FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD(CANCELLED)

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MacynSnow
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FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD(CANCELLED)

Post by MacynSnow »

Premise:
you were asked to come to the sitting room of a large,Stately building in Dowtown london,not more than 3 blocks away from the World famous Stranger's Club, in fact.The Woman that leads you in introduces herself as Dr.Alexandria Smythe-Reston,the one who'd summoned you all in fact.Apologizing for the deception,she explains that her Husband,Renowned Inventor Franklin Reston,was kidnapped by a man by the name of Solomon Hook.As she had some...aquaitances who knew of her plight and they pointed her in your direction.

Fantastic Victoriana Setting
Historical Note:The term "Black Sails" was used during the Age of Sail to denote ships that flew no Colors,so were beholden to no one but themselves...

Requirements:
PL 10/150 heroes/heroines, but you have to stick with the theme of Steampunk if your using any tech-like.You'll all have had a light Working relationship before,but more along the lines of "I know you from somewhere,don't i?"
I'll pick 4-5 party members for this Idea and see where it goes...
Last edited by MacynSnow on Wed Jul 25, 2018 11:41 pm, edited 2 times in total.
Hoid
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by Hoid »

M&M2e?
Prof Weird
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by Prof Weird »

Well, might as well toss the 1st application into the bin :

Reba Selene/R'eva (Revivusiel Aroroz Urakeva)
PL10/ 150 pp, 2nd Ed

Abilities [52 pp] : STR 22 (+6) CON 26 (+8) DEX 22 (+6) INT 14 (+2) WIS 16 (+3) CHA 12 (+1)

Skills (12 pp) : Athletics 4 (+10), Acrobatics 5 (+11), Sense Motive 4 (+7), Notice 4 (+7), Profession (Jewelry Maker) 4 (+7), Profession (Soldier) 2 (+5), Medicine 4 (+6), Knowledge (Arcane Lore) 6 (+8), Search 4 (+7), Craft (Artistic) 8 (+10), Bluff 2 (+3), Language 1 (English; Infernal native)

Advantages (18 pp) : Dodge Focus 3, Acrobatic Bluff, Power Atk, Set Up, Equipment 1, Improved Disarm, Weapon Bind, Improved Trip, Improved Throw, Artificer, Attack Spec (Pitchfork), Atk Focus Melee 2, Accurate Atk, Defensive Atk, Move By Action

Infernal Powers [ 34 pp ] :
Horns : Stunning Attack [ 1 pp]
Immunity 4 (Disease, Poison, Heat, Cold) [ 4 pp ]
Senses 1 (Low Light Vision) [ 1 pp]
Senses 3 (Detect Magic (Acute, Ranged)); Noticeable [ 2 pp ]
Ridiculous Vaulting : Leap 3 [ 3 pp ]
(10x distance; Running Broad = 160'/standing 80'/vertical 40')

Celeritas Anklet (Hard to Remove Device 2) : Speed 5, Super Movement 3 (Wall Crawl 2, Water Walk; both limit 'only while moving'), Quickness 4 (Physical only -1) [ 8 pp]

Disguise Cameo : Hard to Remove Device 1 (Morph 5 [women roughly her size, 2 pp/rank], Continuous +1, Action : Std (-2)]; Power Loss - MUST be taken off 6 hrs/day. [ 3 pp]

Pitchfork of the Nether Realms ( Easy to Remove Device 4) [ 12 pp]
Improved Block (+2 to attacks vs enemy melee attacks to block them)
Damage 4, Mighty, Extended Reach; Vampiric 10 on damage [base 16]
  • AP : Damage 3, Mighty, Extended Reach, Aft Insub 2; Alt Save Will 9 on Damage
    AP: Damage 3, Mighty, Extended Reach, Incurable, Concentration 9 on Damage
    AP : Deflect 8 (or Deflect 5 if 3 pp/rank for all ranged attacks via Ultimate Power)
Saves : Tou 8 Fort 8 Reflex 8 Will 8 [ 7 pp.]
Offenses :
Initiative :
+6
Combat : 6 [ 12 pp]
Defense : 9 [ 18 pp]
Defense = + 12/5 flat footed
Unarmed : +8 to hit, DC22 damage
Pitchfork : +10 to hit, DC25 damage (vs TOU or Will)
Ranged : +6 to hit

Equipment : (Headquarters) : Small [house], Living Space, Workshop (Artifact), Workshop (Jeweler), Security System, Gym

Abilities 52 + Powers 34 + Advantages 18 + Skills 12 + Saves 7 + Combat 30 - Drawbacks 3 = 150/150 pp

Drawbacks :
Weakness (holy ground) : -2 pp (cumulative -1 to saves every 20')
Vulnerable (holy attacks) : +1 to DCs, rare -1 pp

Appearance (true form) : young red-skinned humanoid, short white hair, gold eyes, small shark-like teeth, long rat-like tail (merely ornamental), hooves, small horns (NOT ornamental).

Appearance (most common human guise) : middle aged female, brown curly hair, well tanned, green eyes. (Chose an older appearance so people more likely to take her seriously).

Background :

R'eva used to be just another up and coming warrior in a demon lord's army, until an injury ended her career - and nearly her life (she took a war pick to the skull - entered near top of head on left; exited under cheek on right. Phineas Gage survived a similar injury by luck; she survived by using up the last of her magics). She survived the injury, but her ability to cast spells was destroyed.

Not wanting to waste resources, her superiors reassigned her to the ultimate dead-end job : guarding a library. Due to lack of serious threats, she was tasked with delivering tomes or searching for one - and Hell's Library has no filing system ! Thus the librarians gave her the most trivial tool for the job : the Celeritas anklet.

To deal with the boredom, she actually READ some of the tomes she was delivering (after all, no one told her she couldn't, figuring a grunt would have no interest in such things).

Even though she couldn't cast magic, it still flowed through her. So she learned how to trap the energies within material objects - aka artifacts. She may not be able to make major items, but she can at least keep her gear functional. And that was enough.

Meanwhile, the Dark Forces realized that leaving powerful artifacts and cursed books of magical spells lying around on Earth where any fool could find them was actually not a good idea.

True, it led to much chaos and suffering and mayhem when the fools that found the items used them for their own selfish ends.

Unfortunately, when the wielders were ultimately defeated and their souls collected, the forces of Darkness gained - an army of incompetent fools.

Seeking to improve the quality of their new recruits, they decided to send someone Top Side to collect those stray items. That way, only people who PROVED their competence at being evil could gain access to such power.

The mission her superiors had in mind for her was very simple - find those items, and return them to the Infernal Realms, where they can be doled out to the truly worthy.

Given that mortals are so weak and simpleminded, even SHE should have little trouble completing her assigned task.

And, the moment a would-be mage mispronounced a word in a summoning ritual, she was sent to the mortal realm (thanks to a loophole in the various summoning contracts and bargains, if the summoning spell is botched, a small gate is opened and literally ANYONE can show up.)

Her summoner tried to control her. And failed.
He tried to send her back. And failed once again.

So she slapped him upside the head a few times for being an incompetent twit.

Then insulted and belittled his entire lineage, then warned him to either give up evil ( or at least put some effort into doing it right ), and then confiscated all his magic stuff and left.

She figured that as long as she did her job, she had an excuse, and the forces of Darkness would not bother her even if they cared to notice what she was doing at all.

And, as long as she did her job, the forces of Light would not bother her either (since she was removing dangerous, evil items from circulation). Sweet deal ! No one was going to run her off, so she could stay up here as long as needed !

True, she couldn't cast spells anymore, nor would rituals work), but could still trap mystical energies inside of objects. And she had enough skill crafting stones and gems that the local mortals were willing to buy them.


Motivation : Acceptance (must belong SOMEWHERE !)
Complications :
Honorable :
rarely gives her word, but will not break it. Will not break a deal. EVER.
Secret : Reba isn't human.
Temper (inferiority complex) : does not appreciate being shoved aside or talked down to.
Quirk : has a soft spot for veterans. Especially disabled ones.
Responsibility : Infernal Pacts. Removal of her spell casting powers did not change her nature - as a supernatural being, she is still just as vulnerable to wards and binding as other demons.
Responsibility : Mortal jobs. Works for a jeweler because they have a Deal - she makes some of the fancier items, and he pays her and gives her a place to live.
MacynSnow
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by MacynSnow »

Hoid wrote: Sun Jul 15, 2018 2:44 amM&M2e?
Yes Hoid,there IS a 2e recruitment thread on this board now.... :)
Hoid
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by Hoid »

MacynSnow wrote: Sun Jul 15, 2018 3:00 am
Hoid wrote: Sun Jul 15, 2018 2:44 amM&M2e?
Yes Hoid,there IS a 2e recruitment thread on this board now.... :)
YAY!

Ok, I’ll read over the Fantastic Victoriana setting and NPCs by Yomjimbo. I’ll come up with something in the next day, or so.
Hoid
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by Hoid »

I have an idea, a wizard with a giant steampunk spider as a pet. The spider can transform into steampunk armor he can then wear. Magically, he’s less a spellcaster, and more a sorcerous technician.
MacynSnow
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by MacynSnow »

Hoid wrote: Mon Jul 16, 2018 2:13 am I have an idea, a wizard with a giant steampunk spider as a pet. The spider can transform into steampunk armor he can then wear. Magically, he’s less a spellcaster, and more a sorcerous technician.
As long as it's Era/Theme appropriate,i'm fine.Are you gonna use the Gestalt option then? You make it sound like the Spider(i hearby Dub it...TIM! :P) is it's own entity....
Hoid
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by Hoid »

MacynSnow wrote: Mon Jul 16, 2018 2:39 am
Hoid wrote: Mon Jul 16, 2018 2:13 am I have an idea, a wizard with a giant steampunk spider as a pet. The spider can transform into steampunk armor he can then wear. Magically, he’s less a spellcaster, and more a sorcerous technician.
As long as it's Era/Theme appropriate,i'm fine.Are you gonna use the Gestalt option then? You make it sound like the Spider(i hearby Dub it...TIM! :P) is it's own entity....
My idea is to take as a power the feat: Sidekick, then, give it as an AP: Device. When used as a Sidekick, it’s a loyal follower of its engineer; when used as a Device, it becomes wearable.
MacynSnow
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by MacynSnow »

Hoid wrote: Mon Jul 16, 2018 2:48 am
MacynSnow wrote: Mon Jul 16, 2018 2:39 am
Hoid wrote: Mon Jul 16, 2018 2:13 am I have an idea, a wizard with a giant steampunk spider as a pet. The spider can transform into steampunk armor he can then wear. Magically, he’s less a spellcaster, and more a sorcerous technician.
As long as it's Era/Theme appropriate,i'm fine.Are you gonna use the Gestalt option then? You make it sound like the Spider(i hearby Dub it...TIM! :P) is it's own entity....
My idea is to take as a power the feat: Sidekick, then, give it as an AP: Device. When used as a Sidekick, it’s a loyal follower of its engineer; when used as a Device, it becomes wearable.
That'd be a neat work-around,but you may have to pay for TIM! as a Sidekick if it don't work out...
Hoid
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD

Post by Hoid »

The Incredible Dr. Theo Arachnos!
Theme Song:
PL10/150pp. (Adventuring man of SCIENCE! [good].)
Attributes: Strength 10 (+0), Dexterity 12 (+1), Constitution 10 (+0), Intelligence 18 (+4), Wisdom 14 (+2), Charisma 14 (+2). [18pp.]
Combat: BAB (melee +0/ranged +1) melee +5/ranged +6, Defense (11) 15. [18pp.]
Saves: Toughness (+0) +4, Fortitude (+0) +5, Reflex (+1) +5, Will (+2) +5. [16pp.]
Feats: Artificer, Attack Focus 1 (ranged 1), Attack Specialization 1 (The Incredible Patented Aetherpistol! 1), Benefit 2 (wealth 2), Equipment 5 (ether-using tools 3, pistols 2), Fearless, Inventor, Ritualist. [13pp.]
Skills: Bluff (+2) +6, Crafts (+1) [steam-powered machinery] +9, Knowledges (+4) [arcane lore] +8, Knowledges (+4) [history] +8, Knowledges (+4) [physical sciences] +12, Knowledges (+4) [technology] +12, Languages (native: English; others: Latin), Medicine (+1) +5, Professions (+2) [memoirist] +10, Professions (+2) [scientist] +6. [15pp.]
Powers:
The Formula for the Legendary Elixir of Life: Features 1 (longevity). [1pp.] Immunity 1 (disease). [1pp.] —- [2pp.]
The Incredible Patented Aetherpistol!: Device 5 (aether-powered raygun; easy to lose). [15pp.]
The Incredible Patented All-Purpose Environsuit!!: Device 2 (environment suit/hazmat suit, fashionably made; hard to lose). [8pp.]
The Incredible Patented Arachno Subdual Netting!: Device 3 (taser-netting, basically; easy to lose). [9pp.]
The Incredible Patented Mechano-Arachnid!: Enhanced Feats: Sidekick 9 (his pet mechanical spider, built on PL9/145pp). [9pp.] —- [10pp.]
AP: The Incredible Patented Arachno-Suit!: Device 2 (steampunk power armor with a spider motif; hard to lose; Feats: Summonable). [1pp.]
The Incredible Patented Thought-Transference Capsule!: Device 2 (tiny orb that permits communication over aether-wave frequencies; easy to lose). [6pp.]
Whately’s Pentagrammic Tome: Device 6 (tome of eldritch alchemy and forbidden lore; easy to lose; Feats: Restricted 2 [must have both the Artificer feat and the Ritualist feat]). [20pp.]
Drawbacks:
Equipment:
Aether-Using Tools: Equipment 3.
Powers:
The Incredible Patented Aetherpistol!: Device 5.
Powers:
Zeta Beams, Lethal Setting:
AP: Zeta Beams, Stun Setting:
The Incredible Patented All-Purpose Environsuit!: Device 2.
Powers:
Thr Incredible Patented Arachno Subdual Netting!: Device 3.
Powers:
The Incredible Patented Arachno-Suit!: Device 2.
Powers:
Archnoid Arms: Additional Limbs 3 (six mechanical fully-functional arms). [3pp.] Enhanced Combat: Defense +1. [2pp.] Strike 4 (mechanical punches). [4pp.] Super-Movement 1 (wall-crawling). [1pp.] —- [10pp.]
—-/>_-This is a completed The Incredible Patented Arachno-Suit Device build.
The Incredible Patented Thought-Transference Capsule!: Device 2.
An aid in machine-assisted mesmerism, by way of accessing (entirely theoretical!) aetheric gamma rays on a low-key psychic frequency, The Incredible Patented Thought-Transference Capsule is a wonder of technology, assisted with runes of (supposedly!) Atlantean magics! Truly, a marvel of this modern age!
Powers:
Aetheric Cranium-Augmenting Resonator: Mind Shield 3. [3pp.]
Language-Processessing Difference Engine: Communicate 4 (languages; mental). [5pp.]
Prognostication-Enabled Calculation Gearwork: Super-Senses 4 (precognition; Flaws: Tiring). [2pp.]
—-/>_-This is a completed The Incredible Patented Thought-Transference Capsule Device build.
A Pair of Sturdy Pistols: Equipment 2.
Powers:
Whately’s Pentagrammic Tome: Device 6.
Powers:
Dire Knowledges of Things Man Was Not Meant to Know: Enhanced Skills: Knowledges (arcane lore) +4, Knowledges theology) +8. [3pp.]
Dire Incantations No One Should Ever Give Voice To: Astral Form 5. [25pp.] Super-Movement 1 (dimensional movement 1 [the Subtle Realms]; Flaws: Must Leave Physical Body Behind). [1pp.] Super-Senses 1 (detect magic). [1pp.] —- [27pp.]
—-/>_-This is a completed Whately’s Pentagrammic Tome Device build.
Complications:
Easily-Distracted by New Inventions
Recklessly Mixes Science and Magic With His Inventions
Wild-Eyed Hairbrained Do-Gooder
Quote: “What you so simplistically refer to as ‘sorcery’ is merely another form of SCIENCE!”
—-/>_-This is a completed The Incredible Dr. Theo Arachnos! build.

Now...onto the Devices.
MacynSnow
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD(ENDS JULY 25TH)

Post by MacynSnow »

I hate doing this guys,but since we didn't get enough people for Fantastic Victoriana,i'm gonna have to Cancel it...... :cry:
Hoid
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD(CANCELLED)

Post by Hoid »

Ah, crap.
MacynSnow
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD(CANCELLED)

Post by MacynSnow »

Hoid wrote: Thu Jul 26, 2018 3:13 amAh, crap.
If i can get any 2e game started up,you'll be first on the Roladex,Hoid!
FuzzyBoots
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Re: FANTASTIC VICTORIANA:BLACK SAILS RECRUITMENT THREAD(CANCELLED)

Post by FuzzyBoots »

Shame to hear, but it was an earlier edition, and a niche concept.
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