Her Majesty's other secret service OOC. 2E MnM

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Flynnarrel
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Flynnarrel »

Iggdraxikkerlitsyn ('Iggy' for short, 'Mad Little Flame-obsessed Goblin Tinker' to those who really know him, 'Ack-are-you-trying-to-kill-us' to any whose tried his cooking)

Iggy started life as the child of goblin servants for the mad genius inventor, Austentarius Bartholomew Von Durslik. Iggy learned how to clean the mad master's lab in the careful and particular way the genius inventor wished. Oh, the goblin family knew of the treacherous mutterings - how word of the master's designs to take over the Empire with his scientific and technological creations had gotten out, how the scientific community and Empire loyalists railed at his 'thaumatalogical offenses against the natural and paranatural world' and 'traitorous designs'. Iggy and his family just cleaned the beakers, polished the instruments, and buffed the big zappy thing with the sparks that tingled so warmly. It was a surprise to the goblin servants when a special operations team sent by the government stormed the lab and Austentarius activated the defense automatons and primed his 'Secret Doomsday Weapon'. Young Iggy was just looking for a place to stay out of the way on the catwalks above the bubbling vats connected to the Weapon. It seemed like a good idea to the below-intelligence goblin. He was wrong. In the fight a stray energy bolt collapsed the catwalk and Iggy fell into the charged vats of unknown chemicals that splashed into one another, never meant to mix.

Iggy awoke in a secret hospital 3 weeks later. He's told he was rescued and resuscitated just before the lab exploded killing the ill-named Austentarius and, unfortunately, Iggy's parents. The young goblin grasped the ramifications immediately. Then surprised himself by knowing the word 'ramification'. In fact, everything seemed brighter. Iggy recalled many of the scientific tools he used to clean and could discern their probable uses with perfect clarity. He weighed the pros and cons of sharing his newfound capacities with his 'rescuers', he decided to risk it and opened dialogue. He provided many of the diagrams and scientific 'breakthroughs' otherwise lost in the explosion of Autentarius's lab, pioneered by an unscrupulous mind free of moral and civilized constraints. Iggy promised never to share or even speak of these designs again in return for his freedom, a new identity, and a chance to serve in the airfleet.

It was in the service of Her Majesty's Aerial Navy, the mentally enhanced and technologically-minded goblin rose to Senior Engineer on one of the lesser flagships. It was there that an explosion during a border skirmish claimed the goblin's arm. The injury was grounds for an honorary discharge. Rather than being disheartened, the inventor goblin designed himself a new arm with plans for many more upgrades and enhancements. In the meantime, he's interested in other things that may occupy his attention and ever-spinning mind.

Complications:
Mental overdrive - Iggy's mind is constantly running and making connects, moving from topic to topic. Therefore he is unsuited to lengthy focus on tasks of anything but a mechanical, scientific, or alchemical nature, like surveillance, or lengthy conversations (say, over 4 minutes).
Cooking - Iggy is convinced that he is a consummate cook and while his sense of smell would let him detect all the ingredients in a stew, his own personal tastes are... eclectic and he has no problem with chocolate covered hot peppers on a bed of sauerkraut and blueberries.
Goblin - despite the enhanced capabilities afforded him by the lab accident when he was younger he's still a member of an often disregarded and dismissed race. Despite his ability to see connections and formulate decent plans, for example, few will be convinced it is anymore than just 'goblin nonsense'.
Heir of Von Durslik - Iggy's mind contains the designs for many of his former master's designs and blueprints. If any like-minded mad genius knew or figured out the connection between the two they may try... drastic measures to extract the information from Iggy's mind.

PL5 105+9xp

Str 10(-4size)/6 Dex 10 Con 14 Int 24 Wis 12 Cha 8 [18pp]
Fort save 2+3 Ref save +6 Will save 1+4 [13pp]

Feats[12pp]: Speed of Thought, eidetic memory, equipment 1, inventor (steam engineer), artificer (alchemist), Master Plan, Dodge 2, Attack Focus - Ranged 3, Luck

Equipment: flash goggles 1ep, multitool 1ep, Fire Extiguisher 1ep, Night vision goggles 1ep, commlink 1e

Skills [12pp]: Craft: Alchemical 8 (+15), concentration 8 (+9 ), craft (mechanical) 4 (+11), disable device 4 (+11), knowledge (Arcane Lore) 2 (+9), search 2 (+9), knowledge (technology) 8 (+15), language 1 (Goblin*, ‘Common’), medicine 1 (+2), investigate 2(+9), notice 8 (+9),

Combat: (base attack +1(+1size) [2pp], base defense +2(+1size) [4pp])
Initiative: +7
Attacks:
Unarmed +2, DC13 Toughness
Ranged +5
Fire Bomb, 20ft away, area-cloud {25ft diameter}, Reflex DC 15, Toughness DC20 or 17, fire description
Tangle glue, Touch-range, Area-shapeable, Reflex DC15, then Reflex DC15 or 12
Acid, Touch-range, +2, Fort DC18, Toughness DC23, acid description
Bottled Lightning, Touch-range, Area-line (targeted), +6 to hit, Autofire, DC19, lightning description
Madness spray, Ranged, Area-burst, Selective, Reflex DC15, Will DC15 or 12
Napalm Globe, Ranged, +5, DC20, Secondary Effect, fire description

Defense: +2+2Dodge+1size= +5 (aware), +1+1size= +2 flatfooted
Toughness: +2-1size = 1(without field) / +2-1+4= +5 (force field)

Powers

Mutagen
Rage 4 + Rage1(extended duration) [5pp]
Free action, +10 Str, +5 Fort, +5 Will, -2 defenses, 10 rounds. (Defense 13, Toughness 17) Then Fatigued 10 rounds
Toughness 2, limited (while raging) [1pp]

• Device (homeostasis force field belt) [hard to lose; Powerloss: Batteries charged daily -1, pr 5 [11pp, 15 pool]
*Force Field, Continuous, Noticeable, Action Drawback: Standard Action to activate -2, pr 4 {6points} + LINKED
*immunity: heat, cold, Suffocation, {4points} + LINKED
*Flight 1; Levitation only, Continuous pr1 {2points} + LINKED
*Feats: Evasion 2, Move-by-Action {3points}
{with an audible and ominous hum this device powers up. After several seconds, a field envelopes Iggy trapping in air as insulation against the elements (a recycler keeps the air breathable). It also has a measure of buoyancy, It's stable enough to take accurate shots on the go while being a measure of 'slippery' to take him part way out of area effects.)

• Device(Alchemy gear)[hard to lose; 20pp (base 15+7AEs)]
Fire Bomb: Damage 5, Area-Cloud {25ft diameter}, Extended Reach 4, Indirect 1(Spreads as gas then combusts)
{Tossing out a small pressurized vial up to 20 ft away there's a break then a whoosh as the gas expands the combusts in a lingering burn.}
AE: Tangle-balls: Snare 5 [Anchored], Range-Touch, Area-Shapeable, Contagious, Activation - Move, Reversible
{Iggy shakes and handful of these small beauties to prime the reagents then a wide arc of Iggy's arm disperses a number of the marble-sized globes filled with a rapid-expanding grey frothy glue that traps those caught in it (and any who touch those caught in it). Iggy has a spray to dissolve the glue.}
AE: Essential Acid: Corrosion, Full-Round Action, Activation-Move pr 8
{Pulling out reagents, Iggy quickly assembles a deadly solvent.}
AE: Feel Better Salve: Healing, Restoration, Activation - Move action, Persistent pr 5
{This salve (for internal OR external use) promotes clotting and knitting of wounds. It's short-potency means it has to be mixed just before application. It comes in strawberry-pepper, cherry-curry, or banana-engine grease flavors.}
AE: Stinky Screaming Smoke Bomb: Obscure [All senses], Independent, Range-Touch, Triggered (Breaking of a glass vial/globe), Slow Fade, pr 3 {25ft radius}
{This globe, once broken, releases a noisome noxious inky cloud that lingers in an area. The globe can be placed as a trap of sorts or given to another who's careful not to break it before it's time.}
AE: Bottled Lightning: Damage 4, Area-Line(targeted), Autofire, Accurate 2, Homing 2(Homing limited to enemies w/metal armor or parts)
{Opening this canister in the desired direction unleashes a torrent of arcing lightning in a 30ft line.}
AE: Madness Spray: Confusion 5, Area-Burst, Selective, Activation - Move, Reversible
{This holed cylinder, once primed, activated, then launched, releases a psychotropic gas in a 30ft radius area. Anyone that Iggy had 'dosed' with a counter agent beforehand is unaffected; further, Iggy can treat anyone affected with the antidote.}
AE: Napalm Globe: Damage, Ranged, Secondary effect, pr 5
{This is a glass marble is filled with a nasty chemical that ignites on the marble's breaking when it's launched from Iggy's high-powered slingshot.}

Mechanical Arm:
Elongation 4 {50ft} Limited: arm only. [2pp+AE]
AE: Swinging
Feat: Improvised Tools [1pp]

Goblin:
• Shrinking 4 [small size (+1 attack and defense, -4 grapple, +4 stealth, -2 intimidate, carry capacity x3/4) -4 strength (already figured into strength score); extra: duration to continuous; feat: innate; flaw: permanent] [5pp]
* Big nose: Sense smell gains Acute, Analytical [2pp]
* Big Ears: Sense hearing gains Extended [1pp]
* Accustomed to drudgery: immunity Poison, Disease (half effect) [1pp]

Attributes 18 + saves 13 + Feats 12 + Skills 12 + Combat 6 + Powers 35 + Goblin 9 = 105

Image
Aiming a Napalm Globe.
Last edited by Flynnarrel on Tue Jun 09, 2020 7:02 am, edited 3 times in total.
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Poodle
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Poodle »

Flynnarrel wrote: Sun Aug 18, 2019 5:03 am
Powers
• Device (homeostasis force field belt) [hard to lose; Powerloss: Batteries charged daily -1, pr 5 [11pp, 15 pool]
*Force Field, Continuous, Noticeable, Action Drawback: Standard Action to activate -2, pr 4 {6points} + LINKED
*immunity: heat, cold, Suffocation, {4points} + LINKED
*Flight 1; Levitation only, Continuous pr1 {2points} + LINKED
*Feats: Evasion 2, Move-by-Action {3points}
{with an audible and ominous hum this device powers up. After several seconds, a field envelopes Iggy trapping in air as insulation against the elements (a recycler keeps the air breathable). It also has a measure of buoyancy, It's stable enough to take accurate shots on the go while being a measure of 'slippery' to take him part way out of area effects.)

• Device(Alchemy gear)[hard to lose; 20pp (base 15+7AEs)]
Fire Bomb: Damage 5, Area-Cloud {25ft diameter}, Extended Reach 4, Indirect 1(Spreads as gas then combusts)
AE: Tangle-balls: Snare 5 [Anchored], Range-Touch, Area-Shapeable, Contagious
AE: Essential Acid: Corrosion, Full-Round Action, Activation-Move pr 8
AE: Feel Better Salve: Healing, Restoration, Activation - Move action, Persistent pr 5
AE: Stinky Screaming Smoke Bomb: Obscure [All senses], Independent, Range-Touch, Reversible, Slow Fade, increased reach 5 pr 2 {10ft radius}
AE: Bottled Lightning: Damage 4, Area-Line(targeted), Autofire, Accurate 2, Homing 2(Homing limited to enemies w/metal armor or parts)
AE: Madness Spray: Confusion 5, Area-Burst, Selective
AE: Napalm Globe: Damage, Ranged, Secondary effect, pr 5
Why is his alchemy gear hard to lose? It seems like a matter of pickpocketing you or knocking a grenade out of your hand?

There are just a few questions about his attacks.
How is his Stinky Screaming Smoke bomb reversible? It doesn't look like something you just switch off or instantly cancel effects. . With a range of touch I assume it is too big or something to throw. It seems like it would affect you more than anyone else, even with your force field turned on. .

How is the area-burst madness spray selective?

Apart from that I love the character and it will fit in the mileu perfectly. Great picture too
Imagination is more important than knowledge. Knowledge is limited. Imagination circles the world. -Albert Einstein.
Flynnarrel
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Flynnarrel »

He wouldn't have all his alchemical reagents in one place on his body and many of him powers have activation or increased time to reflect that he has to finish a key component for it to be active. He'd need to be unconscious to be relieved of everything on his personage. At least that is my thinking. If you can think of a better mechanical way to represent a way for individual things to be knocked out of his hand, let me know.

SSSBomb - my first thought was it was reversible by spreading another crystal or chemicals that absorb the airborne pollutants. but you're right, I'll change it to triggered instead via the breaking of a globe. That would give it a few more options.

Madness spray - my thought was that Iggy could give people a pill to swallow beforehand or, if needed, administer a dose of the counter agent if someone is affected and we need them lucid.
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Poodle »

Hmmm... Ok.. Works for me. I had pictured his effects like a collection of grenades or globes ready to throw. Your explanation makes sense to me. I'm good with that You did describe your SSSbomb as a bomb after all.
Imagination is more important than knowledge. Knowledge is limited. Imagination circles the world. -Albert Einstein.
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by nowhereman2 »

I am thinking of playing a female mathematician/inventor with Victorian sensibilities (save her desire to build a clockwork suit of armor and fight baddies). I do not have a copy of the 2e rules however. Would you be able to fix any problems caused by this?
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Poodle »

Ummm... Maybe. We already have a goblin alchemist but it seems like there won't be too much overlap. As for help with 2e, easiest way is to get the 2e manual as a PDF but I will use whatever humble skills i have to help out.
Imagination is more important than knowledge. Knowledge is limited. Imagination circles the world. -Albert Einstein.
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by pathfinderq1 »

Is there any more setting information available? Or, if not, how much can we make up in terms of background?

As should be no surprise, I have a number of ideas, but I'm not sure which would fit best for the story...
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Poodle »

Whar more information do you need? You are set in England, predominantly London, with all the bigotries and problems associated with that. Pitch me a few ideas and I will tell you what works for me. At the moment it seems like we might have 2 genius inventors so possibly don't need more of them. There is certainly a place for an investigator, a man-at-arms, a burglar or something similar, a driver, a leader or a negotiator. Someone with Streetwise would be an asset too. The goblin is capable of some healing.

There does need to be a man, after all this is Victorian England not some damm colony with it's ridiculous ideas about suffrage..
Imagination is more important than knowledge. Knowledge is limited. Imagination circles the world. -Albert Einstein.
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by pathfinderq1 »

Mostly it is a question of how closely does the game setting follow actual history, and how much has changed due to Steam/electro-tech, magic, and new races. There are some pretty broad variations under the steampunk umbrella (or rather parasol, I suppose)- Mortal Engines and His Dark Materials are both steampunk, but quite different from Castle Falkenstein, or the Radiance game setting.

I'll just assume minimal variance for now, and be surprised.

In terms of ideas here are a few (in no particular order): (I am out of practice building for 2E, so thse are rough sketches before I actually put something solid together)

1. Dirigibles are big and slow- to help deal with this an inventor has developed a set of electro-tech personal wings. After a number of setbacks, one person with a set of those wings is now a free-lancer- courier, scout, and explorer, recently employed by the Department of Supernatural Affairs. Think the steampunk equivalent of Falcon's wingpack from the MCU movies- the character is NOT an inventor, and in fact might seek out an inventor (even goblin or a woman) to repair or improve the pack.

2. "Hob" Henderson: An orc made good, Hob is the valet to a retired military officer (one who is either a benefactor to the Department of Supernatural Affairs or who is a former operative, now too frail for the field). Hob has the cool exterior of a proper butler or valet (very unusual for an orc)- one might never suspect his past as a thug and legbreaker. At PL 6, more a scrapper than a powerhouse- strong melee and streetwise skills hidden under a proper servant's veneer.

2A. The distaff counterpart to same, a female servant from a foreign land who is far more physically capable than one might expect. A lady's maid (to an NPC Department member, or perhaps a suitable PC)- quiet and all but socially invisible, but secretly a frighteningly dangerous melee fighter and stealth expert.

3. Lady Annabelle: half-elven nobility, the daughter of a sidhe noblewoman and a human military officer (now retired), she grew up in the colonies (probably India), where she learned to ride and to shoot (partially her parents' eccentricity, partially from necessity, and acceptable so far from London). Now returned 'Home' with her father's retirement to a county estate, she is not content to sit home. Sociey/people skills, perhaps a dash of elven magic- and an absolutely crack shot with a rifle. Could also shift to archery (both as an elf and because archery WAS a proper ladies hobby in the times) or even as a swashbuckling swordswoman.
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Poodle »

Hob looks perfect. Why is he no longer a butler?
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by nowhereman2 »

Elizabeth Carolynn Erin Renwald

Elizabeth Renwald is the second daughter to Michael and Lauren Renwald. She picked up her impeccable manners from he mother and her penchant for engineering and advanced abstract mathematics from her father. Initially, she trained to be a French teacher (her mother being french), however her skills in mathematics allowed her to gain a job as a mathematics lecturer (unpaid). Attaining her doctorate by 24, she began working on methods of using the principles of cyclic multiplication to create force multiplication in geared systems. In short, she built the first working example of clockwork power armor. This achievement should have won her a paid position at Cambridge, however her fellow academic -- the idiot inventor as she called him in private -- Marcus Calhoun stole her design and presented it as his own. She's received some recognition and now receives a small stipend, but still Elizabeth fumes at the thought of Calhoun.

She has worked to design and perfect the clockwork power armor and has taken it out on a spin. Her family desires her to settle down, but it is quite fun to smash through concrete walls. She attained a small amount of notoriety when she used her armor to stop a smuggling ring.

Complications:
Is a woman - Enough said
Sworn Enemy - Marcus Calhoun
Prone to flights of fancy - Desires to live an exciting life, despite her families wishes
Cannot resist a good puzzle - even in the midst of battle. This will distract her (flat-footed or whatever penalty make sense) until she solves it.

PL6 90

Str 8 Dex 10 Con 16 Int 24 Wis 10 Cha 14 [22pp]
Fort save 3+2 Ref save +6 Will save +4 [12pp]

Feats[5pp]: equipment 1, inventor (Clockwork engineer), Attack Focus - Close 3

Equipment: multitool 1ep, Fire Extiguisher 1ep, commlink 1e, Binoculars 1ep, Parabolic Microphone 1ep

Skills [9pp]: Craft: Clockwork Engineering 8 (+15), concentration 8 (+9 ), craft (mechanical) 4 (+11), disable device 4 (+11), knowledge (Clockwork Mechanisms) 2 (+9), search 0 (+7), knowledge (Mathematics) 8 (+15), language 1 (French, ‘Common’), medicine 1 (+2), investigate 2(+9), notice 4 (+9),

Combat: (base attack +1(+1size) [2pp], base defense +2(+1size) [4pp])
Initiative: +0
Attacks:
Unarmed +3, DC15/20 Toughness
Ranged +0
Power Fist +3 DC 22 Toughness
Arm Net +0 DC 16 Dex/Strength

Defense: +0+1Dodge= +1 (aware), +1= +1 flatfooted
Toughness: +3 = 3 / +3+8= +11 (Armor)

Powers
• Device (Clockwork Power Armor) [hard to lose (works like removable?); [24pp, 30 pool]
*Enhanced Toughness 8, impervious 4 {12points}
*Enhanced Strength 5 {10 points}
*leaping 3; {3 points}
*Movement (Wall-crawling) {2 pp}
*Speed 3 (240 ft/round) {3 pp}
{The armor is made up of heavy, but amazingly thin (for the time) clockwork gears. The system seems to run on a winding system. Once wound, it should run for several days. There is also a small steam chamber that feeds into a pneumatic tube for launching her into the air.}

Device (Power Fist) Linked to armor {12 pp,15 pool}
*Damage Strength Based 3 {3 pp}
*AE Affliction Snare 6 {12 pp}

Attributes 22 + saves 12 + Feats 5 + Skills 9 + Combat 6 + Powers 36 = 90

Image

Clockwork Power Armor (Imagine more gears. I am not an artist so this is the best I can find.)
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Poodle »

Ok..what size are you. Humans don't get bonuses or minuses for size.
As for the snare how does that work? Do you have telescoping arms or what?
Also your strength based damage needs to be 4pp to add "mighty'..
Your AP of snare should only cost 1pp but it's value can't be more than the base power. If your base power e.g. Power Fist Strike 5, power feat:mighty linked Stun 3
Would cost 12pp +1pp for the power feat: alternate power.
Snare 6 would be the most you could have as it is 2pp per rank.
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by pathfinderq1 »

Poodle wrote: Tue Aug 20, 2019 4:15 am Hob looks perfect. Why is he no longer a butler?
Okay, I will start working on a build- it may take a while as I am out of 2E practice and have to consult the books often. I also have another project ongoing, and have to budget time between the two of them.

As to Hob's career trajectory, there are some options, depending on what might work best:

-For the first, he is (was?) a valet, that is a personal manservant to Sir Reginald- beginning as a horse-handler and becoming an orderly (or batman, small-b) in the Dragoons (since orcs may not enlist as proper soldiers, the position was ideal, if informal), and then an assistant as Sir Reginald (as he transitioned to 'civilian' life as a supernatural investigator for the Department) providing normal service and an occasional bit of muscle, and even learning a bit, as Sir Reginald provided a bit of education (to make 'Hob' more helpful). In time, sir Reginald grew older, and too frail for fieldwork and retired to his London townhouse (where he maintained friendship and connections to the Department).

Of course, as an orc, even a civilized one, he faces some degree of prejudice (even in a large cosmopolitan city like London)- he would certainly find it difficult to find a new position in another household.

And well, one must be clear and proper in one's place. He is (was?) a valet, not a butler. A valet is a personal manservant to a particular gentleman, and while he may be a senior servant (and is certainly "upstairs"), he is nothing so lofty as a Butler (who is the highest ranking servant in most households, and in charge of overseeing the rest of the staff). Even Sir Reginald, for all his eccentricities, would never have been permitted to place an orc into a place where he was actually "the Boss' of human servants, no matter how low-bred they might be. Valet was a permissible status, especially since Hob was so well-behaved and educated (for an orc- "I mean really, you know that they eat children if left to their own ways?").

From there, the possibilities:
1. Sir Reginald is old, but still alive. He requires Hob's duties as a servant quite rarely as he seldom leaves the house or receives visitors. Instead, he allows (or even encourages) Hob to assist the Department in various operations (and lives vicariously through Hob's "adventures", relentlessly grilling his valet for stories from the field- and serving as an occasional advisor/contact).

2. Sir Reginald has died, without an heir- he left his London house to the Department to use as an informal club or meeting place (different from their "Official" government-sponsored headquarters), and he provided for the house servants to remain employed there. Hob has become known to the department (both from his work for Sir Reginald in the past, and from his current duties). If asked, he would be glad to help out (kind of boring being a valet with no one to help on a daily basis- plus he misses the excitement of Sir Reginald's investigations).

3. (The Full Gotham) Sir Reginald has died (possibly of age, possibly due to some mysterious or supernatural goings-on), and his son and heir is still quite young, with little need for a full valet. While "the boy" (probably NOT named Bruce) splits his time between the London Townhouse and the family estate in the country, Hob helps keep the London house in shape. This is however, rather boring and light duty most of the time (unless the 'young Lord' is "in town")and the Department's HQ is just next door. Hob hangs out with the Department's servants (and again, based on his time with Sir Reginald, is known to the Department, who employ him occasionally).
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by pathfinderq1 »

>IN PROGRESS:
(expect this to be slowly edited into shape)

Ulk ("Hob") Henderson
Male orc
Age: 29 (has worked for Sir Reginald for 15 years)
Height: 7'0"
Weight: 405 lbs
-Hob is still Medium size, but he is definitely close to Large- he is very tall and quite muscular.
Hair: Black (head shaved bald)
Eyes: Brown
Skin: Dark green (heavily scarred and tattooed on the arms/body, but never shows this in polite company)

>Inspirations: Lurch, Mani (Brotherhood of the Wolf), Cyrus Montrose (The Alienist); (And, yes, Alfred- mostly in the Gotham/Pennyworth incarnation)
(To a lesser extent Hulk, Mr. Hyde, etc. Although he doesn't physically transform, he does have two VERY different personas, depending on the situation)

>PL 5; 105pp (+2pp Drawback)
-Scrapper/powerhouse (Cultured bruiser)

>Attributes: (32pp)
STR: 22 (+Super strength 2= 32)(8pp +4 Growth)(+6)
CON: 22 (10pp + 2 Growth)(+6)
DEX: 10 (0pp)(+0)
INT: 14 (4pp)(+2)
WIS: 18 (8pp)(+4)
CHA: 12 (2pp)(+1)

>Combat (12pp)
Defense: +4, Flat-footed +2 (4pp, +Dodge focus 2)
Toughness: +6 (+6 CON, +0pp)
FORT: +6 (+6 CON, +0pp)
REF: +2 (+0 DEX, +2pp)
WILL: +6 (+4 WIS, +2pp)

>Attack (base): +2 (4pp)
Attack (Close): +4 (Base +Attack focus- close 2)
Attack (Ranged): +2 (Base +0pp)
Initiative: +0

>Feats/Advantages: (23pp)
-Accurate attack; Attack focus x2 (Close); Benefit x1 (Patron- Sir Reginald; basically Status by proxy); Connected; Dedication; Direction sense; Dodge focus x2; Endurance x1; Equipment x1; Fearless; Fearsome presence x2; Improved grapple; Improved overrun; Improved trip; Interpose; Jack of all trades; Luck x1; Move-by action; Teamwork x1; Uncanny dodge x1 (Scent)

-Dedication (MM pg 45): Your dedication to your allegiance (in this case, Sir Reginald and by extension the Department) makes it very difficult to sway you. You receive a +4 bonus on Will saving throws and Sense Motive checks for any effect causing you to act against your allegiance.

>Skills: (13pp= 52sp)
-Climb +7 (STR, +1sp); Concentrate +5 (WIS, +1sp); Diplomacy +3 (CHA, +2sp); Gather information +10 (CHA, +9sp); Handle animal +3 (CHA +2sp); Intimidate +10 (CHA, +9sp); Languages 3 (3sp; Common/English, +Goblin, Latin, Cockney/street slang); Medicine +5 (WIS, +1sp); Notice +5 (WIS, +1sp); Search +3 (INT, +1sp); Sense motive +6 (WIS, +2sp)

-Knowledge skills: Streetwise +10 (INT, +8sp); High society +5 (INT, +3sp); Current events +3 (INT, +1sp); Pop culture +3 (INT, +1sp)

-Profession skills: Servant (Valet) +10 (WIS, +6sp); Criminal (Thug) +5 (WIS, +1sp)

(+Jack of all trades)


-Powers: (27pp)
>Orog (Ogre/orc) (Racial abilities):
-Growth 2, Permanent, Innate; (7pp)
-Feature 1: Iron stomach; (1pp)
-Arms like an ape: Feature 1 (Reach +1)
-Senses 3: Scent, Low-light vision, Ultrahearing; (3pp)

>Warrior's Blessing: (Magical enhancements)
-Super-strength 2, +Feat: Shockwave; (4+1pp)
-Immovable 1; (1pp)
-Speed 1; (1pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (Half effect): Natural aging, Need for sleep; (1pp)
-Regeneration 3 (Bruised 1, Disabled 1, Ability damage 1), +Feats (2): Persistent, Regrowth; (3+2pp)

>Drawbacks: (-2pp; Common, Minor)
-'Big Boots': While Hob isn't quite Large size, he is big enough to have some issues in a normal-sized world. Fragile bridges or crumbling tenement floors are a hazard, fragile furniture or delicate knick-knacks may crumple at an inconvenient time, and a narrow hallway or tunnel may turn into a bottleneck. (minor, Common) In addition, much of his clothing and accessories need to be custom made- not a problem most of the time, but could be an issue in the right circumstance.

>Point breakdown: Attributes 32 +Combat 12 +Skills 13, +Feats 23 +Powers 27= 107 -Drawback 2= 105 total

Background: Hob is, in many ways, a sterling example of an "orc made good". He comes from very simple beginnings- nearly thirty years ago, a freight and shipping magnate named George Henderson imported an entire tribe (Clan? Extended family? Oh, who knows they are just savages) of orcs (possibly with a bit of ogre blood) from the wilds of eastern Europe. He intended to use them as cheap labor- helping to unload ships and rail wagons, handling his heavy dray horses, some light construction, that sort of thing. For legal reasons, all of the orcs were given his last name (though few of them bothered to use it, as they could neither read nor write). Over the years, with improvements in technology, actual living workers were less and less efficient, and Henderson's fortunes began to decline. The orcs continued to live in squalor in the worst part of the city- and some of them soon turned to criminal pursuits. One young orc in particular, named Ulk, was both stronger and smarter than most of the other younglings. He had been born in a stable and knew how to handle horses- but there weren't many to work with, as steam-carts took their place. He found a place in another gang, far from the waterfront slums where most of the orcs dwelled. Even at an early age, he was a seasoned enforcer, nicknamed "Hobnail" for the heavy boots that he wore (and used to deal out brutal violence). In time the bobbies came calling and the gang was broken up- the leaders were hung, most of the low-level thugs went on to other gangs, and 'Hobnail' was left at the mercy of the system. While he was only an orc, he was quite young and a soft-hearted judge sentenced him to a term of military service in the hopes he could turn his life around.

Sadly, orcs were considered too savage to enlist as regular soldiers- but after demonstrating his way with horses the young orc was assigned to a regiment of Dragoons and sent to a battlefield somewhere far from London. At first he simply worked the horse-lines, freeing actual Dragoons for better things. After a while though he came to the attention of the regiment's commander, Colonel Reginald Groves. Groves saw potential in the young orc and placed him as his personal orderly (he was also a bit tired of watching young soldiers compete for the post). He saw that young Hob, as he called the orcling (after the legendary household fae servants) learned to read and write, and even to stand up straight like a proper lad instead of slouching like an orc. He didn't bother to teach Hob to shoot, as orcs weren't permitted to use guns- and he certainly didn't need to teach him how to fight. After a number of incidents, Hob was promoted to 'batman' and took over almost all of the Colonel's servant tasks- he was even provided with something that vaguely resembled a uniform.

A few years passed, and Colonel Groves retired from active service after his father died- he was granted a Knighthood and assumed the family title. Because of his status, he was even allowed to keep Hob as his personal valet (though that did upset the other servants a bit) but life at the country estate was too boring so he spent most of his time at his London townhouse. Sir Reginald had always been interested in mysterious happenings- and by pure coincidence the Department of Supernatural Affairs was headquartered just down the street. Soon enough, Sir Reginald was working for the Department, engaged in investigations all around the world- and wherever he went, Hob went with him. The stolid orc, no longer quite so young kept Sir Reginald's tea hot, his explorer's garb clean and pressed, and his guns clean- in far-off savage lands, Hob even cracked a few heads or wrestled beasts, as needed- Sir Reginald was a crack shot, an expert sleuth, and a stout leader, but he was a bit scrawny, to be honest, and he was not getting any younger.

Years passed. In the hunt for the infamous Lion-Man of the Kalahari, Sir Reginald and his party were ambushed by mutated hyenas, twisted by dark magic- only Sir Reginald and Hob survived (and Sir Reginald only survived because Hob dragged him to safety, despite his own wounds). When the temporary safety of daylight came, they found themselves in small village, one which had suffered greatly from the Lion-Man and his minions- but had not yet been broken. An old shaman who dwelt in the village offered an exchange- he would use his magics to heal Sir Reginald, and strengthen Hob, if the orc would be willing to act as a champion. The offer was, of course, accepted. Over the course of three days, the shaman inked tattoos of power over the old scars- every day Hob felt stronger, and he remembered much of the savage history of his warrior ancestors.

When the Lion-Man and his minions came to the village, Hob stood to meet them- backed by the shaman's magic (and a rejuvenated Sir Reginald, with a large cache of firearms). There was an epic battle, and the Lion-Man was defeated. Hob and Sir Reginald returned to London, though the orc retained the might of the magical tattoos.

More years passed. Sir Reginald began to grow old, and the pain of various injuries plagued him, but his mind was still sharp. Hob, the other hand, remained vigorous, even stronger and tougher than he had been. Sir Reginald still served with the Department, but he rarely took the field and acted mostly as an advisor and patron. Hob still had some duties as a valet, and he was also called upon to undertake various tasks for Sir Reginald out in the city. He was even granted some free time a few day a week- which he used to return to his old neighborhood. There were crude pubs, and even cruder entertainment halls- but there was also crime and corruption, even worse than it had been back in the old days. Hob helped out a bit, here and there, but it still didn't quite feel like home. He enjoyed his duties for Sir Reginald, both as a set of eyes and ears, and as a ready fist when needed...

>Complications:
-Gentleman's gentleman: Hob is Sir Reginald's valet, or personal manservant, and he is quite proud of this (not leastwise because he genuinely respects the old man). He is responsible for laying out his clothes, assisting with a shave or dressing, fetching or carrying things, and any other such duties as might be needed- in the old days this included caring for Sir Reginald's weapons and adventuring kit. Nowadays Sir Reginald doesn't go out much, or receive many visitors- so he sends Hob out into the city on other errands (which is fine, since many of the other servants aren't as comfortable around Hob as Sir Reginald is). From time to time, his master will place constraints on Hob's activities, either restricting them (at times he needs to perform his duties) or dictating them (being sent out on assignments). In addition, Hob's activities may reflect on his master's reputation...

>Suffer the Children: Hob has a soft spot for children (of all races), and for the poor and disadvantaged folk of the world (having been one such person himself when he was young). He will go out of his way to protect those who need it, and he has little tolerance for those who would exploit, threaten, or harm children or other "innocents".

>The Old Stomping Grounds: Over the last year or so (prompted by Sir Reginald's words on the importance of family and social connections), Hob has begun spending some time back in the "bad part of town", where orcs and other unsavory characters live, work, and play. He has also, very discretely begun to clean the place up a bit- by exerting 'influence' on some of the worst that the neighborhood has to offer. Someone from the old neighborhood might need a favor, or a local troublemaker might need a lesson...

>"Eek, an orc!": (Prejudice) While Hob is quite well-mannered and educated for an orc, he IS still an orc, and a large and imposing one at that. Even in a cosmopolitan city like London, there are people who can't stand orcs (and people who simply fear them).

>Description: Hob is an orc, and is large and muscular even by orcish standards (his tribe is rumored to have some ogre blood mixed in, and looking at Hob might one believe that). He is over seven feet tall, with broad shoulders and the unusually long, apelike arms typical of orcs. His skin is a very dark green and while his hair is black he usually keeps his head shaved bald. His back, arms, and shoulders are a starting webwork of old scars and tribal tattoos (Though oddly, he seems to have no recent scars, only old ones- the tattoos, however are as fresh and sharp as if they were just inked). He is very careful to always wear proper long-sleeved shirts or a jacket when in 'polite company', to avoid offending (or frightening) those of delicate sensibilities. On his own time, such as back in the "old neighborhood" or out in the wilds, he often wears a sleeveless vest (or no shirt at all)- his scars and tattoos acting as both badge of honor and a warning... In addition to proper clothing of heavy broadcloth, he favors a bowler hat and plain heavy shoes when in a civilized setting. In the bad part of town he wears a bright red kerchief tied about his head and the heavy hobnailed boots he has always favored- he also puts an iron cap on one of his fangs, and a silver cap on the other. He almost never carries a visible weapon of any sort- orcs are for the most part not allowed to bear arms anyway. He does, however, keep a trusty straight razor handy- you can never tell when someone might need a close shave...


>Equipment:
-Straight razor
-'Proper' clothes (custom made for size)
-Satchel
-'Not-so-proper' clothes (also custom made, for the bad part of town or out in the wilds).
Last edited by pathfinderq1 on Mon Jun 07, 2021 12:53 am, edited 10 times in total.
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Poodle
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Re: Her Majestiy's other secret service. 2e Steampunk.

Post by Poodle »

What works best might be that Sir Henry is too frail for field work but sends Hob out to find the clues.
Imagination is more important than knowledge. Knowledge is limited. Imagination circles the world. -Albert Einstein.
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