                      1 - Strange Winds
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