Jump to content

Lord Steam (PL 10/12) - Supercape (Impervium)


Recommended Posts

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 2Feats: 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 4Feats 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: 5’10â€

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

Edited by Fox
Reverting pp edit, made to the archived sheet by mistake.
Link to comment

Due to our house rules, you only retain a Defense Bonus when flat-footed for even values. So you would have a +2 FF Defense with a +5 Defense.

You have 48 ranks for 12pp, not 46.

You need to alphabatize your feats.

The fluff could use some flushing out.

Link to comment
  • 2 weeks later...
  • 2 weeks later...
  • 3 years later...
×
×
  • Create New...