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Found 10 results

  1. ... All be aware that a special transdimensional craft, the Seeker of Perpetual Harmony [Image Enclosed] is active in the Sol system. A reward is offered for any data people can collect on the vehicle, especially if it can be convinced to return to the station. The vehicle isn’t dangerous but is single-minded in its mission across the dimensions... Praetorian Bulletin, CoVic Station Liberty Park, Freedom City, United States, Sol III System 09:00 EST 3rd January 2019 To those on the planet itself knew nothing of this craft, for all they knew it was a strange silver craft shaped vaguely like a Horseshoe Crab. Even though it was a new year it was more or less business as usual with the craft hovering just above the ground in Liberty Park. Apparently, it was waiting patiently for people to turn up to investigate its sudden arrival in this local. Not that it had to wait long in a city of heroes...
  2. Character Name Lord Steam Power Level: 8/15 (211/250PP) [254] Unspent Power Points: 39 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 35 (DOB 03/03/1981) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: 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. 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 + 12 + 12 + 10 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving 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: 184 R = 46 PP Acrobatics 4 (+8) Skill Mastery Bluff 8 (+13) Craft (Chemical) 4 (+10) Craft (Mechanical) 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Craft (Structural) 4 (+10) Diplomacy 8 (+13) Disable Device 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Disguise 4 (+9) Drive 4 (+8) Handle Animal 4 (+9) Intimidate 8 (+13) Investigate 12 (+18) Second Chance, Additional +2 with Masterwork Tools Knowledge (Art) 4 (+10) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Civics) 4 (+10) Knowledge (Life Sciences) 4 (+10) Knowledge (Physical Sciences) 8 (+14) Knowledge (Technology) 12 (+18) 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 (+9) Pilot 4 (+8) Ride 4 (+8) Search 12 (+18) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 53 Attractive [High Society Natural] Assessment Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Favoured Opponent 2 (Robots, Criminal Masterminds) Equipment 16 Grappling Finesse Improved Disarm Improved Initiative 1 Improved Pin Improved Sunder Inventor Master Plan Minions 6 (Blakely) Power Attack Second Chance 3 (Investigate, Notice, Search) Skill Mastery 1 (Acrobatics, Craft [Mechianical], Disable Device, Medicine) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Weapon Break Equipment 80 EP = 16 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, Power System, Security System 5 [DC 40], Stables**, Staffed, Workshop) [25 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] Masterwork Tools [Investigation, Mechanical, Disable Device] [3 EP] Rebreather [1 EP] Flash Goggles [1 EP] Splendid Brass Magnifying Glass [1 EP] (Microscopic Vision 1, x5 time to notice/search) Walking Cane (Damage 2, Feats: Thrown, Mighty) [4 EP] Steam Powered Pistol (Blast 4, Feats: Subtle, Non Lethal Ammunition) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane Touch DC 19 Tough Damage Revolver Ranged DC 19 Touch Damage Totals: Abilities 54 + Combat 48 + Saves 10 + Skills 46 + Feats 53 = 211/250PP
  3. Lord Steam Power 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 Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: 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: 37 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: 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: -2 Saving 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
  4. Lord Steam Lord Steam is an interdimensional ambassador. He originates from, and works for, the English empire of Earth Victoriana. In this dimension, none of the colonies of England fell, making it the dominant world super power (albeit in a world that is pure steampunk in flavour). There are other major colonial powers, such as France and Spain, although they are lesser in strength and scope. Whilst the English Empire has the most military and economic power (by a palpable but not major margin), it is not without enemies. In particular, the Catholic Church (and the Inquisition) are major enemies in the political and psychological domain, as they resent the Church of England. Lord Steam is in hot political water in his home dimension, having wrought the Ire of the powerful Lord Bellowforth (whose daughter became Lord Steam’s little fancy). It was thought best by all (including the Ministry of Extraordinary Affairs) that Lord Steam take an indefinitely long position on Earth Prime (Or Earth Americana, as they call it), to stay out of trouble. Of course, this means he can get into trouble on Earth Prime, Freedom City. The Interdimensional Embassy Steam Manor is located just outside of Freedom City (the North). It has been purchased and financed by the Government of Earth Victoriana, although Lord Steam engineered its architecture to fit the style of his own Manor. It is an antique building with a stately home feels and extensive grounds, where horses graze. A peculiarity of the building is its steam punk feel and the relative paucity of electronics. For instance, the library is full of written and printed tomes rather than large amounts of data stored on computers. The Embassy / Manor is staffed by Earth Prime attendants who like the eccentricity of the place. However, Mr. Charles Blakely is the head butler, a skilled man who also hails from Earth Victoriana. The Duties of the Ambassador Interdimensional embassies are a new thing, and nobody really understand them. Earth Victoriana’s government is at the very least neutral towards the United States and the rest of Earth Prime, and is probably a sort of ally. There is information sharing and mutual assistance in the case of interdimensional threats. The thorny issue of interdimensional extradition still needs diplomacy. It is these matters that Lord Steam (or the Ambassador) needs to navigate. They rarely occur, but they are serious one they do. Hence, the job can be considered largely symbolic (thus affording Lord Steam plenty of free time), with the occasional state function. However, on rare occasions it can become a very tense game indeed. Interdimensional Crime Sleuth Lord Steam is a skilled diplomat. But he is a master inventor and, more pertinently, a master sleuth. Solving crime has always been a major passion; the more challenging the case, the better. In this regard he has thrown himself open as “Consulting detective” on Earth Prime. He has pretty reasonable relationship with Freedom City Police (by and large), who respect his expertise whilst sometimes finding him a bit too arrogant for truly warm relationships. It is fair to say that he gets result, and has dealt with the police fair and square, so for the most part they are amicable. Beyond this relationship, Lord Steam has a particular interest, and perhaps role, in tracking down any criminals from Earth Victoriana whom may have escaped to Earth Prime. This is a rare occurrence – for interdimensional travel is rare at best – but it has happened. And this is where things get tricky. The Extradition agreement between the two dimensions is complicated and fudged. And sometimes not in the government of Earth-Victoriana’s best interest. From time to time, Lord Steam has been called in to navigate this difficulty. He does not enjoy such spycraft, but he does enjoy his easy life with few demands. He has tried to surreptitiously get some feeling wanted men (and women) back to Earth Victoriana with the “Minimum of diplomatic incident”, as he puts it. Bartitsu, the Martial Art of the Gentleman Bartitsu is the favoured martial art of the Earth Victorian Gentleman (and Gentlewoman). It is a fusion of Japanese and European Martial Arts. Lord Steam would not be so bold as to say he was a master of this complex art, but he is certainly an expert. Bartitsu revolves around rapid dangerous punches, slaps and kicks at short range, and using a walking cane in combination to trip, distract or strike assailants. Some fencing moves are used, in particular having emphasis on disarming an opponent quickly. At closer range, Bartitsu teaches joint locks and manipulation, and grappling techniques including chokeholds. It is an effective martial art for any Gentleman (or women). Its unusual form can make it surprisingly effective on Earth Prime.
  5. GM 6:00 PM, August 7th. The Bedlam Arms Hotel was the city's ritziest, projecting an aura of aged elegance that was particularly impressive given that the building was less than five years old. It was common for fleets of limousines to arrive, slipping through the smog of the Babylon district to drop off their passengers in the enclosed entryway, away from the poor. But tonight there was a virtual traffic jam of the vehicles, their drivers jockeying frantically for position - their jobs were on the line, as their irritated tuxedoed passengers told them between bursts of swearing. For this was not just any business conference or celebrity dinner. This was the Grant Conglomerate's Miracle Gala, and everyone who was anyone would be there, watching and judging through jaded and avaricious eyes. Grant's stark, efficient corporate banners clashed oddly with the gaudy, vaguely rococo decor of the hotel's interior, but no one was looking. Instead they were peering into the mass of twenty-thousand dollar suits and daring dresses, trying to pick out the power players. Short, fat Chase Pennington Sr., the sixty-five year old ruthless landlord of half the apartments in Hardwick Park, stood by the entryway, bellowing racist comments about the state of the city. His doughy son Junior, singularly unattractive but wearing diamond cufflinks and a watch worth half a million dollars, had his arm around a visiting Slovenian model, who had to bend almost in half to allow it and kept quietly redirecting his hand away from her chest. Doug Nylander, tall and athletic beneath his crown of distinguished grey hair, stood by the punch bowl - and no one was drinking any, for fear of coming too close to that coiled viper. His pretty blonde wife Wisteria, already buzzed on more than alcohol, hummed quietly to herself, lost somewhere far away. His daughters, Madison and Jenny, wore dresses that would certainly not be allowed at their high school, drinking in the attention that came with being the prettiest people in the room - even though much of it came from men twice their combined age. Horatio Hoggard III gorged himself on a plate of ribs, his jowls stained with barbecue sauce, while Dr. B. Hugo Lurman talked excitedly with a Grant representative about untested medicines, stopping every few words to go through a series of half a dozen nervous tics. That accounted for the old money, but many eyes were on the new. This wasn't just Vivian Howle's first appearance in Bedlam; it was her first public appearance anywhere since her son Jason, a Bedlam cop, had been killed in the line of duty. Though nearing sixty, she looked good for her age, her close-cropped hair dyed back to the light brown of her youth and the results of her daily exercise apparent. She wore a black business suit that could match any man in the room for elegance and stood with her head held high, otherwise unadorned. As CEO of Howle Chemical, half of the massive Howle-Brandt Consortium, she needed to project confidence. So when socialites approached her, smiling shark smiles with crocodile tears in their eyes, and gushed how sorry they were for her loss, she managed to thank them. It was a moment for mingling before speakers, dinner, and dancing, and all eyes were alert. It was rumored that someone all the way from Freedom City would be in attendance...
  6. Lord Steam Power Level: 9/14 (206/211PP) Trade-Offs: +4 Attack / -4 Damage (for revolver, +5 attack/-5 Damage), +5 Defense / -5 Toughness Unspent PP: 6 Progress To Impervium Status: 100/150 (Platinum Status earned with Supercape) In Brief: Steampunk Sherlock Residence: Steam Manor, North Bay, Freedom City Alternate Identities: Lord Lucien Lockwood Identity: Public Birthplace: London (Earth Victoriana Dimension) Occupation: Aristocrat Gentleman / Diplomat. Affiliations: Ministry of Extraordinary Affairs (Earth Victoriana) Family: Lord Lombard Lockward, elderly aristocrat. Residence / Base: Steam Manor (North Bay) Age: 32 (DoB: 03/03/1981) Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 85 Kgs Eyes: Blue-Green Hair: Brown Description: "Lord Steam", or Lord Lucien Lockwood, is the official diplomat from Earth Victoriana to Earth Prime, and has volunteered for the Job as it sounded so damned exciting. He is a famous adventurer, inventor, and detective, and whilst perfectly able as a diplomat, he can't help throwing himself into the service of Freedom City and rushing to meet any adventure. Physically he is a handsome man in his prime, tall, athletic, with a mop of hair who wears excellent quality 19th Century fashion clothes. Power Descriptions: None. Whilst Lord Steam is a polymath, athlete, and dripping in wealth, he has no human powers. His mental functioning approaches human maximum potential. History: Lord Steam is part of a very wealthy aristocratic family from Earth Victoriana. All his life, he has been a curious even reckless adventurer. It became obvious from an early age that he was a polymath, and a restless one at that, always keen to stretch his mind to some puzzle or another. Even as a teenager, he had taken to solving crime as a hobby. and he has become well known as an amateur sleuth. After a stint at Oxford studying the classics, he has since driven his own education in a variety of fields, including engineering, forensic science, and pretty much anything he can wrap his head around. A restless soul, he has taken to all sorts of philanthropic work over the past eight years, such as help improve railway design, campaign for human rights, improve factory working conditions etc. Alongside this he has been an avid cricket player, and a hit on the social circuit with a reputation for magnificent parties and great wit. More recently, crime has been his hobby, and it looks like this one will stick. He has taken up the martial art of Baritsu and become a skilled fighter. Whilst he has had a few bar room brawls with seedy and rude gentlemen, his main goal is the apprehension of master criminals and the solving of mysteries. Crimes where he can put his superior intellect to bear alongside his martial prowess. When interdimensional contact between Earth Victoriana and Earth Prime was made, Lord Steam instantly volunteered to be official dimplomat to the Empire in this wonderful new dimension - unable to resist the lure of its magnificent adventures and tales. And whilst he does, technically serve in some limited capacity as a diplomat, his real reason for coming to Freedom City is to continue his adventures, solve crime, and be a hero! Technically as an interdimensional envoy, he has diplomatic immunity in this dimension (At least to most nations), but he has hardly one to break the Law - at least intentionally. 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: Whilst generally fearless and a man of action, and not afraid to jump into the thick of a brawl, Lord Steam prefers to use intellectual masterstrokes and battles of wits. If he can outwit an opponent, so much sweeter the victory. Goading, taunting, trickery, and planning are all spices to his fight. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it. 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: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour. Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam. Abilities: 6 + 8 + 8 + 12 + 12 + 10 = 56PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 26 + 28 = 54PP Initiative: +8 Attack: +13 (+14 with masterwork revolver) Grapple: +21 Defence: +14, +7 Flat Footed Knockback: -2 Saving Throws: 2 + 6 + 2 = 10PP Toughness: +4 Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wis, +2) Skills: 156R = 39PP Bluff 10 (+15) Craft (Chemical) 4 (+10) Craft (Mechanical) 14 (+20) Craft (Structural) 2 (+8) Diplomacy 5 (+10) Disguise 4 (+9) Disable Device 14 (+20) Drive 4 (+8) Gather Information 2 (+7) Intimidate 5 (+10) Investigate 14 (+20) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Physical Sciences) 4 (+10) Knowledge (Technology) 14 (+20) Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish) Notice 14 (+20) Perform (Keyboards) 2 (+7) Pilot 4 (+8) Ride 4 (+8) Search 14 (+20) Sense Motive 9 (+15) Sleight of Hand 2 (+6) Feats 47PP Attractive Benefit 6 (Diplomatic Immunity, Earth Victoriana Culture, Status [Aristocrat], Wealth 3 [Filthy Rich]) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Equipment 16 Favoured Opponent (Robots) Improved Block Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Inventor Grappling Finesse Master Plan Minion 6 (Charles Blakely, Butler) Power Attack Takedown Attack Uncanny Dodge (Auditory) Weapon Bind Equipment: 16PP = 80EP 1 + 4 + 1 +1 +1 + 1 +1 + 10 + 39 + 21 = 80 Concealable Microphone [1 EP] Fine Baritsu Walking Cane (Damage 2, Feats: Mighty, Thrown) [4EP] Flash Goggles [1EP] Masterwork Investigative Tools [1EP] Masterwork Mechanical Tools [1EP] Mini-Tracer [1 EP] Rebreather [1 EP] Steam-powered Revolver (Blast 4, Feats Stun Ammo, Masterwork) [10EP] Vehicle Array (37EP Base, Alternate Vehicles 2) [37EP] Vehicle no1: "Bessie, the Steam Powered Horseless Chariot" [37EP] Strength: 35, Speed: 5, Defence: -2, Toughness: 13, Size: Huge, Features: Alarm, Caltrops, Oil Slick, Smokescreen, Hidden Compartments [12EP] Powers [25EP] Speed 5 (250mph) [5EP] ("Steam powered wheels!") Blast 5 (Extras: Autofire 1, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns) Super-Senses 1 (Radio) Vehicle no2: "Alice the Underwater Ship" [37 EP] Strength: 70, Swimming: 5, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm, Hidden Compartments [10EP] Powers [26EP] Swimming 6 (100mph) [6EP] Blast 5 [10EP] + Snare 5 (Extras: Linked, Flaws: Entangle Only, Feats: Tether) [6EP] (Harpoon Cannon) Super-Senses 1 (Radio) [1EP] Super-Senses 6 (Ultra-Hearing, Accurate, Extended 1) [4EP] (Sonar) Vehicle no3: "Cressida the Dirigible" [35EP] Strength: 50, Flight: 4, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm [6EP] Powers: 28EP Blast 5 (Extras: Autofire, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns) Flight 5 (250mph) [8EP] Super-Senses 1 (Radio) [1EP] Headquarters: "Steam Mansion" (20EP, Alternative HQ 1) [21EP] Size: Large, Toughness 10, Features: Communications, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Stables, Staffed, Workshop Note: Grounds increases Size to Gargantuan for the purposes of gardens, estates, etc (used in 3E); Stables functions as Garage for horses and similar animals. Alternate HQ is identical to above, but located in Earth Victoriana Dimension. Powers 0PP None Drawbacks -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Cane Touch DC20 Toughness (Staged) Damage (Physical) Revolver Ranged DC19 Toughness (Staged) Damage (Physical) Totals: Abilities (56) + Combat (54) + Saving Throws (10) + Skills (39) + Feats (47) + Powers (0) - Drawbacks (0) = 206/211 Power Points Player Name: Supercape Character Name: Charles Blakely Esq. Power Level: 6 (90/90) Trade-Offs: +2 Attack/-2 Defence, +2 Defence/-2 Toughness Unspent Power Points: 0 In Brief: Ex-Army Butler Birthplace: Canterbury, England (Earth Victoriana Dimension) Occupation: Butler / Aide Affiliations: Lord Steam Family: Horatio Blakely (Brother, Admiral), Maurice Blakely (Son, Newspaper writer) Description: Age: 59 Apparent Age: 59 Gender: Male Ethnicity: Caucasian Height: 5’10†Weight: 63 Kgs Eyes: Blue Hair: Grey-Black Charles Blakely looks like a mature man with a thin build and a refined air. History: Charles grew up in a Military Family, and soon was doing the tours of Africa and India.His career came to an end (as a Sergeant) when he was stabbed by a Zulu Spear in the leg. A nagging injury and middle age put paid to his career, and, truth be known, he was looking for something else at that point anyway. His impressive credentials and service ended up with him meeting Lord Steam, and being taken on as an aide and head butler.A proper Englishman, Blakely soon adapted to this life, acting as a rather stiff and mannered caretaker of the wild genius that was Lucien Lockwood. He has one child, born out of wedlock, aged but 25, who is a roving reporter for a newspaper in London, Earth Victoriana, who constantly presses him for information and gossip, and gets into all sorts of trouble. Personality & Motivation: Charles is in general a slow, reflective, and measured man, always polite and diplomatic. That said, he has a desire to see the world and adventure, and enjoys the unusual and wonderful in the world. His main motivation is to observe the world, and Lord Steam, a man for which he has immense, but not unquestioning respect. He is rather passionate about good cooking, cleanliness, and manners. Powers & Tactics: Blakely has no powers and in general will not fight. He assists Lord Steam in more mundane duties, including driving and some of his mechanical work. That is not to say he will not take on a thug or two if needed. Whilst past the prime of his life, he is in reasonable shape and is a seasoned military officer. Abilities: 0 + 0 + 0 + 4 + 4 + 4 = 12PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +4 Attack: +8 (+9 with masterwork revolver) Grapple: +8 Defense: +8, +4 Flat-Footed Knockback: 0 Saving Throws: 4 + 2 + 4 = 10PP Toughness: +4 (+0 Flat Footed) Fortitude: +4 (+4) Reflex: +2 (+2) Will: +6 (+2 Wis, +4) Skills: 100R = 25PP Bluff 8 (+10) Craft (Cooking) 8 (+10) Craft (Mechanical) 4 (+6) Diplomacy 8 (+10) Drive 4 (+6) Handle Animal 4 (+6) Intimidate 4 (+6) Knowledge (Art) 4 (+6) Knowledge (Current Events) 2 (+4) Knowledge (History) 4 (+6) Knowledge (Tactics) 4 (+6) Languages 4 (English [Native], French, German, Hindi, Spanish) Medicine 4 (+6) Notice 8 (+10) Pilot 4 (+6) Ride 4 (+6) Search 4 (+6) Sense Motive 8 (+10) Stealth 4 (+4) Swim 4 (+4) Survival 2 (+4) Feats: 11PP Benefit 2 (Earth Victoria Culture, Diplomatic Immunity) Defensive Roll 2 Equipment 2 Jack of All Trades Improved Initiative Teamwork 3 Equipment 10 EP = 2 PP Steam Powered Revolver (Blast 4, Stun Ammo, Masterwork) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Revolver Ranged DC 19 Toughness Damage (Physical) Totals: Abilities (12) + Combat (32) + Saving Throws (10) + Skills (25) + Feats (11) + Powers (0) - Drawbacks (0) =90/90 Power Points
  7. GM Reginal Warrington IV's mansion, North Bay, Freedom City, New Jersey Saturday, May 24, 2014 9:15 PM Reginald Warrington IV was the curator of a local dinosaur exhibit, and the very example of old money. His work was merely a hobby funded entirely on the family fortune that he inherited. Hobby or not, the fact remained that in the circles Mr. Warrington ran he could not afford the loss in reputation that would have come about after the skeleton of a Tyrannosaurus Rex walked out of the exhibit and disappeared. Luckily, Lord Steam was on the case. The man used his impeccable investigative talents to not only track down the skeleton but bring the perpetrators to justice before any journalists could jump on the story. In gratitude Mr. Warrington has decided to throw a festive celebration in honor of his good fortunes. And partly to show off his exquisite manor with a view overlooking North Bay. Lord Steam gracefully accepted, not one to turn down an opportunity to play as hard as he worked. The guests were amongst the most affluent in Freedom City. Almost anyone wealthy enough to get a wing of a building named after them was likely to make an appearance. The street was filmed to the brim with expensive vehicles as if it were a an automotive show on display. The music from a live band hired to entertain the guests carried through the night air complimenting the ambience of the evening even further. It only took an hour from the evening to slip away from being a celebration of a job well done, and just become a party for the sake of partying.
  8. Steam Manor, 3rd August 2012 Once the Avian’s had been dropped off on the Canadian mainland the dirigible Cressida made good time back towards Freedom City. Whilst the ship made its way back to it’s “home†the more technically minded of the group quickly found the information they needed On arriving at the manor Lord Steam’s staff, as efficient as ever, had arrange for a light luncheon for them to enjoy whilst they planned there next move.
  9. previously on Something Fishy GM Bessie crossed the Lindroos Bridge, passed through Kingston bringing an unusual sight to the uniform suburbs, and finally arrived in North Bay, where the houses and buildings left place for a red, yellow and brown wall, made of maple and oak trees, hiding the mansions and villas behind a barrier of autumn colors shining beautifully in the sunlight. Bessie lifted clouds of dry leaves as Steam drove her towards the ambassador’s address. The mansion called the Purple Porch appeared behind a high laurel hedge. It was a Victorian mansion, built in Queen Anne style; it was painted with a faint yellow in and growing up to two stories and an attic set below a very steep roof covered in dark tiles; Bessie seemed almost more fit to be in the yard than the Audi A8 currently parked there. The mansion was slightly below road level, built so that the back yard would end in a small beach facing Great Bay. "Purple Porch" was probably inaccurate as a nickname, though. "Giant Purple Portico" was more precise in describing how the villa greeted the guests: a large portico held by five columns, all covered in a climbing plant still brightly green, and sporting giant purple flowers as wide as Frisbee disks, in complete contrast to the surrounding flora, flowerless and covered in autumnal colors. The fine gravel cracked under the shoes as the trio got out of the car.
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