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Lord Steam (PL 8)

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Lord SteamLord Steam.jpg
Power Level: 8 (250/250) [254]
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

Edited by Fox
Adding full pp tally to sheet.

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Character Name Charles Blakely EsqBlakely.jpg
Power Level: 6

Power Points: 90/90
Unspent Power Points: 0
Trade-Offs: +2 Attack / -2 Damage 
Birthplace: Earth Victoriana Dimension, Canterbury, England

 

Residence: Steam Mansion, Freedom City
Occupation: Butler
Affiliations: Lord Steam (less directly, Gov’t of Earth Victoriana)
Family: Horatio Blakely (Brother, Admiral), Maurice Blakely (Son, Newspaper Writer)

 

 

Description:
Age: 59
Apparent Age: 59
Gender: Male
Ethnicity: Caucasian
Height: 5’10”
Weight: 70 Kgs
Eyes: Grey-Blue
Hair: 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: -0

Saving 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 by Supercape

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Notes: To replace preexisting sheet as large update. 

Blakely is unchanged bar a change in type of Favoured Opponent. 

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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.

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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)

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