Supercape Posted April 27, 2018 Posted April 27, 2018 (edited) Lord SteamPower Level: 8 (250/250) [256]Unspent Power Points: 0 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien LockwoodBirthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor)Occupation: Diplomat, Detective, AristocratAffiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs)Family: Lord Lombard Lockwood, Ederly Aristocrat Description:Age: 37 (DOB 03/03/1981)Apparent Age: 37Gender: MaleEthnicity: Caucasian (1/4 Indian)Height: 6’1”Weight: 85 KgsEyes: GreenHair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. He has all manner of intriguing and useful gadgets; in particular a spiffy walking cane (full of concealed tricks), and a spring powered Grapple-hook gun (The latter is of course not something one would bring to a dinner party normally). If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications:Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 16 + 12 + 12 = 60 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 26 (+8) Wisdom: 22 (+6) Charisma: 22 (+6)Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2)Skills: 220 R = 55 PP Acrobatics 8 (+12) Skill Mastery Buff 8 (+14) Craft [Art] 4 (+12) Craft [Chemical] 8 (+16) Skill Mastery Craft [Mechanical] 12 (+20) Skill Mastery Craft [Structural] 8 (+16) Skill Mastery Diplomacy 8 (+14) Disable Device 12 (+20) Skill Mastery Disguise 8 (+14) Drive 8 (+12) Skill Mastery Handle Animal 4 (+10) Intimidate 4 (+10) Investigate 12 (+20) Second Chance Knowledge [Art] 4 (+12) Knowledge [Behaviour Sciences] 8 (+16) Knowledge [Civics] 8 (+16) Knowledge [Earth Sciences] 4 (+12) Knowledge [Life Sciences] 4 (+12) Knowledge [Physical Sciences] 8 (+16) Knowledge [Technology] 12 (+20) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform [Keyboards] 4 (+10) Perform [Oratory] 4 (+10) Pilot 4 (+8) Skill Mastery Ride 4 (+8) Search 12 (+20) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 63 Attractive [High Society Natural] Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Distract (Bluff) Eidetic Memory Elusive Target Equipment 17 Evasion 2 Favoured Opponent 2 (Robots, Criminal Masterminds) Grappling Finesse Improved Critical 1 (Unarmed Strike) Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Improved Sunder Improved Throw Improved Trip Inventor Master Plan Minions 6 (Blakely) Power Attack Redirect Second Chance 3 (Investigate, Notice, Search) Set Up Skill Mastery 2 (Acrobatics, Craft [Chemical, Mechanical, Structural], Disable Device, Drive, Medicine, Pilot) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Equipment 85 EP = 17 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Security System 5 [DC 40], Stables**, Staffed, Workshop) [24 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Alternative Vehicle [“Nessie”, Identical Car base in Earth Victoriana] Usually Carried Equipment Multi Tool [1 EP] “Adventuring” Equipment (When out on a job) Flash Goggles [1 EP] Rebreather [1 EP] Tool Belt [15 PP Array, Feats: Alt Power 5) [20 EP] BP: Magnesium Flare (Dazzle 5, Extras: Area Burst) [15/15] AP: Incendiary Bomb (Damage 5, Extras: Range, Area Burst) [15/15] AP: Shiny Brass Hammer (Strike 2, Feats: Mighty) [3/15] AP: Splendid Sling Shot (Blast 2, Feats: Subtle) [5/15] AP: Methylene Cutting Torch (Corrosion 1) [3/15] AP: Sodium Light Glow Stick (Environment Control 2 Bright Light, Feats: Slow Fade 1) [5/15] Usually stored Equipment (E.g. In Boot of Car) Master work Mechanical Tools, Masterwork Investigating Kit [2 EP] Powers 10 + 6 = 16 PP Device 3 (15 DP, Flaws: Easy to Lose, Feats: Subtle [Appears to be a cane]) [10 PP] “Splendid Antique Cane” Cane Array (12 PP Array, Feats: Alt Power 3) [15 PP] BP: Damage 2 (Feats: Improved Critical 1, Mighty, Variable Descriptor [Slash, Pierce, Bludgeon]) [5/12 PP] “Blow from a Cane” AP: Paralyse 4 (Extras: Poison) [12/12 PP] “Poison Tip” AP: Stun 4 linked with Dazzle 4 (Visual, Extras: Alt Save [Fort +0], Flaws: Range [-1] Melee) [8+4=12/12 PP] “Mace Spray” Device 2 (10 PP, Flaws: Easy to Lose [-2]) [6 PP] “Grapple Hook Gun” Grapple Hook Array (8 PP Array, Feats: Alt Power 2) [10 DP] BP: Blast 4 (Feats: Improved Critical 1, Subtle, Drawback: Maximum range 100’ [-2])[8/8 DP] “Propelled hook!” AP: Flight 2 (25 Mph, Feats: Subtle, Flaws: Limited to towards Grapple hook point up to 100’ away) [3 DP] Linked with Super Movement 1 (Swinging) [2 DP] “Ascend!” AP: Trip 4 (Feats: Improved Critical 1, Subtle, Drawbacks: Maximum Range 100’ [-2]) [4/8 DP] “Go for the feet!” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane: Blow Touch DC 19 Tough Damage Cane: Spray Touch DC 14 Fort Dazzle + Stun Cane: Tip Touch DC 14 Fort Paralyze Grapple Gun Ranged DC 19 Tough Damage Grapple Gun Ranged Trip 4 Opposed Trip Brass Hammer Touch DC 19 Tough Damage Mg Flare Ranged/Burst DC 15 Ref/Fort Dazzle Incendiary Bomb Ranged/Burst DC 20 Tough Damage Sling Shot Ranged DC 17 Tough Damage Cutting Torch Touch DC 16 Tough/Fort Damage + Drain Totals: Abilities 60 + Combat 48 + Saves 10 + Skills 55 + Feats 63 + Powers 16 = 250/250 PP Edited June 16, 2019 by Fox +1pp for May 2019
Supercape Posted April 27, 2018 Author Posted April 27, 2018 (edited) Character Name Charles Blakely EsqPower Level: 6 Power Points: 90/90Unspent Power Points: 0Trade-Offs: +2 Attack / -2 Damage Birthplace: Earth Victoriana Dimension, Canterbury, England Residence: Steam Mansion, Freedom CityOccupation: ButlerAffiliations: Lord Steam (less directly, Gov’t of Earth Victoriana)Family: Horatio Blakely (Brother, Admiral), Maurice Blakely (Son, Newspaper Writer) Description:Age: 59Apparent Age: 59Gender: MaleEthnicity: CaucasianHeight: 5’10”Weight: 70 KgsEyes: Grey-BlueHair: Grey-Black Charles Blakely looks like a mature man who is still in fair shape, and has a refined air about him. There are is faint vestigial military manner to him. History: Charles Blakely grew up in a military family and, like his brother, signed up as a young man. His career ended with a Zulu spear to the knee. He had an Indian wife (now deceased), and had a young son, and needed gainful employment. Fortunately, he was a hard working, experienced man and found gainful employment with Lord Steam. Personality & Motivation: Charles Blakely is an astute man, but measured, polite and diplomatic. He has a slight snobbery towards rapscallions and riff raff. He has a desire to see the world. Powers & Tactics: Charles Blakely has no powers but is a very skilled butler. He has many skills that compliment this role, and also has a background as an accomplished rifleman doing tours in Africa and India. He does not enjoy violence, however. If pressed, he has his war memento, an ancient antique bolt-action rifle. His main function is as an aide, and, at times, he steps in as official diplomat. Abilities: 0 + 0 + 0 + 4 + 6 + 4 = 14 Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2)Combat: 12 + 12 = 24 Initiative: +4 Attack: +6, +8 Rifles Defence: +6 Grapple: +6 Knockback: -0Saving Throws: 4 + 4 + 3 = 11 Toughness: +0 Fortitude: +4 (+0 Con, +4) Reflex: +4 (+0 Dex, +4) Will: +6 (+3 Wis, +3)Skills: 112R = 28 PP Bluff 4 (+6) Craft (Cooking) 8 (+10) Craft (Mechanical) 4 (+6) Diplomacy 8 (+10) Drive 4 (+4) Gather Information 4 (+6) Handle Animal 4 (+6) Investigate 4 (+6) Knowledge (Art) 4 (+6) Knowledge (History) 4 (+6) Knowledge (Tactics) 4 (+6) Language 4 (English [Native], French, German, Latin, Urdu) Medicine 4 (+7) Notice 8 (+11) Pilot 4 (+4) Profession (Butler) 12 (+15) Ride 4 (+4) Search 8 (+10) Sense Motive 8 (+11) Stealth 4 (+4) Survival 4 (+7)Feats: 13 PP Attack Specialisation (Rifles) Benefit 2 (Diplomatic Immunity, Earth Victoriana Cultue) Equipment 2 Favoured Opponent (upper upper class) Improved Aim Improved Initiative 1 Jack of All Trades Precise Shot Teamwork 3 Equipment 10 EP = 2 PP Antique Bolt Action Rifle: Blast 4 (Feats: Improved Range 1, Progression Increase Range 1) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Rifle Ranged DC 19 Tough Damage Totals: Abilities (14) + Combat (24) + Saving Throws (11) + Skills (28) + Feats (13) + Powers (0) - Drawbacks (0) = 90/90 Power Points Edited April 27, 2018 by Supercape
Supercape Posted April 27, 2018 Author Posted April 27, 2018 Notes: To replace preexisting sheet as large update. Blakely is unchanged bar a change in type of Favoured Opponent.
Fox Posted May 26, 2018 Posted May 26, 2018 Abilities With 22 Charisma, Lord Steam would have a +6 Charisma bonus. Feats Your Favored Opponent feat will not provide a damage bonus for you. I imagine you already knew, but as sheet reviewer I do have to point that out. Just in case. Skill Mastery gives you four skills per rank - with 8 skills mastered, Lord Steam would have Skill Mastery 2, not Skill Mastery 8. I believe the actual pp spent is correct, though. Powers For my own visualization, how does the Multiple Weapon aspect of the cane work? If someone disarms the cane itself, how are powers retained? Is the mace spray separate from the cane itself, for instance? Totals The Powers bit appears to have fallen off the end of the pp total, though I believe the final tally is still correct.
Supercape Posted May 26, 2018 Author Posted May 26, 2018 Corrected Powers: The Alt Weapon / Multiple Weapon feats were hangovers and are not needed, which actually frees up 2 PP I have plowed into feats (Improved Sunder, Redirect)
Recommended Posts