Dureign wrote:@Sid: What's there not to get? "I call X" is just a friendly way of indicating what you are working on, so don't touch it lest you be castrated.![]()
Being castrated would be bad of course.
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Dureign wrote:@Sid: What's there not to get? "I call X" is just a friendly way of indicating what you are working on, so don't touch it lest you be castrated.![]()

Sid wrote:Dureign wrote:@Sid: What's there not to get? "I call X" is just a friendly way of indicating what you are working on, so don't touch it lest you be castrated.![]()
Being castrated would be bad of course.









Professor Victor Fries, former Fellow of the Royal Society, a student of Michael Faraday and William Thomson, Lord Kelvin, and frequent collaborator with Nikola Tesla, was a pioneer in the burgeoning field of cryogenics and thermodynamics. Fries found himself the professional rival of another brilliant thermodynamicist, Michael Rory, a notorious pyromaniac. This rivalry limited itself to simply insults and minor acts of laboratory sabotage, but when famed detective Sherlock Holmes consulted with Fries to foil a criminal plot by Professor James Moriarty involving liquid nitrogen and the Crown Jewels, the Napoleon of crime called upon his secret protege, Rory, to enact revenge on Fries.
Tragically, a laboratory accident - perpetrated by those selfsame villains - claimed the life of his beloved wife Nora and afflicted Victor with the world's first and only case of chronic hyperthermia.
Driven to near madness with grief, Fries turned his radical cryodynamic inventions into a suit powered by "antisteam," which not only regulates his hyperthermia but enhances his strength, durability, and allows him to operate his various antisteam weaponry. Unable to locate Michael Rory (now calling himself Heat Wave) and Moriarty to exact his revenge, Freeze was poised to attack the Royal Society itself - when Lord Gotham's Guild of the Bat, aided by Sherlock Holmes, located him in the nick of time and convinced him to join them in their crusade in return for aid in locating the evil Heat Wave and Professor Moriarty.
Now calling himself Mister Freeze, the cryogenics genius has turned his antisteam technology on the enemies of justice, because in his icy heart, he knows that vengeance is simply justice that has frozen over.
Mister Freeze
PL7 / 105 points
Abilities: (16 points)
Str 6[0], Sta 0, Agl 0, Dex 0, Fgt 2, Int 4, Awe 2, Pre 0
Powers: (51 points)
Antisteam Gun: Array (27 points), Easily Removable (–12 points) • 18 pointsAntisteam Suit: Enhanced Advantages 1 (Favored Environment: Extreme Cold); Enhanced Strength 6; Immunity 4 (Environmental Heat, Pressure, Radiation, Suffocation); Protection 9, Impervious; Removable (-7 points) • 28 points
- Cold Blast: Ranged Damage 9, Resisted by Fortitude • 27 point
- Antisteam Blast: Ranged Transform ? (Steampowered Objects to Broken Objects) • 1 point
- Ice Objects: Create 9, Innate, Subtle, Permanent • 1 point
- Icy Snare: Line Area Ranged Affliction 7 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Cumulative, Limited Degree • 1 point
Cryo-Preserved: Immunity 5 (Cold damage) • 5 points
Advantages: (2 points)
Inventor, Languages (English; Base: German)
Antisteam Suit: Favored Environment: Extreme Cold
Skills: (19 points, 38 ranks)
Close Combat: Unarmed 3 (+5), Expertise: Cryogenics 10 (+14), Expertise: Science 10 (+14), Ranged Combat: Freeze Gun 5 (+5), Technology 10 (+14)
Offense:
Initiative +0
Antisteam Blast +5 (Ranged Transform ?)
Cold Blast +5 (Ranged Damage 9, Resisted by Fortitude)
Icy Snare - (Ranged Line Area Affliction 7)
Unarmed +5 (Close Damage 6)
Defense: (17 points)
Dodge 4 Parry 4
Toughness 9(I), Fortitude 6, Will 7
Abilitites 16 + Powers 51 + Advantages 1 + Skills 19 + Defenses 18 = 105
Complications:
Obsession: Wants revenge on Heat Wave and Professor Moriarty
Relationships: (with approval) Nikola Tesla, Sherlock Holmes
Reputation: Considered heartless and emotionless
Responsibility: To the Guild of the Bat
Weakness: If Mister Freeze is exposed to above-freezing temperatures outside of his Antisteam Suit, his Stamina becomes Impaired, Disabled, then Debilitated.
Note: His combat role is obvious: slow moving antisteam powered tank on legs. Since character development and investigation is the focus of this game, I wanted to draw in Sherlock Holmes and James Moriarty, as well as the whole weird world of Victorian science - and who doesn't like Nikola Tesla. Since steam is the phlebotinum of this genre, I decided to create "antisteam" - along the lines of antimatter. Its preposterous, sure, but I imagine "antisteam" as being a freezing gas (that doesn't de-sublimate moisture) that powers engines via compression, as opposed to the expansion of steam in turbines/pistons.
Mister Freeze's investigative role is primarily that of scientific expert, and inventor distant second. I can easily remove Inventor and lower Technology if someone wants to go for a more pure steampunk gadgeteer.



Possible Artificed Devices wrote:Compass of Travel [4 hours / 16 hours: Teleport 6, magical, technological, 1800 feet in a move action, carrying 50 lbs.; Extras: Accurate, Portal; Flaws: Medium: mirrors] Cost: 24pp
Crossbow of Elements [2 hours / 16 hours: Damage 7, magical, technological, DC 22; Extras: Increased Range: ranged, Variable Descriptor: close group - elemental] Cost: 15pp
Gauntlets of Levitation [2 hours / 8 hours: Flight 4, magical, technological, Speed: 30 miles/hour, 500 feet/round; Extras: Affects Others] Cost: 12pp
Ocular of Truth [2 hours / 8 hours: Linked Enhanced Trait (Investigation +8 (+10), Perception +4 (+11)), Senses 6 (acute sight, counters illusion (visual), extended vision 1, infravision, microscopic vision 1) Cost: 12pp
Spectral Chains [2 hours / 16 hours: Affliction 7, magical, technological, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 17; Extras: Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Flaws: Limited Degree] Cost: 15pp
Telescope of Scrying [8 hours / 16 hours: Remote Sensing 8, magical, technological, Affects: 3 Types - visual and auditory, Range: 1 mile; Extras: Subtle: DC 20+rank] Cost: 25pp
Updated complications and powers 6/24.
Updated background 06/11.
Blackstone is not anti-social. He isn't a loner so much as he doesn't feel he has time for much frivolity. His mission is his life. He is not without empathy or feeling. He just sets his sights on a goal and goes after it.
Nothing would please him more than to encounter a like-minded individual. Any magical being would instantly fascinate him. Impressing people with his feats fills him with pride. He yearns for popular approval, but rarely seeks it on an individual basis.
He feels he is destined for greatness but has not yet achieved it. He will gladly work with anyone who can help him attain his goal.


Iron Ghost - PL 7
Strength 0, Stamina 4, Agility 8, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0
Advantages
Agile Feint, Benefit, Ambidexterity, Close Attack, Equipment 1, Hide in Plain Sight, Improved Initiative, Luck 2, Quick Draw, Second Chance: Traps, Skill Mastery: Technology, Ultimate Effort: Technology
Skills
Acrobatics 1 (+9), Deception 5 (+5), Investigation 5 (+5), Perception 8 (+8), Persuasion 5 (+5), Sleight of Hand 8 (+8), Stealth 2 (+10)
Powers
Iron Ghost
. . Immunity: Immunity 20 (Very Common Descriptor: Metal)
. . Movement: Movement 2 (Permeate 2: speed rank -1; Limited: Metal Only, Permanent)
. . Alternate Effect: Disassemble: Transform 7 (Affects: 1 Thing > 1 Thing - Assembled to Disassembled, Transforms: 100 lbs., DC 17; Increased Duration: continuous; Inaccurate: -2, Limited: Objects with Metal Parts Only, Only Removes Metal Parts, Uncontrolled)
Natural Climber: Movement 1 (Wall-crawling 1: -1 speed rank; Permanent)
Natural Thief: Enhanced Trait 6 (Traits: Technology +12 (+12); Limited: Security and Demolitions only, Permanent)
Equipment
Camo Clothing, Heavy Club, Leather Armor
Offense
Initiative +12
Heavy Club, +9 (DC 18)
Disassemble: Transform 7, +7 (DC Dog 17)
Grab, +9 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +9 (DC 15)
Complications
Accident: His powers aren't fully under control. He has increasing difficulties in everyday life as steam power and mechanical devices become more prevalent. He occasionally will unintentionally make metal and non-metal parts separate if he bumps them.
Enemy: Lord Zedock, Ruler of East End, a powerful criminal boss in the East End area of London
Honor: No killing. No violence against innocents except if needed to escape when caught, and then its the barest minimum needed.
Motivation: Acceptance: He seeks to make amends for his past crimes and repay society.
Reputation: Dishonorably discharged. Former criminal. Seen as a snitch and a turncoat by his former criminal comrades
Languages
English
Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 5, Will 7
Power Points
Abilities 40 + Powers 28 + Advantages 12 + Skills 17 (34 ranks) + Defenses 8 = 105
Background:
Gender: Male
Age: 25
Height: 5' 10"
Weight: 165 lbs.
Hair: Black
Eyes: Green
Silas Harrison never was able to keep his hands off other peoples things. He was able to hide this fact long enough and well enough to get into Her Majesty's Armed Forces. He even made his way into the Air Corps as an engineer on the new airship fleet. Unfortunately he pilfered from the wrong junior officer and got caught red-handed.
Flogged and dishonorably discharged he returned to civilian life where he turned to his bad habit as a way to make money. This worked well for him and he earned a deserved reputation as a good second story man and safe cracker. He also earned a reputation as a bit of a Robin Hood. He would only target his thefts at rich people or large companies that were known for poor treatment of their workers. His non-violence led him into difficulties at times with potential employers who were looking for a more smash and grab kind of thief.
Eventually a powerful criminal boss with rumored ties to the Commissioner of Scotland Yard had had enough of Silas' refusal to do things his way and seeing him as a possible troublemaker in the future, decided Silas needed to go.
Luring Silas in with a potentially very lucrative job that would involve no smash and grab was easy. Convincing him to target a chemical company that was known as a front for The Cluemaster wasn't. Silas was eventually won over with promises of a larger cut of the profits and protection should his part in the theft become known.
Everything was going fine on the job until Silas cracked open the safe. This set off the trap Silas hadn't seen while opening the safe. The chemicals that sprayed out of the safe incapacitated Silas quickly and goons quickly closed in on Silas.
He came to wrapped in chains and suspended upside down over a waste vat of caustic chemicals. He was still woozy and feeling weird from the traps chemicals when his employer, self-titled Lord Zedock, Ruler of East End, started speaking. Explaining that this was all a setup and The Cluemasters minions had been eliminated and he now owned the chemical company, Zedock dropped him into the vat.
Luckily for Silas this triggered his powers. He's not sure if it was the chemicals, divine intervention, or something he always had within himself, but he is grateful they kicked in when they did. The chains fell away as he fell into the vat and he was able to swim to, and to his surprise, through the metal side of the vat. Crashing to floor and frantically removing what clothing was left he realized he was incredibly lucky to have survived his dip with little actual damage.
Lord Zedock was surprised as well but recovered quickly enough to command his goons to fire on Silas. The bullets passed right through him and Silas, not wanting to push his luck any more ran for the nearest exit.
Escaping back to his flat after a brief dip in the river to cleanse himself of whatever chemicals may have been left, he gathered his clothes and attempted to grab his stash of money and a replacement dagger. Unfortunately his coins and dagger wouldn't move as his fingers passed right through them. Trying to scoop them up in a bag was no more successful, they would fall out within seconds of him holding the bag. Abandoning the effort he grabbed his prowlers clothes, backup leather jacket and what little paper money he had in his stash and fled into the night.
Escaping Zedock wasn't easy but he made it. Living on the street and putting some serious thought into his future for the first time ever led him to realize what a mess he had made of his life and how difficult his criminal enterprises would be to continue. He resolved to turn over a new leaf and try to repay his debts to society.
After a couple weeks his prospects for honest work were wearing thin and his small stash of paper money was almost gone. He was surviving with the help of The Spoilers when rumors of a new anti-criminal organization, composed of people with paranatural abilities like his, and outside the corrupt halls of Scotland Yard, reached him. He decided that he would seek their help with learning to control his abilities and offer his services in exchange to try and make up for his past misdeeds.




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