The Mariner:
PL: 12
Strength 10
Stamina 10
Agility 2
Dexterity 2
Fighting 5
Intellect 2
Awareness 2
Presence 2
Skills: Athletics 0 (+10), Expertise [Oceanography] 6 (+8), Expertise [Sea Mythology] 6 (+8), Expertise [Survival] 6 (+8), Intimidation 10 (+12), Perception 6 (+8), Persuasion 8 (+10), Ranged Combat [Thrown Objects] 6 (+11), Vehicles [Sea] 9 (+11)
Advantages: All-Out Attack, Close Attack 7, Defensive Roll 2, Equipment 34, Favored Environment [Underwater], Improved Critical [Anchor & Chain] 3, Improved Disarm Improved Initiative, Multilingual, Power Attack, Ranged Attack 4, Takedown 2
Powers: Aquatic:
Immunity 3 [Environmental Cold, Drowning, Environmental Pressure] (Feat: Innate)
Movement 1 [Environmental Adaptation (Aquatic)] (Feat: Innate)
Senses 3 [Darkvision, Ultra-Hearing] (Feat: Innate)
Poisonous Spines: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
Amazing Movement:
Swimming 6
-Leaping 6
Anchor & Chain: (Easily Removable –6 pts) [11 pp]
Hooked!: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilize; resisted by Dodge/Damage] (Extra: Extra Condition); (Feat: Reach 6 [30 ft]); (Flaw: Limited Degree)
-Anchor Strike: Strength-Based Slashing Damage 2 (Feats: Reach 6 [30 ft], Variable Descriptor [Piercing])
Offense: Initiative +6
Melee Attack +12
Ranged Attack +5 // Thrown Objects Attack +12
Defense: Dodge +12
Parry +12
Toughness +12*/+10 [*Defensive Roll]
Fortitude +10
Will +9
Equipment:
The Nemo: [85 pp]
Strength: 16
Size: Colossal
Speed: Swimming 8
Defense: 2
Toughness: 16
Features: Alarm 2, Autopilot 2, Communications, Computer, Defense System, Dock, Escape Pod, Fire Prevention System, Gym, Habitat, Holding Cells, Infirmary, Living Space, Navigation System, Power [
Cloaking Field: Concealment 4 (All Visual Senses) (Flaws: Blending, Passive)], Power [
Sensors: Senses 10 (Accurate Hearing, Darkvision, Ranged Radius Detect Sound, Ultra-Hearing)], Power [
Sonar Masking: Concealment 2 (All Hearing Senses)], Power [
Torpedoes: Ranged Ballistic Damage 8 (Extra: Area [Burst])], Power System, Security System, Workshop
New Atlantis: [82 pp]
Size: Awesome
Toughness: 18
Features: Armory, Communications, Computer, Concealed 2, Defense System, Escape Tunnel 2, Dock, Fire Prevention System, Gym, Habitat, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power [
Sensors: Senses 10 (Accurate Hearing, Darkvision, Ranged Radius Detect Sound, Ultra-Hearing)], Power [
Sonar Masking: Concealment 2 (All Hearing Senses)], Power [
Torpedoes: Ranged Ballistic Damage 10 (Extra: Area [Burst])], Power System, Remote Feature, Sealed, Security System 2, Workshop
Costs: Abilities 70+ Skills 18+ Advantages 56+ Powers 49+ Defenses 24= 227 pts.
Real Name: Belisama Hendricks
Height: 5’6”
Weight: Unknown
Hair: Red
Eye Color: Blue
Unusual Features: Tribal style serpentine tattoos on both forearms, fin-like protrusions on shoulders & forearms
Complications:
Arrogance: The Mariner is haughty and overconfident.
Family: The Mariner has several siblings, several of whom she does not know.
Honor: The Mariner adheres to a strict code of honor - she always keeps her given word.
Infamy: The Mariner has attacked the surface world several times in the past.
Responsibility: The Mariner is devoted to the protection of the oceans.
Temper: The Mariner is a tempestuous woman, who often acts without considering the consequences.
Water Dependency: The Mariner is amphibious; if she is removed from the water for an extended period of time, she begins to suffer ill effects. For every hour she is away from the water, or each turn she takes heat or fire damage, her Fighting, Strength, and Stamina ranks drop -1 rank, until they all reach rank 2. She is Impaired each day she has not totally immersed himself in water.
Background: The original Mariner was Jordan Hendricks, a marine biologist who’d manifested aquatic-themed powers in the late 1970s when he nearly died trying to stop members of a local warlord’s army from raiding a South East Asian village he was working out of studying local aquatic life. What Hendricks had been unaware of was the fact that the warlord was being secretly supported by a shell company of Noxxor Industries, who had already reacted to the attack; producing doctored evidence that presented Hendricks as a dangerous ecoterrorist and superhuman criminal, creating the villainous persona of the Mariner for the young scientist - a heartless and unstable marine marauder and pirate who blamed humanity for polluting the oceans.
Thus, when Hendricks attempted to approach the authorities, he was attacked and nearly captured. Narrowly escaping, he realized he could get no justice for himself or Noxxor’s offenses through normal channels. Angry and alone, he decided that he would use Noxxor’s slander to his advantage and became the Mariner, deadly foe of all who would destroy the world’s oceans. Hendrick’s new, extremist persona soon attracted many allies; some were mercenaries looking for a share of the Mariner’s operation, while others were passionate environmentalists, scientists, and engineers. Using resources salvaged, seized, or stolen from various wrecks, marine facilities, research vessels, and military warship of various nations, the Mariner oversaw the construction of underwater bases to house his followers, then built the Nemo, a specially-armed and armored experimental submarine. Thus armed and supplied, the Mariner began a campaign of piracy and terror against Noxxor Industries and other organizations he believed were poisoning and destroying the world’s marine environments.
In the years that followed, the Mariner grew his organization through careful recruitment and aggressive aquatic assaults on key targets, while experiencing several run-ins with various heroic Alphas, especially those who also have an aquatic theme. While Hendricks came out on top of those conflicts, either escaping or defeating his foes using his weaponry and resources, he began to feel the burden of his war. At first authorities simply thought the Mariner was planning some new plot, but as time went on and he committed no new crimes they began to wonder what he was doing with his time.
That answer came just over a decade later when a new Mariner appeared on the scene, using much of the same advanced technology the original had, and while it was clear she was her father’s daughter, the new Mariner was much more willing to use violence to achieve her goals than her father was. Which has led to her clashing numerous times with members of the Vanguard over the years since her debut, though she is very much her father’s daughter as she has managed to have never been captured and tried for any of her crimes to date.
Mariner’s Marauders:
PL: 5
Strength 2
Stamina 1
Agility 1
Dexterity 2
Fighting 5
Intellect 0
Awareness 1
Prescience 0
Skills: Acrobatics 2 (+3), Athletics 5 (+6), Expertise [Marine Sciences] 3 (+3), Intimidation 5 (+5), Perception 3 (+4), Ranged Combat [Speargun] 3 (+5), Stealth 5 (+6), Technology 3 (+3), Vehicles [Sea] 3 (+5)
Advantages: Equipment 2, Favored Environment [Aquatic], Teamwork
Powers: Marine Marauder Armor: (Removable –4 pts) [16 pp]
Aquatic Adaptation Apparatus:
Immunity 4 [Environmental Cold, High Pressure, Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Aquatic Camouflage: Feature 1 [+5 circumstance bonus to hide in aquatic environments]
Armored Exolayer: Protection 4
Goggles: Senses 3 [Darkvision, Infravision]
Waterjet Propulsion System: Swimming 6
Offense: Initiative +1
Melee Attack +5
Ranged Attack +2 // Speargun Attack +5
Defense: Dodge +7
Parry +7
Toughness +5*/+1 [*Marine Marauder Armor]
Fortitude +5
Will +5
Equipment: Underwater Weapons Array:
Speargun: Ranged Piercing Damage 4
-Taser Darts: Ranged Affliction 4 [Dazed Stunned, Incapacitated]
-Knife: Strength-Based Slashing Damage 1 (Feats: Improved Critical, Variable Descriptor [Slashing])
Costs: Abilities 24+ Skills 11+ Advantages 4+ Powers 16+ Defenses 14= 69 pts.
Art by phil-cho on Deviant Art