The Multiverse in My Head: Fantastic Victoriana [Into the Unknown]

Where in all of your character write ups will go.
Yojimbo
Posts: 652
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: Fantastic Victoriana [Abdul Mahmoud, Dr. Helmut Faustus]

Post by Yojimbo » Tue Jul 17, 2018 2:06 am

Abdul Mahmoud, the Djinn
Turkish mentalist Abdul Mahmoud came to England initially in service to the Ottoman Empire, which opposes British involvement in the Middle East. A secret agent, Abdul has used his abilities to infiltrate British society, spy on the wealthy and privileged, and gather intelligence for his masters in Istanbul. He stumbled across Idris Awbrey and his League quite by accident, but intrigued by Idris’ goals and abilities, has allied himself with the band. He doesn’t trust a single one of them, but for now their goals coincide.
PL: 10
Abilities: STR: 18/30 (+4/+10) DEX: 16 (+3) CON: 24 (+7) INT: 16 (+3) WIS: 16 (+3) CHR: 16 (+3)
Skills: Bluff 4 (+7)
Disable Device 8 (+11)
Disguise 0 (+43)
Gather Information 4 (+7)
Knowledge: Theology & Philosophy 4 (+7)
Notice 8 (+11)
Ride 4 (+7)
Sense Motive 4 (+7)
Stealth 8 (+11)
Survival 8 (+11)
Feats: Diehard
Eidetic Memory
Improved Initiative 1
Luck 1
Track
Well-Informed
Powers: Insubstantial 4 [Incorporeal]
  • AP: Density 6 [+12 STR, Weight x5, Immovable 2, Protection 3 (Impervious), Super-Strength 2 (Heavy Load 3.2 tons)]
Morph 8 [Broad Group (Humanoid)]
Telepathy 2 [Linked: Comprehend 1 (anyone can understand him)]
Combat: Attack +10 [Unarmed DC 22/25], Defense +10, Init +7
Saves: Toughness +7/+10, Fortitude +7, Reflex +4, Will +5
Description: Clean shaven, dark skinned, and cold eyed, in his native form Abdul is of average height and build, and prefers comfortable suits and a fez hat. As a Keeper in the Ten Mysteries, he wears a silver ring on each finger, each one more elaborate and cunningly designed than the last. In an eyeblink, Abdul can appear like anyone he has ever seen before, matching even their voice and mannerisms. Abdul can also expand his atoms, allowing him to walk through walls, or condense his atomic structure, gaining strength, durability, and resilience as well as multiplying his weight. Lastly, he possesses slight telepathic abilities, enabling him to effectively speak any language on Earth.

Under the Hood
Abdul is the final member of the League. He's not quite as versatile as the Martian Manhunter, but he's more of a spy, saboteur, and secret agent than a supervillain. The League is fairly front-loaded with Awbrey, Titania, and Nimbus, so if they operate as a unit they are likely to dominate any serious altercation. I built up the Stranger's Club considerably after initially constructing the League, and I was worried about making them too powerful. I think Abdul could probably use some beefing up, but I'm leaving him as-is.

Yojimbo
Posts: 652
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: Fantastic Victoriana [Abdul Mahmoud, Dr. Helmut Faustus]

Post by Yojimbo » Tue Jul 17, 2018 2:15 am

Dr. Helmut Faustus, the Iron Helm
Faustus is a genius, one of the smartest men in the Northern Hemisphere, but he is also cold blooded, cruel, and megalomaniacal. A wealthy West German duke, he earned his degree in the sciences while secretly dabbling in the black arts. He gathered a coterie of like minded but sycophantic minds around himself, and furthered his fortune by designing new weapons for West Germany. His passion for new discoveries drew him to the ancient world and the search for the advanced technologies of the ancients. He led a few expeditions to Egypt, and on the final one discovered a scarab shaped device that he believed to be an artifact of immense power. Unfortunately for Faustus, the scarab was stolen by the English agent Carter Saxon, who bonded with the device, forever ruining it. Aided by Faustus’ own niece and his new power, Saxon laid waste to Faustus’ camp. Faustus was badly burned, crippled, and nearly killed in the attack. His servants whisked him away, back to Germany, where scientists worked night and day to create a crude life support system for the duke. Once Faustus could stand on his own, he supervised the development and construction of a self-contained battlesuit that would not only prolong his life, but ensure he would never be vulnerable again. He will have his revenge on Saxon, his niece, and the corrupt English people, if it’s the last thing he does.
PL: 17
Abilities: STR: 12/34 (+1/+12) DEX: 12 (+1) CON: 14 (+2) INT: 34 (+12) WIS: 24 (+7) CHR: 24 (+7)
Skills: Craft: Electronic 4 (+16)
Craft: Mechanical 4 (+16)
Diplomacy 8 (+15)
Disable Device 4 (+16)
Gather Information 4 (+11)
Intimidate 8 (+15)
Knowledge: Arcane Lore 4 (+16)
Knowledge: History 4 (+16)
Knowledge: Physical Sciences 4 (+16)
Knowledge: Technology 4 (+16)
Notice 4 (+11)
Search 4 (+16)
Sense Motive 4 (+11)
Feats: Artificer
Assessment
Benefit 3 [Duke]
Equipment 20
Inventor
Master Plan
Minions 5 [Extra Minions 10]
Ritualist
Takedown Attack 2
Powers: Device 23: Battlesuit, Hard to Lose [Negates Weakness]
Blast 12
Enhanced Strength 22
Force Field 10 [Continuous, Impervious]
Immunity 11 [Critical Hits, Life Support]
Protection 5
Super-Senses 13 [Blindsight (Radar, Extended 2), Darkvision, Direction Sense, Distance Sense, Infravision, Radio, Time Sense]
Super-Strength 5 [Heavy Load: 44.8 tons]
Combat: Attack +10 [Unarmed +12, Blast +12], Defense +12, Init +1
Saves: Toughness +2/+17, Fortitude +9, Reflex +8, Will +13
Drawbacks: Weakness: Illness [Uncommon, Major]
Description: Faustus was once quite handsome, a man of advanced middle years who wore his age well, with the look of a kindly old scholar that hid the black heart of a villain. But now he is hairless, with nearly every inch of flesh scarred by flame. Faustus has encased himself within his battlesuit, a modern take on the full plate armor of the late Middle Ages. Heavy plates protect him from harm, while the interior contains its own environment, including recycled air, protecting Faustus from the crippling effects of ordinary air, light, and pressure. An exoskeleton magnifies Faustus’ strength, and lightning cannons are mounted on the gauntlets, while a field of electric energy further protects him from attack. The lenses in the helm can see various wavelengths of the electromagnetic spectrum, while a sophisticated radar system maps the environment for him.

Under the Hood
I often end up making villains because a hero's origin requires them. This is most marked in Foundation, where a lot of the characters were designed as if they were starring in their own MCU movie, so their backgrounds involve their first adventure and usually at least one bad guy to test themselves against. Helmut Faustus started the same way. I made Carter Saxon, whose origin involved stealing an ancient Egyptian artifact from an evil German scientist, and so statting up the evil German scientist suddenly became necessary.

Faustus has what is most likely the highest Toughness save in Fantastic Victoriana. He's a one-man wrecking crew, who could give the whole Stranger's Club a run for their money in his bid for revenge against Saxon. He's basically Doctor Doom, though, so that makes sense. That wasn't intentional, by the way, it just sort of happened. I was actually using the Armored Megalomaniac from the core book as my inspiration... but then again, that's basically Doctor Doom, too.

MacynSnow
Posts: 2683
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Multiverse in My Head: Fantastic Victoriana [Abdul Mahmoud, Dr. Helmut Faustus]

Post by MacynSnow » Tue Jul 17, 2018 2:56 am

I personally think you did fine with Abdul as i honestly perfered "Martian Manhunter,The Detective" over "Martian Manhunter,The Hero".

As for Faustus....If i know Hoid,he make a dude that'll make him work for that "Toughest Person in Fantastic Victoriana" Title... :D

Yojimbo
Posts: 652
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by Yojimbo » Wed Jul 18, 2018 1:34 am

Revenge of the Metal Man

A month has passed since France.

A lot has changed. Aguillard the sailor and the eight year old child you rescued have joined your household. Aguillard is becoming an accomplished servant, and works diligently to keep everything in order. Catherine still does not speak, but she is no longer hiding in the closet at night, building a nest out of her bedclothes, or trying to find boltholes in the basement. In addition, Jane Grey, on the recommendation of Black Agnes, has become Catherine’s governess.

After returning to England and the Arcanaliseum, Vulcan has pretty much locked himself in his lab. Almost no one has seen him in the past few weeks. Entreaties at his door are ignored, and apparently he takes his meals in the lab as well. Curiously, there are rumors that Jeremiah Talos has been seen around town, mostly in the East End.

Horus is a changed man as well. After nearly dying twice, his confidence and self-image have been severely shaken. As he said to Blackwood, “In my time, my family and I were gods. But I slept for five thousand years, and I have awoken in an age where all men are gods.” A week ago, Horus proposed to Elizabeth Holiday. Blackwood heard that Niles Holiday, the brother, is not happy about the arrangement, but the couple is overjoyed. They’ve planned to wed in six months.

Whether Blackwood or Sammariach have been affected by their ordeal is up to you…

The Gala

And now we come to the main event: the Strangers Club holds an annual gala ball on the Autumnal Equinox. As members, Blackwood, Sammariach, and the others have been invited. It is being held at the King George Hotel, tails and tie required.

Does Blackwood have a date?

The hotel is decorated in the red and gold of the Strangers Club. Banners emblazoned with the “S” and eye emblem of the club are scattered about. Flower pots with red and gold flowers are positioned liberally throughout the ball room as well, decorated red clothed tables. A live orchestra plays on stage, as people mill about the dance floor. A long bar dominates the left hand side of the room, serving a variety of drinks.

As befits the Club – a place, after all, where Sammariach fits in – the room is bursting with odd, unusual, bizarre and weird people. There are not a lot of gray heads about, but those that are always seem to be sporting hooks, peg legs, eyepatches, or interesting scars. Everyone is fashionably dressed, except for the man in the black cassock and the bone mask who sips his drinks with a straw.

Even the Clockwork Man is dressed to the nines, wearing a black tuxedo, and a little bronzed flower at his breast. Nearby stands Prince Okoye in his savage looking African finery, which includes a lion’s mane and a king’s ransom worth of orichalcum jewelry. Edward Whitesun gives you a nod over his glass, then turns to someone at his table.

John Albion glides by with a beautiful blonde on his arm. When he spots Blackwood, he and his escort approach. He extends a hand and shakes yours vigorously. “Ambrose my good man,” he says. “Glad you could make it.” He introduces his companion as Minerva, the Lady of Marvels, who hails from Dynamo City, on the dark side of the moon. There a race of genetically perfect and scientifically advanced beings live in a city powered entirely by electricity, served by automechanical slaves and subsisting on electricity itself. DC 25 Well-Informed Check reminds Blackwood that Minerva pays the bills by running some kind of electrical vaudeville show all over England.

Minerva is gracious, whoever she might be, and extends her own hand to Blackwood. “John was just telling me that you recently returned from France. That must have been a terrifying journey.”

Pleasantries are exchanged, and the couple glides on to chat with the next influential club member.

Blackwood is assigned to table 17. He finds Horus/Alexander and Elizabeth Holiday already there. Horus stands up and shakes Blackwood’s hand, making introductions if necessary. He asks after Catherine, and says that he needs to talk to Blackwood about something privately when they have a chance (he wants Blackwood to be the best man at the wedding).

The bar is held up by a lively band of liars, cheats, and scoundrels. Surprisingly, Jeremiah Talos is there. His copper colored hair is slicked back, he has a cigar in his hand (most ungentlemanly, but who is surprised), and his tuxedo is ill fitting and rumpled, but he’s amused to see Blackwood. “Ambrose, old boy,” he says in a mock-high class accent, sounding, actually, a bit like Vulcan, but then he cackles and continues in his normal rough hewn dialect,. “You sodding bastard. I haven’t had to punch a monster in the goddam head in near a month. You’ve been slacking, you have. Let me buy you a drink. Where’s that blind boyfriend of yours?”

Near Talos sits a red haired man in a wheelchair. He wears a tuxedo shirt and jacket and a kilt, although his legs appear to end just above the knee. He’s not shy about the scar tissue, either. The man downs a large scotch and slams his empty glass on the bar, demanding another. He introduces himself as “Hugh McCulloch, late of Glasgow. This is my first function with the Club. My da was a member, and I inherited the membership along with his title when he passed. I’ve been to France and I’ve still never been seen such an odd bunch of people in me life.”

McCulloch and Talos seem to be hitting it off – they’ve been trading stories about France, where the Scotsman apparently lost his legs – and McCulloch is interested in hearing Blackwood’s version of things. “Is it true you made it all the way to Paris?” Discussion of the Colossal Dead, the vampire, or the tower will excite him greatly. McCulloch worked as a sapper and engineer in the Wastelands, operating with a Scottish mercenary outfit called the Blackguards, but a landmine cut short his career in zombie hunting. He’s lucky to be alive.

Whitesun appears at your elbow, claps Talos on the back, nods at McCulloch. “Someone I want you to meet, Blackwood.” Whitesun appears none the worse for wear after his own ordeal in France. A tall, broad shouldered, dark haired, middle aged Englishman with a thick mustache and cold eyes, his formal dress is that of a colonel in the British army.

He makes small talk as he escorts you around the perimeter of the room, to a large table where the Metal Baron is holding court. Reginald Winchester is a huge man, almost as big as Talos, with a shock of black hair whitening at the temples, a neatly trimmed goatee, and dark blue eyes flecked with silver. He’s well and expensively dressed, with a cape and tails and everything, even a monocle in a silver frame.

On Winchester’s left is an Arabic man in formal dress and turban, a mother-of-pearl handled dagger hanging from a chain around his throat. This is Ismail al-Irem.

On Winchester’s right is a hauntingly beautiful woman with long dark hair piled high on her head, a tight black dress that shows off her curves, and mechanical arms. This is Celeste Valentine D’Arc.

Winchester returned to England a few months ago, after several campaigns in France. Ismail and Celeste were there with him, as well as a host of other soldiers, killers, and mercenaries. He plans on returning soon. To whit, he is gathering intelligence from anyone who has been over there recently, and he plies Blackwood with questions. The Colossal Dead and the tower interest him a great deal.

Winchester says that he has some new designs for weapons and armor, and his factories are working day and night to equip the coming expedition. He believes he might be able to recover France once and for all – for England, of course. If Blackwood evinces interest in joining the expedition, Winchester appears favorable but noncommittal. “Let’s talk about that, shall we? Come up to the house next week and we will discuss it.”

Dinner is served, which means folks begin to filter back to their tables. At table 17, Horus/Alexander and Elizabeth Holiday don’t appear to have moved at all. Elizabeth is looking a little shell-shocked at all the weirdness going on about her, but she’s putting on a brave face.

A few speeches are made over dinner: John Albion plays master of ceremonies, talking a little about the storied history of the Stranger’s Club, and introducing the speakers. An archaeologist named Harold Nimbus gives an overview of the scientific advances made by club members over the past year. Baroness Cunegonde Von Flattern covers the explorations and discoveries of club members who have traveled overseas. There are a handful of other speakers, equal mix of boring and interesting, and Albion does what he can to keep things moving.

Eventually plates are cleared, desert is served, coffee and tea comes out, and the orchestra starts up again. People fill the dance floor.

Alexander takes the opportunity to ask Blackwood to be the best man at the wedding.

The gala winds down around 1:00 AM. People begin to filter out of the ballroom in dribs and drabs… Talos tries to convince Blackwood, Sammariach, and Alexander to keep the party going. “The night’s young, you pansies,” he says with a roar and a downed shot.

Up to the Villa

The rest of the week goes by slowly and quietly. A few cases that aren’t worth Blackwood’s time and effort come up, Blackwood receives a letter from Frankenstein in the post (he’s in Germany), then a formal invite from Winchester arrives. He wants you to visit his estate outside London, Harkness House in Buckinghamshire.

The 8:15 train gets you to the station by 11:28, where a coach with Winchester’s coat of arms waits to pick you up. The ride to the estate is a sedate one, through pretty countryside. Occasional booms echo across the fields like thunder, but there isn’t a cloud in the sky.

The noise is obviously coming from Harkness House; as you approach the grounds, it looks like a fortress. High walls encircle the grounds, broken up by guard towers. There are soldiers drilling on fields, with cannon and what looks like suits of armor and mobile weapons platforms. Smoke and the rumble of artillery fill the air. The soldiers look like hard-bitten mercenary types, many of them French or German. There are a number of outbuildings, which look to be barracks.

Harkness House itself looks like a castle. Gray stone blocks, climbing ivy, gargoyles, high windows. Al-Irem greets you at the door, and escorts you through the house. The inside is richly appointed, with rich carpets and tapestries, statuary and paintings, porcelain and beautifully made furniture. But it is also thoroughly modern – many automechanical servants buttle around the halls, there are electric lights in the rooms, and a glimpse of a babbage machine in an office.

Winchester and his wife Lucy are waiting for you in the drawing room. Winchester has blueprints and plans spread out on a table, and he quickly rolls them up as you enter the room. Lucy, a dark, thin British woman is playing the piano. She rises and greets you warmly, offering refreshments. Winchester is effusive and happy to see you, grateful that you accepted his invitation. He asks about the trip out to the country and offers a tour of the grounds. He is eager to show off his troops and technology, including a prototype (he says) of a man shaped suit of powered armor, one of the devices his factories are mass producing.

But rubber from Brazil and American steel are expensive. Winchester needs capital. And so the crux of the matter: Winchester is familiar with Blackwood Industries, as well as your estrangement from your family. He wonders if you might wish to invest in his little army, particularly after your own experiences in France, and how obvious is the need for Winchester’s endeavor. Besides, it’s the right thing to do: reclaim France for England.

As Winchester is making his pitch, D’Arc comes riding up, and hands Winchester a wireless note. He turns red with rage and crumples it up. One of his factories has been torched. He makes ready immediately to return to London, leaving D’Arc in charge of the compound but bringing al-Irem with him. It will not take much convincing to allow Blackwood and Sammariach along.

Back to the City

Winchester and al-Irem board a flying machine called an ornithopter, an experimental, hi-tech device that is faster than a train. You’re all back in London within the hour, and circle the smoking ruin that used to be Winchester’s factory before setting down in the middle of the street. Winchester fairly leaps out of the ornithopter before it lands.

Fire crews continue to work on the blaze, which is still burning, sending thick clouds of black smoke into the air. Winchester and al-Irem leave Blackwood to examine the damage, check with survivors, and so on. Blackwood is left to his own devices.

Asking around or poking around, Blackwood ascertains the following:

-
  • Almost none of the factory staff was harmed by the conflagration. Fire alarms evacuated the buildings before they went up. Only a handful are unaccounted for, including the security team.
  • - There were lots of volatile chemicals and explosives in the building. Almost anything could have set off the explosion that destroyed the grounds.
  • - One of the security staff, buried under rubble but alive and relatively unscathed (DC 25 search check to find him) will report that he saw someone in one of the armor suits, heavily modified, in the factory after the alarms cleared everyone out.
  • - Further into the wreckage, Winchester and al-Irem uncover the rest of the security team. They are all dead, their bodies badly burned. DC 25 Search check notes that the burns are not what killed them; their bodies are riddled with bullet holes. DC 30 Search check will allow the searcher to collect a few bullets, flattened and melted. DC 30 Investigation check indicates that they are 9mm rounds, most likely fired in a rapid and inaccurate manner. There is also a small metal canister, scorched but whole. It can be screwed open; inside is a piece of paper with the following written on it in flowing script: “Let them that are happy talk of piety; he that would work his adversary woe must take no account of laws. – Euripedes”
    Winchester is red with rage, swearing and muttering and storming around the sooty, smoking ruins of his former factory. Al-Irem is more stonefaced, but clearly angry as well. They claim to have no idea who could have orchestrated this attack (DC 15 Sense Motive suggests that Winchester, at least, is not being entirely honest. Ismail is more cagey, but a DC 20 check notes he probably has some notions as well. They still won’t share, even if Blackwood calls them out on it). Does the Metal Baron have any enemies? Too many to count. Men of ambition always have enemies.
    Winchester visibly forces himself to calm down. He thanks Blackwood for his concern, but asks him to leave the area. Perhaps they can reschedule their meeting for another time? Winchester is going to take stock of the damage, see what can be salvaged.
Blackwood won’t find much more picking around the remains of the factory, but if he decides to check the neighborhood around the factory, or ask employees or other people from the block, he learns (after an hour or so of interviewing people) that a large black carriage was seen about a block from the factory before the conflagration. It is not there now. DC 25 search check notes broken flagstones on the sidewalk by the kerb, where the carriage was said to be. As if something large and heavy landed there from a great height.

Investigation

The carriage had no identifying markings, and there are thousands just like it in London.

Winchester has two more factories, elsewhere in London. One of them is in Limehouse near the docks, an area that Blackwood and Sammariach know fairly well. The other is across the river in Rotherhithe.

Winchester will put both his factories and Harkness House on full alert. He will not ask Blackwood for help, nor thank him for offering. In fact, he will let Blackwood know that the Winchesters take care of their own, then try to lighten the harshness of his words with another plea for funds to fuel his enterprise.

Of course, there’s nothing really keeping Blackwood from staking out one or more of the factories.

The structures are big, blocky, mostly brick and mortar buildings with small windows. Forges burn constantly, and a steady stream of workers enter and leave the buildings every ten to twelve hours. The manufacturing goes on around the clock, two and three shifts, staffed mostly by rough edged human men and bulky Fae like trolls and ogres. The factory in Limehouse is working on munitions; cannon, artillery, bombs, bullets, etc. The factory in Rotherhithe is manufacturing other parts; metal plates, wheels, gears, engine parts, etc. The first factory was where all the parts were put together to build the armor suits, howitzers, and such. From there everything was shipped up to Harkness House.

The factories are functionally identical. Whichever one Blackwood picks to stake out will be the one that MacCulloch hits.

Hugh will drop onto the roof, leaping in from another rooftop, landing with a resounding crash that Sammariach will probably hear (DC 20 Notice) even if he’s not on the roof. He enters through the roof access, clanking and puffing steam into the air, and as soon as he finds a fire alarm he will yank it. The alarm echoes throughout the building, and the workers quickly hightail it out to the street, grumbling and swearing and pocketing minor bits and bobs to sell on the streets. The security team (PL 4 soldier types armed with automatic pistols and submachine guns) goes on full alert, beginning to sweep the building. Winchester is alerted via telegram. It will take him about ten minutes to get to the site via ornithopter.

During that time, MacCulloch will move quickly through the factory, laying explosives in key areas, and killing any security guards who try to stop him, even though their bullets are ineffectual against his armor.

Blackwood and his allies won’t have too much trouble with Hugh; they outnumber him, and he’s unlikely to use lethal force against them.

When Hugh is defeated, he will lift his helmet off, revealing his identity. “Mr. Blackwood, I am disappointed in you. From your reputation, I did not expect you to side with a murderer like Winchester. So be it. Do your worst.”

Sammariach will hear the beating wings of Winchester’s ornithopter at this point.

If Blackwood bothers to ask, MacCulloch will explain about Winchester coming to see him up at his family’s castle in Scotland. How interested Winchester was in MacCulloch’s inventions, and how he tried to buy them off the inventor. How MacCulloch refused to sell, and how Winchester went away angry. How days later, MacCulloch’s safe had been broken open, his blueprints stolen, and his father murdered. Weeks later, he heard of Winchester’s factories, and the powered suits of armor manufactured within them, based on MacCulloch’s designs. Winchester didn’t think a crippled son would take his revenge, but Hugh planned to have his satisfaction. Now Blackwood and his allies have ruined everything. You assholes.

There’s a thump overhead as Winchester’s ornithopter lands on the roof.

What happens next depends entirely on Blackwood:

1) Confronting Winchester: Blackwood can wait for Winchester to arrive (he will do so in about five minutes, with al-Irem, D’Arc, and a squad of PL 4 soldier types in tow). If put to the test, Winchester will deny, deny, deny (his Bluff vs. Blackwood’s Sense Motive) and insist that MacCulloch is a madman, consumed with jealousy, and that he must be taken into custody and turned over to the authorities. Winchester will prefer to take MacCulloch to the authorities on his own, without interference from Blackwood, so that they can quietly make MacCulloch disappear (“resisting arrest” if need be). If Blackwood and Co. insist on coming along, than MacCulloch will see some jail time, but obviously Winchester will want to make sure he doesn’t see trial.

Blackwood will have to keep an eye on the prison to protect MacCulloch, or else Winchester’s assassin (probably D’Arc, as al-Irem is too straitlaced for that sort of thing) will successfully murder him, attempting to make it look like an accident.

2) Attacking Winchester is certainly possible. He will defend himself, as will his allies, and if Winchester is made aware that Blackwood knows about MacCulloch, they will not hesitate to use lethal force. They’ll just pin the deaths on MacCulloch anyway. It is important to note that Winchester will not make the first move, but his obstinancy and refusal to back down may prompt Blackwood to attack.

3) It is possible, albeit unlikely, that Blackwood will spirit MacCulloch away and look into MacCulloch’s claims. If Blackwood does some investigating, he will learn:

-
  • Hugh MacCulloch’s father, Sir Walter, did indeed die under mysterious circumstances a few months ago, shortly after Reginald Winchester visited Scotland and then returned to England.
  • - Winchester’s factories were built only after Walter MacCulloch’s death, in the past few months, and only recently began to generate material.

-
  • The power armor being used by Winchester’s mercenary soldiers looks a lot like Hugh MacCulloch’s “Man of Steam” suit. MacCulloch’s suit is more advanced, but the general look of the tech is virtually identical.
-
  • The blueprints for the designs, first glimpsed in Winchester’s drawing room, are kept in a safe in his office at Harkness House. Sneaking into the house and breaking into the safe (DC 25 Disable Device check) will allow Blackwood to see MacCulloch’s signature on them.
4) If Winchester is confronted later with evidence (circumstantial or otherwise) of his involvement in the death of Walter MacCulloch and stealing the inventions of Hugh MacCulloch, he will again deny, deny, deny. He will remind Blackwood that he is a lord, and insist that Blackwood leave his presence.

Winchester will then ambush Blackwood with al-Irem, D’Arc, and soldiers, with the plan of eliminating anything incriminating (especially witnesses) and again pinning it on MacCulloch or “MacCulloch’s accomplices.”

Reginald Winchester, the Metal Baron
Born into a powerful family as a lesser son, Reginald Winchester joined Her Majesty’s Royal Army at a young age, and served in combat in Asia and Africa before the Matter of France brought him back to Europe. Compelled by a desire to conquer France and destroy the mystic invasion there, Winchester led a half dozen sorties into the beleaguered French countryside, slaughtering hundreds of hungry dead and rescuing as many refugees. The horrors he has seen as a soldier and crusader have unhinged him, made him monomaniacally obsessed with the Matter of France. He is developing technology, allies, and weapons with the sole goal of returning to France at the head of a conquering army, and damn any one or any thing that gets in his way.
PL: 14
Abilities: STR: 22/32 (+6/+11) DEX: 18 (+4) CON: 22 (+6) INT: 18 (+4) WIS: 16 (+3) CHR: 18 (+4)
Skills: Bluff 12 (+16)
Climb 4 (+15)
Diplomacy 8 (+12)
Disable Device 4 (+8)
Intimidate 8 (+12)
Language 4 [French, German, Russian, Spanish]
Notice 4 (+7)
Pilot 8 (+12)
Ride 4 (+8)
Search 4 (+8)
Sense Motive 8 (+11)
Stealth 4 (+8)
Survival 4 (+7)
Swim 4 (+15)
Feats: Accurate Attack
Benefit: Important Family [The Winchesters]
Benefit 1: Wealth
Defensive Attack
Defensive Strike
Fearless
Improved Initiative 2
Inspire 2
Leadership
Master Plan
Move-By Action
Power Attack
Quick Draw 2
Redirect
Takedown Attack 2
Well-Informed
Powers: Enhanced STR 10
Immunity 2 [Critical Hits]
Protection 8 [Impervious]
Device 7: Rod of Lordly Might; Easy to Lose
Blast 10 [Autofire] “Bullet Storm”
  • AP: Blast 10 [Cone Area] “Flamethrower”
  • AP: Blast 10 [Line Area] “Lightning Bolt”
  • AP: Blast 12 [Penetrating 6] “Heat Ray”
  • AP: Snare 10 [Burst Area] “Cone of Cold”
  • AP: Strike 3 [Burst Area (30 ft. radius), Selective Attack, Affects Insubstantial 2, Extended Reach, Incurable, Mighty] “Blade Storm Spear”
Combat: Attack +12 [Blast DC 25, Blast DC 27, Snare DC 20, Strike DC 29], Defense +12, Init +12
Saves: Toughness +14, Fortitude +8, Reflex +8, Will +10
Description: Tall, broad shouldered, and handsome, Reginald Winchester is every inch an aristocrat. In his early middle years, he is the veteran of a dozen campaigns, and he has taken injuries on three continents. Thanks to modern science, chemistry, and metallurgy, he has been able to rebuild and even strengthen his body after various vicious wounds over the years. Subdermal plates of metal protect his vital organs, while his muscles have been strengthened through chemistry, greatly increasing his strength, durability, and reaction time. He wields a powerful weapon, the Rod of Lordly Might, a three foot length of steel, wrapped in wires and machinery, and connected via ammunition belts to a pack Winchester wears on his back. The rod can variously be used as a machine gun, a flamethrower, a close combat spear, a heat ray that burns through virtually anything, a wide angled electrical charge, or even a blast of cold air that can freeze targets in place. A brilliant tactician and an inspiring leader, Winchester always has a plan for every eventuality.

Celeste Valentine D’Arc
From France, she saw everyone she ever loved or knew subsumed by the tide of the undead. How she escaped and survived is a mystery, but she used what little savings she had to finance her transformation into a steam- and electricity-powered warrior woman. Falling in with Winchester early on, she has come to respect and admire Winchester’s drive and desire to liberate France. She will defend the man to the death.
PL: 10
Abilities: STR: 10 (-) DEX: 18/30 (+4/+10) CON: 18 (+4) INT: 14 (+2) WIS: 16 (+3) CHR: 16 (+3)
Skills: Acrobatics 4 (+14)
Climb 8
Gather Information 4 (+7)
Intimidate 4 (+7)
Navigate 4 (+6)
Notice 4 (+7)
Stealth 4 (+10)
Survival 8 (+11)
Feats: Accurate Attack
Ambidexterity
Defensive Attack
Evasion 2
Improved Initiative 1
Precise Shot 2
Quick Draw 1
Track
Uncanny Dodge 2 [Visual]
Powers: Device 8: Electro-Arsenal; Easy to Lose
Blast 10 [Affects Insubstantial 2, Homing 1, Incurable, Split Attack 1, Autofire 1]
  • AP: Blast 10 [Burst Area]
  • AP: Dazzle 10 [Audio & Visual]
  • AP: Strike 10 [Affects Insubstantial 2, Incurable, Autofire 1, Penetrating]
  • AP: Strike 10 [Affects Insubstantial 2, Incurable, Area Burst 8 (40 ft), Penetrating]
  • AP: Stun 10 [Affects Insubstantial 2, Split Attack 1, Ranged]
Enhanced Dexterity 12
Leaping 1 [Running Jump: 20 ft., Standing Jump: 10 ft., High Jump: 5 ft.]
  • AP: Speed 1 [10 mph, 88 ft./rnd]
Protection 6 [Impervious]
Combat: Attack +10 [Blast DC 25, Strike DC 25, Stun DC 20, Dazzle DC 20], Defense +10, Init +14
Saves: Toughness +10, Fortitude +5, Reflex +12, Will +6
Description: A French woman of slight build, pretty in a severe way, her suffering lending her a wounded, haunted grace. Her dark hair is long, growing past her shoulders, but she usually wears it up, either pinned or covered by a large hat. Her eyes are electric blue, a side effect of her transformation from flesh and blood to flesh and steel. Her arms and legs have been replaced with mechanical copies, far faster and more durable than the originals, and her spine and other skeletal bits have been reinforced and strengthened as well, to accommodate her cybernetic enhancements. D’Arc carries a pair of electro-pistols which generate devastating bursts of electricity, as well as a longsword that hums with electrical energy as well. Preternaturally quick, she is a quick draw expert and a can explode into a frenzy of action, cutting down dozens of opponents in seconds.

Ismail al-Irem
A mercenary and adventurer from the Middle East, Ismail’s exact origin remains a mystery. He claims descent from the lost city of Irem, and apparently searches for any lore or clues regarding that ancient, unknown metropolis. He fell in with the Metal Baron while adventuring in France. Winchester saved Ismail’s life from the hungry dead, and until he can repay the favor, Ismail has dedicated himself to serving the English lord.
PL: 10
Abilities: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 18 (+4) WIS: 18 (+4) CHR: 16 (+3)
Skills: Acrobatics 4 (+8)
Bluff 4 (+7)
Climb 4 (+8)
Craft: Chemical 4 (+8)
Craft: Electronic 4 (+8)
Craft: Mechanical 4 (+8)
Disable Device 8 (+12)
Disguise 4 (+7)
Escape Artist 4 (+8)
Gather Information 4 (+7)
Intimidate 4 (+7)
Investigate 4 (+8)
Knowledge: Arcane Lore 4 (+8)
Knowledge: Behavioral Science 4 (+8)
Knowledge: Life Science 4 (+8)
Knowledge: Streetwise 4 (+8)
Notice 4 (+8)
Search 4 (+8)
Sense Motive 4 (+8)
Stealth 8 (+12)
Feats: Accurate Attack
Defensive Attack
Defensive Roll 1
Defensive Strike
Hide in Plain Sight
Improved Critical 2 [Strike]
Improved Disarm 1
Improved Initiative 1
Inventor
Jack-of-All-Trades
Power Attack
Quick Draw 1
Stunning Attack
Well-Informed
Equipment 5 [Nightvision Goggles, Undercover Vest; Arsenal]
Powers: Strike 4 [Mighty; Training]
Arsenal: “Lasso” Snare 8 [Homing, Tether]
  • AP: “Throwing Knives” Strike 4 [Autofire 2, Mighty, Thrown 3]
  • AP: “Twin Scimitars” Strike 4 [Autofire 3, Mighty, Split Attack 1]
Combat: Attack +12 [Strike DC 23, Snare DC 18], Defense +12, Init +8
Saves: Toughness +4/+8, Fortitude + 6, Reflex +8, Will +7
Description: Tall, well muscled, and imposing Arabic man, dressed in flowing robes and turban. He favors the color black, but also wears midnight blue, forest green, and other dark colors, often accenting them with a crimson sash. His turban is bound with a large sapphire, the same eldritch blue as his eyes. He wears a neatly trimmed goatee, and his eyebrows are thick and saturnine. High cheekbones and thin lips give him a perpetually sour look, and he is normally taciturn. He carries with him dozens of knives secreted around his person at all times, and is also known to carry a pair of superbly fashioned scimitars, and a length of silken rope that he uses with the adeptness of an American cowboy.

Aftermath
Hopefully Reginald Winchester has been stopped and/or brought to justice. Likewise, Hugh MacCulloch has some crimes to answer for, and should do some jail time. If he lives, Ismail al-Irem could become an ally or contact. D’Arc will likely have to be put down, as she will defend Winchester with her life.

Ultimately, this is a muddied situation, with neither side in the right. In fact, crippling Winchester’s enterprise means bad things for France.

MacynSnow
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Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by MacynSnow » Wed Jul 18, 2018 3:53 am

This is a nice Noir piece,Yojimbo! I could take this basic story,ditch the Steampunk Aspects, and run it almost as is in a Noir game.I could even do it for Dragon Age,so thank for this....

Yojimbo
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Joined: Tue Aug 22, 2017 8:31 pm

Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by Yojimbo » Wed Jul 18, 2018 1:07 pm

MacynSnow wrote:
Wed Jul 18, 2018 3:53 am
This is a nice Noir piece,Yojimbo! I could take this basic story,ditch the Steampunk Aspects, and run it almost as is in a Noir game.I could even do it for Dragon Age,so thank for this....
In the actual game, Winchester ended up kidnapping Blackwood's ward and forcing a confrontation. He and D'Arc went down, both ending up in prison. MacCulloch happily went to prison as well, so long as Winchester did time for his crimes. Al-Irem switched sides when Winchester imperiled a child, so he was allowed to skip town. It was a fun game.

MacynSnow
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Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by MacynSnow » Thu Jul 19, 2018 8:31 pm

Yojimbo wrote:
Wed Jul 18, 2018 1:07 pm
MacynSnow wrote:
Wed Jul 18, 2018 3:53 am
This is a nice Noir piece,Yojimbo! I could take this basic story,ditch the Steampunk Aspects, and run it almost as is in a Noir game.I could even do it for Dragon Age,so thank for this....
In the actual game, Winchester ended up kidnapping Blackwood's ward and forcing a confrontation. He and D'Arc went down, both ending up in prison. MacCulloch happily went to prison as well, so long as Winchester did time for his crimes. Al-Irem switched sides when Winchester imperiled a child, so he was allowed to skip town. It was a fun game.
Whatever happened to Al-Irem?He seemed like an intresting supporting character....

Yojimbo
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Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by Yojimbo » Fri Jul 20, 2018 1:49 am

MacynSnow wrote:
Thu Jul 19, 2018 8:31 pm
Whatever happened to Al-Irem?He seemed like an intresting supporting character....
I never had cause to bring him back. In the back of my head, the whole campaign was building to an eventual assault on that mysterious black tower in the heart of Paris, which would involve a lot of characters who had appeared here and there. Ismail would definitely show up for that. But we never got to that point.

MacynSnow
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Joined: Tue Dec 20, 2016 2:56 pm

Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by MacynSnow » Fri Jul 20, 2018 1:51 am

Yojimbo wrote:
Fri Jul 20, 2018 1:49 am
MacynSnow wrote:
Thu Jul 19, 2018 8:31 pm
Whatever happened to Al-Irem?He seemed like an intresting supporting character....
I never had cause to bring him back. In the back of my head, the whole campaign was building to an eventual assault on that mysterious black tower in the heart of Paris, which would involve a lot of characters who had appeared here and there. Ismail would definitely show up for that. But we never got to that point.
That's too bad.What happened to the Campaign?

Yojimbo
Posts: 652
Joined: Tue Aug 22, 2017 8:31 pm

The Multiverse in My Head: Fantastic Victoriana [Red Riding Hood, Snow White]

Post by Yojimbo » Fri Jul 20, 2018 2:00 am

Red Riding Hood, Katrina Roth
Roth grew up in a tiny remote village in the middle of the Black Forest in Germany. When she was only 11 years old, a band of werewolves attacked and decimated the village. Roth escaped purely by instinct, “riding” for the first time and appearing hundreds of feet away from her burning home. She survived the next few years thanks to her gift, stealing whenever necessary, never staying in one place long, “riding” her way across Germany. Eventually, she caught the attention of a wizard and inventor named Grimm, who took her under his wing and trained her to fully use her abilities. As it happened, Grimm was also a hunter of supernatural beasts, and with his help, Roth became one of the premier werewolf hunters in continental Europe. It was Grimm who designed Roth’s trademark pistols, but it was Roth, now calling herself Red Riding Hood, who hunted down and killed the werewolves who slaughtered her village.
PL: 10
Abilities: STR: 10 (-) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHR: 14 (+2)
Skills: Acrobatics 4 (+8)
Bluff 8 (+10)
Concentration 8 (+11)
Diplomacy 4 (+6)
Intimidate 8 (+10)
Investigate 4 (+6)
Knowledge: Arcane Lore 4 (+6)
Knowledge: History 4 (+6)
Language 4 [English, French, Russian, Sylvan]
Notice 8 (+11)
Ride 4 (+8)
Search 4 (+6)
Stealth 8 (+12)
Survival 8 (+11)
Feats: Accurate Attack
Ambidexterity
Evasion 2
Eyes in the Back of the Head
Improved Initiative 1
Precise Shot 2
Quick Draw 2
Track
Uncanny Dodge 2 [Visual]
Powers: "Silver Guns" Device 8 [Easy to Lose]
Blast 10 [Autofire 1, Penetrating 6, Affects Insubstantial 2, Incurable, Ricochet 1]

Force Field 8
Teleport 4 [Change Direction, Change Velocity, Easy, Progression 2 [500 lbs], Turnabout, Short-Range (400 ft.)]
Combat: Attack +10 [Blast DC 25, Unarmed DC 15], Defense +10, Init +8
Saves: Toughness +2/+10, Fortitude +5, Reflex +8, Will +6
Description: A petite, unassuming young woman with short, auburn hair and sea green eyes. Roth has a smattering of freckles across her nose and cheeks which she occasionally tries to hide with makeup. She dresses stylishly, if mannishly, and wears a red cape with hood whenever working on a job. Her trademark guns are a pair of large automatic pistols, silver plated, that fire silver bullets, and are the bane of supernatural creatures of all kinds (particularly werewolves). Roth has a natural ability to teleport herself through space for short distances, a practice she calls “riding.” She can also flicker her form rapidly in place, making her very hard to hit. These rides are always accompanied by a burst of crimson light.

Under the Hood
So the next series of builds will be focusing on fairy-tale characters, like Pan upthread. Most of the classic fairy-tales are older than the Victorian period, but thanks to the Grimm brothers, Charles Perrault, Hans Christian Andersen, Carlo Collodi and others, those old (and new) folktales were codified in the 19th century and took on their ur-form. Not finalized, because people are constantly reinterpreting them. But when we think of most fairy-tales, we imagine Europe in the 19th century, not Medieval Europe.

Anyway, this version of Red Riding Hood hunts werewolves. I think that's a decent evolution of the character. I threw in the teleport thing to justify the "riding" in her title. I just thought it would be neat, and I like the idea of this short woman zipping around a battlefield with this huge automatic pistols, firing away.

Yojimbo
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The Multiverse in My Head: Fantastic Victoriana [Red Riding Hood, Snow White]

Post by Yojimbo » Fri Jul 20, 2018 2:07 am

Snow White
As the story goes, a young servant girl in Alsace helped hide a dwarven prince when he was being hunted by the servants of his evil uncle. The servant girl risked her life to help the prince, earning a scar from a dwarven axe in the process. But the dwarven prince escaped, and in due time deposed his evil uncle and assumed his rightful throne. In remembrance of his savior, the newly minted dwarf king located the servant girl and granted her a boon. Whenever she had need, the elite soldiers of the king would answer her call. So the young servant girl used her newfound ability to revenge herself for many torments, great and petty, and went out into the world to find her fortune. She has hunted the Hungry Dead and rescued refugees in France, fought wizards in East Germany, and dealt with werewolves and vampires in Eastern Europe.
PL: 10
Abilities: STR: 10 (-) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHR: 22 (+6)
Skills: Bluff 4 (+10)
Diplomacy 4 (+10)
Intimidate 4 (+10)
Knowledge: Arcane Lore 8 (+10)
Knowledge: Tactics 8 (+10)
Language 2 [English, German]
Notice 4 (+7)
Sense Motive 4 (+7)
Stealth 4 (+6)
Feats: Attack Focus [Ranged] 6
Attractive 1
Defensive Roll 4
Improved Initiative 1
Precise Shot 2
Quick Draw 1
Equipment 6 [Multi-Tool, Night Vision Goggles, Rebreather; Assault Rifle, Heavy Pistol, Armored Jumpsuit]
Powers: Summon 10 [Fanatical, Horde, Progression 3 (10 Minions)]
Combat: Attack +6 [Unarmed DC 15], Ranged +12 [Assault Rifle DC 20, Heavy Pistol DC 19], Defense +10, Init +6
Saves: Toughness +3/+10, Fortitude +6, Reflex +6, Will +8
Description: Of medium height and build, Snow White has long black hair, a pale complexion, crystal blue eyes, and naturally blood red lips. Staggeringly beautiful, with a natural grace and an understanding nature, she doesn’t seem the type to become an international soldier of fortune. But the heart of an adventurer burns beneath her breast. She wears dark blue and white primarily, including her travel stained leathers and armor. Snow carries a .50 Blackwood Crowhook pistol, and a 7.62mm Heckler & Koch assault rifle. Snow is a diffident hand to hand fighter, but a crack shot. However, she tends to shout more orders than fire guns, directing her summoned dwarven soldiers to handle tasks.
The Dwarves
The elite soldiers of the dwarf king Yngvi, they respond to Snow White’s call. They do not begrudge their service to a human woman. Indeed, their adventures in the outer world aiding Snow have made them legendary both among humans and dwarves. They are loyal to her above all save King Yngvi himself. Snow treats them like fellow beings, asks them for advice, looks after them, and also makes sure that they get shares in any earnings or treasure. The ten dwarves who come to Snow’s summons are Andvari, Haugspori, Skirfir, Virfir, Onar, Dain, Vigg, Thekk, Rathsvith, and Fundin.
PL: 10
Abilities: STR: 24 (+7) DEX: 14 (+2) CON: 24 (+7) INT: 14 (+2) WIS: 16 (+3) CHR: 10 (-)
Skills: Craft: Artistic 4 (+6)
Craft: Mechanical 8 (+10)
Craft: Mystical 4 (+6)
Craft: Structural 8 (+10)
Craft: Weapons & Armor 8 (+10)
Disable Device 8 (+10)
Knowledge: Arcane Lore 8 (+10)
Knowledge: Earth Sciences 8 (+10)
Knowledge: Physical Sciences 6 (+8)
Knowledge: Technology 6 (+8)
Notice 4 (+7)
Stealth 4 (+10)
Survival 4 (+7)
Feats: Artificer
Defensive Strike
Follow-Up Strike
Hardy
Improved Critical 2 [Battleaxe/Warhammer]
Improved Initiative 1
Improvised Tools
Inventor
Power Attack
Quick Draw 2
Takedown Attack 2
Teamwork 3
Equipment 10 [Binoculars, Fire Extinguisher, Multi-Tool, Repair Kit; 12-guage Shotgun, Battleaxe, Heavy Machine Gun, Warhammer, Chain-Mail]
Powers: Shrinking 4 [Normal Strength, Normal Toughness; Permanent, Innate]
Super-Senses 2 [Darkvision]
Combat: Attack +10 [Battleaxe/Warhammer DC 25, Shotgun DC 21/22, Heavy Machine Gun DC 22], Defense +10, Init +6
Saves: Toughness +7/+10, Fortitude +9, Reflex +6, Will +7
Description: The dwarves are rough and tumble warriors, sharp edged and prickly around most humans, save for Snow. Like all dwarves, though they are warriors, they are scientists, craftsmen, and runemasters as well. Massively muscled and heavy browed, the dwarves have deep eyes, broad features, and pale skin. Their hair is long, their beards voluminous, and carefully combed and braided. They wear chain armor, cunningly wrought, and wield either heavy battleaxes or massive warhammers for close combat. Shotguns and heavy machine guns are the favored weapons for distance killing, but they can also whip up explosives and other treats on the fly. Crude and short tempered by human standards, the dwarves have come to respect Snow and her tactical expertise.

Under the Hood
One if the initial inspirations for doing these fairy-tale characters was the first volume of Witcher stories. In those, Gereint the Witcher encountered some classic fairy-tale situations and characters, but always with a twist. The "Snow White" he encountered led a band of seven bandits, for example. So that's pretty much why my Snow White leads a band of mercenaries. There's not that much difference between a bandit and a merc, after all.

I probably could have curbed the band of dwarves to the classic seven, but M&M 2E's Progression doesn't work like that. So ten dwarves it is!

Yojimbo
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Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by Yojimbo » Fri Jul 20, 2018 2:08 am

MacynSnow wrote:
Fri Jul 20, 2018 1:51 am
That's too bad.What happened to the Campaign?
Oh, you know, life and so on. People get busy, schedules change, inspirations change. We may get back to it some day.

MacynSnow
Posts: 2683
Joined: Tue Dec 20, 2016 2:56 pm

Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by MacynSnow » Fri Jul 20, 2018 2:18 am

Yojimbo wrote:
Fri Jul 20, 2018 2:08 am
MacynSnow wrote:
Fri Jul 20, 2018 1:51 am
That's too bad.What happened to the Campaign?
Oh, you know, life and so on. People get busy, schedules change, inspirations change. We may get back to it some day.
Too true,RL goes on,after all! :lol:

I like the current Fairy Tail builds,can't wait to see how you "Steampunk-up" The Huntsman and Prince Charming(they technically already did Hansel&Gretal...).

Hoid
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Location: The Forever Tree

Re: The Multiverse in My Head: Fantastic Victoriana [Red Riding Hood, Snow White]

Post by Hoid » Fri Jul 20, 2018 2:52 am

Hopefully, my character for Macyn’s game fits the aesthetic of this parallel-Earth. (I’m not done writing him up, though.)

Yojimbo
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Joined: Tue Aug 22, 2017 8:31 pm

Re: The Multiverse in My Head: Fantastic Victoriana [Revenge of the Metal Man]

Post by Yojimbo » Fri Jul 20, 2018 12:56 pm

MacynSnow wrote:
Fri Jul 20, 2018 2:18 am
I like the current Fairy Tail builds,can't wait to see how you "Steampunk-up" The Huntsman and Prince Charming(they technically already did Hansel&Gretal...).
There's no Huntsman, but there's definitely a Prince Charming and versions of Hansel and Gretel.

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