The Forge [3E] StarWars: Jedi Scholar, Guardian, and Healer

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Re: The Forge [3E] Warehouse 13

Postby HustlerOne » Tue Nov 20, 2012 12:01 pm

Huh, I guess I'm not alone in saying that Claudia is probably the fan favorite on the show. I guess guys go for the cute geeky tech girls. :wink:

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Re: The Forge [3E] Warehouse 13

Postby HustlerOne » Tue Nov 20, 2012 12:02 pm

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Mrs Irene Frederics

PL: 6

Abilities: Str: 1, Sta: 3, Agl: 0, Dex: 0, Fgt: 0, Int: 2, Awe: 5, Pre: 8


Powers: Warehouse Connection: Immunity 1 (Aging), Senses 3 (Artifact Awareness,

Communication Link with Warehouses, Danger Sense) (4)


Advantages: Benefit 3 (Caretaker), Connected, Contacts, Daze 1 (Intimidation),

Eidetic Memory, Equipment 1, Fascinate 1 (Intimidation), Hide in Plain Sight,

Skill Mastery 1 (Intimidation), Well Informed


Equipment:

Optional: 5 equipment points left over.

Varies on parameters of current mission.


Skills: Deception 2 (+10), Expertise: Artifacts 4 (+6), Expertise: Behavioral Sciences 4 (+6),

Expertise: Caretaker 6 (+8), Insight 6 (+11), Intimidation 4 (+12), Investigation 4 (+6),

Perception 4 (+9), Persuasion 6 (+14), Stealth 6 (+6)


Offense: Initiative: 0, Unarmed: 0 (Damage 0 )


Defense: Dodge: 4, Parry: 3, Fortitude: 3, Toughness: 3, Will: 9


Abilities: 38, Powers: 4, Advantages: 12, Skills: 25, Defense: 11 = Total: 90


Complications: Responsibility: Shares a connection to warehouse 13 as its caretaker.

Secret: Knows many secrets about warehouse 13.


Notes: Mrs Frederic is the mysterious superior that Arthur Nielsen reports to.
She has a mysterious link to the warehouse itself. This strange connections has granted her
the ability to detect new artifacts and stop her from aging. It's even possible that she
may be able to teleport thus explaining her mysterious ability to appear out of nowhere.
Although this may in fact be her hide in plain sight advantage at work.

Not much is known about Mrs Frederic personal life. It is known that she hasn't aged
since the sixties! That she has already outlived both her son and grandson! She also knows
something about Leela and has some sort of past dealings with her.

She's not a fighter at all. Instead her power lies in her social connections and her very
scary demeanor. She can be quite intimidating and can "persuade" anyone into backing down.
She knows alot about Warehouse 13 and its artifacts.

Mrs Frederic is more of a plot device character. So the full extent of her abilities
and knowledge are unknown. She can possibly serve as an archetype for the leaders of
Warehouse 13 called Regents. Simply drop all powers to simulate a Regent like Jane Lattimer.

By the way the actress who plays her would be perfect for Amanda Waller from DC Comics.
Last edited by HustlerOne on Wed Jan 09, 2013 1:56 pm, edited 2 times in total.

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Re: The Forge [3E] Warehouse 13: Arthur Nielsen, Miss Freder

Postby Batgirl III » Tue Nov 20, 2012 3:02 pm

Did I miss a major plot twist? I can only watch W13 with a "Netflix Delay" but it was always Mrs. Frederic in the episodes I've seen.
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Re: The Forge [3E] Warehouse 13: Arthur Nielsen, Miss Freder

Postby Spectrum » Tue Nov 20, 2012 4:40 pm

I always figured that it was Ms. Frederic.

I'm trying to convince a coworker (that looks scarily like her already) that she needs to go as Ms. Frederic for Halloween some year.

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Re: The Forge [3E] Warehouse 13: Arthur Nielsen, Miss Freder

Postby Batgirl III » Tue Nov 20, 2012 5:16 pm

Spectrum wrote:I always figured that it was Ms. Frederic.

I'm trying to convince a coworker (that looks scarily like her already) that she needs to go as Ms. Frederic for Halloween some year.


Three words: Amanda. Waller. Cosplay. She'll be epic.
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Re: The Forge [3E] Warehouse 13

Postby HustlerOne » Wed Nov 21, 2012 1:16 pm

Batgirl III wrote:Did I miss a major plot twist? I can only watch W13 with a "Netflix Delay" but it was always Mrs. Frederic in the episodes I've seen.


:oops: I think you're right Batgirl III that its Mrs Frederic. I'll correct that right away. I doubt her husband is still around considering her grandson looks pretty old.

Oh spectrum feel free to post a pic of your coworker if she ever decides to cosplay as Amanda Waller or as Mrs Frederic. It would be interesting to see her as either one.
Last edited by HustlerOne on Wed Jan 09, 2013 1:56 pm, edited 1 time in total.

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Re: The Forge [3E] Warehouse 13: Arthur Nielsen, Miss Freder

Postby Arkrite » Wed Nov 21, 2012 1:17 pm

Hrmm... it's been awhile, but does Mrs. Frederic pull that disappearing stunt outside of the warehouse?
If not it opens up a few interesting concepts.

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Re: The Forge [3E] Warehouse 13: Arthur Nielsen, Miss Freder

Postby HustlerOne » Wed Nov 21, 2012 1:21 pm

Arkrite wrote:Hrmm... it's been awhile, but does Mrs. Frederic pull that disappearing stunt outside of the warehouse?
If not it opens up a few interesting concepts.


Yes, she does. I remember her creepily appearing and disseapearing (in the dark no less) in the office of Myka's former boss at the Secret Service. That and she did it to Steve Jinks in a recent episode in the Vatican. It's really not teleportation (unless you want it to be) and feels more Batman like to me.

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Re: The Forge [3E] Warehouse 13

Postby HustlerOne » Wed Nov 21, 2012 1:26 pm

Warehouse Artifacts - part one

Notes: The following devices are a small sample of the myriad artifacts seen on the show. Most artifacts are plot devices that require little to no stats. A few of them allow people to have superpowers and makes stats necessary. It should be said that nearly all artifacts have a drawback. Artifact drawbacks are treated as complications, flaws, and/or quirks.

Drawbacks could potentially be dangerous or hilarious depending on the individual artifact.

Artifact descriptors could be anything from mystical to pseudoscientific in origin. It is even said that artifacts are psychic in nature. In the end it really doesn't matter as long as the artifact originates from historical periods.They are normally related to famous people from history that had their emotions imprinted onto a physical object. This list is really just an excuse to introduce various devices into your game.


Image


Angelo Siciliano's Workout Trunks - Increase Density: Enhanced Strength 10,

Feature 10 (Increased Mass - 50 tons), Protection 10 (Extras: 10 Impervious), Flaw: Uncontrolled,

Alternate Effect: Decrease Density: Feature 5 (Decreased Mass - 1.5 lbs), Leaping 10

(31), Removable - 9,


Notes: These trunks was used by a comicbook fan to become a an actual bonnafide superhero. It does so by altering the wearer's density. It allows someone to leap tall buildings in a single bound by decreasing their weight. One can be as powerful as a speeding locomotive by increasing their density. It also makes the wearer bulletproof and immovable.

The biggest drawback to this artifact is that the wearer loses control over increasing their density as time goes by. This lack of control warps the gravity field around the wearer possibly throwing small objects into the air. The wearer's density could become so high as to cause a black hole!

The trunks were worn on the outside like superhero tights. Makes it easier and less embarrassing to remove. Angelo Siciliano is better known as Charles Atlas who developed a fitness exercise for bodybuilding. He probably wore these trunks.

Seen in the episode "Mild Mannered".


Image


Berlin Wall Spray Paint: Weaken Toughness 3 (Extras: Affects objects only. Flat: Reach 1, Reversible)

(3), Easily Removable - 2,


Notes: This seemingly ordinary looking spray paint can was once used on the Berlin wall. At the end of the cold war the Berlin wall was torn down. The huge amount of emotion over that historical event imprinted on the spray can. Now the spray can disintegrate any physical structure just by spraying it. It should be noted that its effects cannot be reversed (even by neutralizers) unless someone sprays a peace symbol over the original markings.

Seen in the episode "The 40th floor".


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Cecil B Demilles Riding Crop: Perception Ranged Affliction 5 (Resisted by Strength, Dazed, Compelled,

Controlled)

Alternate Effect: Ranged Affliction 5 (Resisted by Fortitude, Impaired, Disabled, Paralyzed)

(8), Easily Removable - 8,


Notes: This insidious riding crop can control the physical actions of a person. This control is not mental but physical. The riding crop takes control of the human body instead of their mind. It can paralyze a person instead of controlling them.

This riding crop once belonged to the famous film director Cecil B Demilles (who worked on the films Cleopatra and the Ten Commandments). The riding crop must have been instilled by the directors job of telling others what to do.

Seen in the episodes "Emily Lake" and "Stand".


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Darpa GAK suit: Immunity 5 (Kinetic Damage, Quirk 2 - Causes impotence in men, Causes Paralysis

aftersixty minutes) (2), Removable - 1


Notes: This black leather suit was created by Darpa to protect soldiers in the battlefield. It makes the wearer impervious to bullets and any kinetic damage. It was never put into production due to the atrocious side effects. The first drawback is that it drains the fluids of the wearer (thereby paralyzing him) after wearing it for any period longer than sixty minutes.

Pete Lattimer would have worn this since he always wanted to be a superhero by wearing a cool costume. That is until he heard of the second more awful drawback of causing permanent impotence in men. Suffice it to say he quickly gave it to Myka soon afterwards. Besides Myka looked so much better in it than Pete ever would have.

Seen in the episode "Mild Mannered".


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Harriet Tubman's Thimble: Morph 2 (Humans) (6), Easily Removable - 4


Notes: This thimble once placed on a finger can change the appearance of the wearer. The wearer can be anyone that the wearer can imagine to be as long as they are human looking. It even changes the wearer's voice to match those of the person they are impersonating.

Harriet Tubman is famous for helping liberate slaves in the American south through the underground railroad. It's conceivable that she used this artifact to help in her noble endeavors.

Seen in the episodes "Macpherson", "Time will Tell", and "Endless Wonder".


Image


Honjo Masamune's Katana: Concealment 4 (All Vision), Damage 3 (Flat: Improved Critical 2)

(7), Easily Removable - 6


Notes: Honjo Masumune is Japans greatest swordsmith. This particular katana is so well made that it cleaves light! This allows the wielder of the katana to become invisible. It can also be used as a ordinary well made Katana.

Seen in the episodes "Implosion", "The Greatest Gift", and "No pain, No Gain".
Last edited by HustlerOne on Wed Jan 09, 2013 1:57 pm, edited 3 times in total.

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Re: The Forge [3E] Warehouse 13 Artifacts part One, Mrs Fred

Postby Spectrum » Wed Nov 21, 2012 8:10 pm

Oooh! Keep the artifacts coming. Could you please include the relevant episodes if possible? That'll make tracking down more information on each artifact a little easier.

Also, you 'forgot' some of the other Agents. Will you coming back that way?

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Re: The Forge [3E] Warehouse 13 Artifacts part One, Mrs Fred

Postby Arkrite » Thu Nov 22, 2012 7:08 am

Ah, I see. For a moment there I was thinking it might have been related to her link to the warehouse, being able to teleport within it's boundrys, but if she does it outside the warehouse I'm waaaaay off base.

Turns out she's just Batman ;~)

Besides, she has a car and a driver, so even if she could teleport it probably isn't very impressive.

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Re: The Forge [3E] Warehouse 13 Artifacts part One, Mrs Fred

Postby Batgirl III » Thu Nov 22, 2012 11:30 am

Arkrite wrote:Ah, I see. For a moment there I was thinking it might have been related to her link to the warehouse, being able to teleport within it's boundrys, but if she does it outside the warehouse I'm waaaaay off base.

Turns out she's just Batman ;~)

Besides, she has a car and a driver, so even if she could teleport it probably isn't very impressive.


The "world" of Warehouse 13 is fairly low-Power Level, in my estimation. With the main heroes and villains probably never topping the PL5-6 mark, and frequently "under capped" at that. I'd say Mrs. Frederick has a combination of Hide in Plain Sight, Stealth +6 to +12, and a flair for the dramatic. That should let her perform her (in)famous Batman entries. The most important aspect of "Mrs. Fredericking" seems to be a matter of timing and her disapproving look.
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Re: The Forge [3E] Warehouse 13

Postby HustlerOne » Thu Nov 22, 2012 12:20 pm

Spectrum wrote:Oooh! Keep the artifacts coming. Could you please include the relevant episodes if possible? That'll make tracking down more information on each artifact a little easier.

Also, you 'forgot' some of the other Agents. Will you coming back that way?


It will take some time but I can add the episodes the artifacts were shown in.

As for the other agents I'm presuming you meant Leena and Steve Jinx. Agent Steve Jinx isn't really that much different from Pete as I said in his build. The only unique thing about him is Steve's ability to detect lies. As for Leena I find her to be kind of forgettable actually. Really I don't know much about her except she can see people's auras.

I would have like to have done former agent Macpherson for another villain but he's kind of similar to Helena G Wells.

I should have made Mrs Frederic's stealth a bit higher but I really don't see her moving a lot when using her hide in plain sight advantage like Batman.

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Re: The Forge [3E] Warehouse 13

Postby HustlerOne » Thu Nov 22, 2012 12:22 pm

Warehouse Artifacts part two

Notes: This is another collection of artifacts seen on the show. I may add another part if I were to see anymore interesting artifacts on the show. I also do requests for any particularly interesting favorite artifacts.


Image


Imperceptor Vest: Enhanced Initiative 10, Quickness 15, Speed 15

(32), Removable - 8,


Notes: The Imperceptor Vest was conceived of by the inventive genuis of Helena G Wells. It was far ahead of its time so much so that it could not be powered by any known powersource in Victorian England. It wasn't until antimatter was made in modern times that Helena was able to make her invention a reality. This vest when worn grants the wearer superspeed. It should be noted that overuse will drain the antimatter used to fuel it.

Seen in the episode "Time will Tell".


Image


Implosion Grenade: Move Object 5 (Extras: Burst 5, Flaw: Pull only), linked to

Weaken Toughness 5 (Extra: Affects Objects) (12), Easily Removable - 8,


Notes: The implosion grenade is like a regular grenade but in reverse. Instead of causing an explosion it causes a implosion in a area. This pulls any object towards the implosion area and at the same time melts them. This grenade can kill anyone that is pulled into it. It was created in modern times by a company called Kluger Electronics Limited.

Seen in the episode "Implosion".


Image


Jubilee Grand Poker Chip: Senses 4 (Precognition, Quirk 3 - Addictive, Causes burn damage to

wielder, Sees a few seconds into the future only)(1), Easily Removable - 2,


Notes: This poker chip originated from the Jubilee Grand Casino which was destroyed in a fire. Anyone who holds this chip can see into the immediate future. However it only shows the next few seconds. In addition it causes the wearer to become addictive to its effects. Finally if held on to for too long then it will begin to cause burn damage to the wielder of the chip.

Seen in the episode "Duped".


Image


Lenape Tribe Cloak: Movement 3 (Permeate) (4), Removable - 2,


Notes: This feathered cloak comes from a native american tribe. Anyone who wears it can walk through any physical matter. This cloak was used to go through building walls making it perfect for a would be thief. It has a more mystical origin when compared to other technological artifacts. In fact it may not even be a warehouse artifact.

Seen in the episode "Elements".


Image


Phoenix Medallion: Immortality 13 (Flaw: Fire Damage only, quirk - Someone else must die)

(6), Easily Removable - 6


Notes: This artifacts grants immortality to anyone who dies from a fire. Much like how the mythological phoenix rises from it own ashes. The problem is that someone else close by must take their place. If no one is nearby then it will end up killing the next closest person it can find. The person chosen to be killed is random and depends more on distance.

Seen in the episodes "Macpherson", "Time will Tell", and "Mild Mannered".


Image


Remati Shackle: Sustained Protection 15 (Extras: 15 Impervious, Reaction, Flat: Feature 2 -

Restricted to wearer, Flaw: Limited to Warehouse 13 and wearer) (49), Removable - 13


Notes: The Remati shackle was a failsafe artifact for Warehouse 13. It protects the wearer and Warehouse 13 by surrounding it in a nearly impenetrable forcefield. For rollplaying purposes I made this artifact useable by the wearer as well. The Shackle can only be worn by a designated Regent.

Seen in the episodes "The 40th floor" and "Stand".
Last edited by HustlerOne on Wed Jan 09, 2013 1:58 pm, edited 1 time in total.

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Re: The Forge [3E] Warehouse 13

Postby Spectrum » Thu Nov 22, 2012 5:57 pm

HustlerOne wrote:I would have like to have done former agent Macpherson for another villain but he's kind of similar to Helena G Wells.


Very possible (even very likely) that I'm blind.. but did you do HG?


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