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Everything posted by Dr Archeville
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Yikes! Hope you're able to recover swiftly!
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Protectron will move to within 100 feet of a Clockbot, and attempt to use its Datalink to access any computers in/on it. Anything?
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"Be aware, Friend-Ironclad," the strange robot said, "these villains are using electrical attacks." "I have an idea: though these robots appear 'steampunk,' there may be some traditional computers underlying their systems. I may be able to access them and learn more about them, and perhaps convince them to stop." not waiting for an answer, Protectron turned from Ironclad and stomped off towards the battle, stopping 100 feet from the nearest robot.
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Protectron scanned the scene with its advanced malfunctioning robot eyes. Protectron pointed at the figures, "those are robots of some sort, though I do not recognize them. They appear to be of 'steampunk' design. Suggest-" "Ah, another Friend is coming," the robot said flatly, staring up at nothing in the sky.
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Protectron has Extended on all visual Senses, so visual Notice checks are at -1 per 100 feet, not per 10 feet. It also has infravision, ultravision, and ultra-hearing. Any of those pick up anything unusual, or help it ID the figures? Note: The infra- and ultravision means it can see through Harrier's Concealment and his Morph!
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"Affirmative, Friend-Ironclad," the robot's voice replied over the mental-radio link. As the robot filed her in, it made it ways to the hangar where she would be flying off from. "Live news reports have shown some entities have taken over the Plant, though have not as yet identified the assailants, nor have they made any demands. I have attempted to contact other Lab-Friends, but all are unresponsive; theorize they are either already on the way, or are engaged in work elsewhere and are unaware of situation." They both arrived at the hanger at around the same time. "It appears it is just you and me. I should warn you, my flight systems are still far below peak operative efficiency, but I shall make all attempts to keep up with you."
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Protectron's initiative (1d20+3=23) woo!
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Protectron had been surfing through the interwebs, placing orders with an assortment of vendors to refill the Lab's foodstocks. Protectron raced through the incoming news reports, noting the extent of the power loss, and gathering what info it could on the cause of the interruption. "Lab-Friends," its flat electronic voice called over the Lab's intercoms, "there has been an incident at Raymond Nuclear Power."
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
Looks fine! Okay, that's Colt, Fulcrum, Grim, and JoaB/JoC. Shaen's sadly left us, so no Thrude; Irene took Geez3r's power, so no Dynamo. Ecal, Sorus, either of you want in before Darius & I wrap this?- 96 replies
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- jill o cure
- jack of all blades
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(and 8 more)
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Maelstrom (PL7) - FelicitousFolly
Dr Archeville replied to felicitousFolly's topic in Archived Characters
Archived due to inactivity. -
Archived due to inactivity.
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Overhead, a gleaming golden figure flew, also in search of morning foodstuffs for the people it referred to as friends. The figure dipped down, landing behind the truck, and held both hands up and out. "Is anyone in need of medical assistance?," it asked the gathering crowd in its flat electronic voice.
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ic [ArchEvil] Omnia Mutantur, Nihil Interit [IC]
Dr Archeville replied to Dr Archeville's topic in North Bay
Quickly scanning the battlefield, Mona did indeed see pieces of the armor Viktor wore when he was not himself -- a boot here, a section of gauntlet there. And there, just under a section of the beast that looked like plant roots burrowing into the earth, was the red glow of a Terminus energy-charged Daka crystal set in Archeville's Belt. "Mona? Mona, why do you want it? It would just weaken you as... as... " While his mind was greatly diminished, Archeville was far from dumb, and he realized what had to have been on his lover's mind, and his eyes widened in horror. "Mona, no! If it absorbs too much of your energy, or if you crack it, the release of energies... it may be more than just a massive explosion, it might tear a hole in the dimensional fabric, straight to the Terminus!"- 63 replies
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- archevil
- interceptors
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ic [ArchEvil] Omnia Mutantur, Nihil Interit [IC]
Dr Archeville replied to Dr Archeville's topic in North Bay
"Mona!," he exclaimed, looking up at her with dimmed eyes. There was something very 'off' about him, beyond the shock one would normally expect to experience under these horrific conditions. She realized his 'spark,' the thing that made him so superhumanly -- well, inhumanly might be better, in light of all that'd recently happened -- good at both science and so devilishly charming was gone. He clutched at her with unsure hands, "Mona... Mona, I am so sorry! All of this... all the deaths... " he said, tears welling up, "all my fault! I tried to stop it -- I really, really tried -- but it was... I was..." His attention refocused to her question, "crystal? The one when we first... I... I have kept it with me... in my Belt... its hyperconductive properties were off the scale, and it was tuned to be particularly good at meson/graviton inversions," he rambled, "so I had been using it... and... wanted to keep it close to me... a piece of you... wait, no, my Belt!" He looked down at himself and realized for the first time his condition, "I'm naked! Wait -- the Belt was part of the Armor, and most of that burst off when I - when It," he nodded towards the great tentacle-beast, "the pieces should still be... around... "- 63 replies
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- archevil
- interceptors
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Archeville chuckled, "heh, yes, I do recall that ill-fated campaign. They certainly meant well, but, well, perhaps some things should..." he paused, "should... should not be renamed. At least," he quickly recovered, "not without some extensive research!" "Yes, well, sometimes those who wish to fly are able to do something about it," he said with a playful smile as he ducked out from her embrace and flew a circle around her, then slipped back into her arms. "And I see no reason why you cannot do the same. You should be able to fly through space as he does, and I can already hypothesize a few ways you could be able to turn incorporeal. And there is one thing you should be able to do easier than he can: breach dimensional barriers!"
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Quick skim over, and I see three things that need fixing: you don't need brackets on your skills, alphabetize your feats, and you need to list the actual ranks for your powers.
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I do have to ask, though, since this has happened twice with me: Rav, are you going to be able to actually finish this thread?
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
So here's where I'm thinking of taking Protectron, proud ambassador from Robonia (a land he did not make up)! Unlike Dok (who's mostly skill- and feat-based) and Dead Had (who has 'withstand anything' as his shtick), Protectron's going to be my heavy hitter, what with all his attacks & his Accurate/All-Out/Power Attack feats giving it a great deal of flexibility. And if need be, it can stunt a Blast 20 (Flaw: Action [Full]; PFs: Accurate 2 [+10 Attack]) {22/35} effect off its Energy Systems Array! Of course, Protectron's not all about destruction -- quite the opposite! Which is why it has Create Object and Healing. (Since the Healing power can quickly defang any threats & drain threads of drama, though, I'll probably change the Healing to a Self-Only version, and leave Healing of Others to stunts.) As is so often the case, there is much more I'd like to get for it. Beginner's Luck to help with the skills it lacks (like Diplomacy and Know [behavioral and Life Sciences] and Medicine and Sense Motive!), Benefit (Wealth) from valuables it synthesizes, Improved Throw (to better trip high-Str, low-Dex foes), and Luck (always useful). Increase the Action on his Anatomic Separation? (Reaction: Head pops off!) Super-Senses (Detect Technology 3 [radio])? Super-Senses 2 (Detect Weakness [Radio]; enhancement: analytical), like its good friend Caradoc? [floatr][/floatr] Players Name: Dr Archeville Characters Name: Protectron Power Level: 12 (250/250PP) Trade-Offs: -3 Defense/+3 Toughness Unspent PP: 0 Complications: Disability (Protectron's mind is susceptible to effects that target the minds of living sapient beings as well as those that target the 'minds' of non-sentient machines) Prejudice (Protectron is a robot, and one that simply appeared from out of nowhere. He is bound to face difficulties from others.) Responsibility (Protectron must preserve all organic life!) Abilities: 0 + 6 - 10 + 18 + 6 + 0 = 20pp STR 35/16 (+12/+3); effective Str 60/21 DEX 16 (+3) CON --- INT 28 (+9) WIS 16 (+3) CHA 10 (+0) Combat: 12 + 12 = 24pp Initiative: +9 Attack: +6, +12 melee, +12 w/ Blasts & Snare Grapple: +31; +16 without Enhanced Str Defense: +9/+7 (+6 Base, +3/+1 Dodge), +3 Flat-Footed Knockback: -14 in Super-Str mode, -14 vs. Energy, -8 vs. Physical otherwise Saving Throws: 2 + 7 = 9pp Toughness: +15 [imp 11/1] (+1 Density, +14 Protection) (Imp 11 in Super-Str mode; Imp 11 vs. Energy, Imp 1 vs. Physical otherwise) Fortitude: --- Reflex: +5 (+3 Dex, +2) Will: +10 (+3 Wis, +7), half immunity to mental effects Skills: 40r = 10pp Computers 11 (+20) Craft (electronic) 6 (+15) Craft (mechanical) 6 (+15) Craft (all others) 0 (+9) Knowledge (technology) 6 (+15) Knowledge (all others) 0 (+9) Medicine 2 (+5) Notice 7 (+10) Sense Motive 2 (+5) Feats: 18PP Accurate Attack All-Out Attack Attack Focus (melee) 6 Dodge Focus Eidetic Memory Equipment 0 (+1 Veteran Reward) Fearless Improved Grab Improved Grapple Improvised Tools Inventor Jack of all Trades Power Attack Speed of Thought 5 EP contributed to The Lab Powers: 1 + 2 + 12 + 10 + 10 + 5 + 40 + 1 + 12 + 1 + 35 + 5 + 14 + 5 + 2 + 5 + 13 = 175PP Additional Limbs 2 (2 tiny robotic arms in the neck; Note: Sustained Duration; Flaw: Limited [only when Anatomical Separation is active]) [1PP] Anatomic Separation 1 (head) [2PP] Communications Systems 5.5 (11pp; PF: Alternate Power) [12PP] BE: Communication 10 (radio, entire Earth + Moon; PF: Subtle) {11/11} AP: Datalink 4 (radio, 1 mile; Extra: Area; PFs: Machine Control, Selective, Subtle) {11/11} Comprehend 5 (electronics 2, languages 3 [read, speak, understand all]) [10PP] Density 3 (+6 Str, +1 Impervious Toughness, Immovable 1, Super-Strength 1 [effective Str 21, hvy load 460 lbs.], x2 mass; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [10PP] Device 1 (Cape, 5 points; Flaw: Easy to Lose 2; PFs: Restricted 2 [Only Protectron]) [5PP] Enhanced Feats 5 (Dodge Focus 2, Luck 3) [5DP] Energy Systems 17.5 (35 points; PFs: Alternate Power x5) [40PP] BE: Enhanced Strength 19 (to 35/+12; Extra: Penetrating 3 [total 15]) {22} + Impervious Toughness 10 (structural support field; note: Sustained Active effect; Flaw: Limited [Only vs. Physical]) {5PP} + Super-Strength 4 (total Super-Str 5; total effective Str 60; Lt Load 16 tons, Med Load 32 tons, Hvy Load 50 tons, Max Load 100 tons) {8} {22+5+8=35/35} AP: Blast 12 (assorted blasters; PFs: Accurate 3, Improved Aim, Improved Ranged Disarm, Indirect 2 [can fire beams from its hands, eyes, mouth, and the daka crystals in the center of its chest, on its shoulderpieces, and on its forehead], Precise 2, Split Attack, Variable Descriptor [any electromagnetic]) {35/35} AP: Create Object 15 (replicators; Extra: Duration [Continuous]; Flaw: Action [Full]; PFs: Innate, Precise, Progression [15-30 5-ft. cubes], Subtle) {33/35} AP: Dazzle Radio & Visual 11 (EM Flare; Extra: Area [110-ft. Cone, General]; Flaw: Range [Touch]) {33/35} AP: Healing 6 (bio-enhancer/reconstructive nanites; Extras: Affects Objects, Restoration, Total; PF: Regrowth) {31/35} AP: Snare 12 (tangle cables; PFs: Accurate 3, Improved Critical 2, Precise 2, Reversible, Tether) {33/35} Feature 1 (Temporal Inertia) [1PP] Flight 6 (500 mph / 5,000 feet Move action) [12PP] + Enhanced Flight 2 (to Flight 8 [2,500 mph / 25,000 feet per Move action]; Flaw: Limited [Detached Head only]) [1PP] Immunity 40 (Fortitude effects, mental effects; Flaw: Limited [1/2 Effect] for mental effects) [35PP] Impervious Toughness 10 (energy absorption; Flaw: Limited [only vs. Energy]) [5PP] Protection 14 [14PP] Quickness 5 (x50) [5PP] + Enhanced Quickness 4 (total Quickness 9 [x1,000]; Flaw: Limited [Mental Only]) [2PP] Regeneration 5 (+0 Recovery Bonus) [5PP] Super-Senses 13 (accurate 2 for ultra-hearing [sonar], extended for all vision [2]; infravision, microscopic vision 2, radar [radio; enhancement: accurate] [3], radio, ultra-hearing, ultravision) [13PP] Drawbacks: 3 + 3 = 6pp Vulnerability (Gravitics, Frequency: Uncommon, Intensity: Major [x2] [-3PP] Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2] [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/27 Toughness (Staged) Damage Blast Ranged DC 27 (Staged) Damage Dazzle Touch DC 21 Ref Blinded; Area Cone DC 21 Fort Blinded Snare Ranged DC 22 Ref (Staged) Snare; crit 18-20 Abilities (20) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (18) + Powers (175) - Drawbacks (6) = 250/250 Power Points (0 left) Power Stunts for Energy Systems Blast 7 (micro-missile spray; Extras: Area [35-ft. Burst or 70-ft. Cone, Targeted], Selective Attack; PFs: Accurate 5 [+16 to hit], Variable Descriptor) {34/35} Blast 10 (micro-missile spray; Extras: Area [50-ft. Burst or 100-ft. Cone, Targeted], Selective Attack; Flaw: Action [Full]; PFs: Accurate 3 [+12 to hit], Variable Descriptor) {35/35} Blast 11 (assorted micro-rockets & mini-missiles; Extra: Area [55-ft. Burst, General]; PFs: Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]) {34/35} Blast 12 (Attuned Blast; PFs: Accurate 3 [+12 to hit], Affects Insubstantial 2, Indirect 2, Precise, Split Attack, Variable Descriptor [any electromagnetic]) {34/35} Blast 10 (Neural Agonizer; Extra: Alt Save [Will]; PFs: Accurate 3 [+12 to hit]) {33/35} Blast 10 (Neutron Bolt; Extra: Alt Save [Fort]; PFs: Accurate 3 [+12 to hit]) {33/35} Corrosion 11 (Destructive Nanites or Focused Energy; PF: Precise) {34/35} Corrosion 11 (Unshielded Power Core; Extras: Area 2 [110-ft. Cone or Line, General]; Flaws: Action 2 [Full for Drain & Strike]) {33/35} Create Object 20 (replicators; Extra: Continuous; Flaws: Action [Full], Permanent; PFs: Innate, Precise, Progression [15 10-ft. cubes], Subtle) {24/35} Disintegration 10 (Unshielded Power Core; Extras: Secondary Effect 2 [for Blast & Drain]; Flaws: Action 2 [Full for Blast & Drain], Tiring 2 [Exhausted after use]; PFs: Accurate 3 [+12 to hit]) {34/35} Drain Ability Scores 10 (Bio-Dissipator; any ability score, one at a time; Extra: Range [Ranged]; PFs: Accurate 3 [+12 to hit], Slow Fade) {34/35} Snare 12 (tangle cables; Flaw: Unreliable [generates 5/hour]; PFs: Accurate 3, Improved Critical 2, Precise 2, Reversible, Tether) {21} + Trip 12 (Flaw: Unreliable [generates 5/hour]; PFs: Improved Trip) {7} {21+7=28/35} Strike 11 (Electro-Touch; Extra: Linked [stun]) {11} plus Stun 11 (Electro-Touch; Extra: Linked ) {22} {11+22=33/35} Strike 11 (Neutron Pulse; Extras: Alt Save [Fort], Area [55-ft. Burst, General]) {33/35} (I could do Insubstantial 4 (incorporeal, affected by gravitic and magnetic; Extra: Duration [Continuous]; PF: Subtle) [25/35], but Protectron's supposed to be a Good!Ultron expy, not a Vision expy.) Personal HQ for Protectron (within The Lab) Location: An apartment-sized space somewhere between Levels 6 and 10 of The Lab Appearance/Details: In what should be another personal living space for a member of The Lab is a stark facility. It is heated and cooled only to the extent necessary for the equipment within to work, not for the function of human visitors, though thermal shields insure no adjoining Lab spaces are unduly heated or cooled. Some areas contain toxic gases, which are either necessary for equipment to function or which are a waste product of the functioning of certain devices (which are not immediately vented away because they pose no threat to its robotic inhabitants), though no such gases escape into the rest of The Lab. Some areas are highly radioactive, since such energies pose no threat to Protectron, though there is shielding to prevent anyone outside the personal quarters from being irradiated. Many areas are quite dim by human standards, using infrared or ultraviolet light for illumination. The most frustrating "feature" for visitors is that nothing is labeled or listed, no signs giving directions or names to areas: the knowledge of where everything is, and what every button or switch does, is programmed into Protectron and any robot that needs to know it. Most of the computers do not even have keyboards or monitors (since Protectron can wirelessly interface with it, and other robots can plug in directly), and the few that do use unlabeled non-QWERTY keyboards and monitors that stream data in ways different from standard human computers. Size: Diminutive (apartment-sized); Toughness: +15; Features: Communications, Computer, Fire Prevention System, Laboratory, Library, Personnel, Power System, Security System 3 (DC 30), Workshop. Cost: -2 + 2 + 11 = 11 EP (Equipment 2) Protectron's Vehicle: Stealth Craft There is one area of technology about which Protectron has some reservations: teleportation. Due to its susceptibility to gravitic and magnetic forces (and partly related to the 'blind spot' it has regarding chronal manipulation), Protectron is concerned that most forms of teleportation would cause damage to certain sensitive components. It thus avoids teleportation when possible, preferring instead to use a wedge-shaped stealth hovercraft. Size: Gargantuan (military helicopter/private jet/fighter jet size), Strength 40, Defense 6, Toughness 11 Med load 2 tons, hvy load 3 tons, drag/pull 15 tons Features [7P] Alarm 3 (DC 30) Communications Computer Navigation System Remote Control Powers [16 + 19 + 38 = 73P] Concealment 8 (auditory, radio, and visual) [16P] Flight 9 (5,000 mph / 50,000 feet per Move action; PF: Subtle) [19P] Super-Senses 38 (Accurate 2, Analytical, and Extended 4 [100,000 ft. {18.9 miles} increment] on all Radio senses [14], Analytical, Extended 4 and Radius for all Visual senses [12]; communication link 2 [with The Lab and with Personal HQ] [radio] [2]; danger sense [radio] [1], direction sense [1], distance sense [1], infravision [1], low-light vision [1], radar [radio] [1], radio [1], time sense [1], ultravision [1], uncanny dodge [radio] [1]) [14+12+2+1+1+1+1+1+1+1+1+1+1 = 38P] Cost: Size 3 + Str 0 + Toughness 0 + Features 7 + Powers 73 = 83 EP (Equipment 17) -
From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Science!: Time Powers Comics Examples: The Doctor, Epoch the Lord of Time, Hiro Nakamura, Immortus, Kang the Conqueror, Professor Zoom/Reverse Flash, Waverider FC Examples: Dr. Tomorrow, Downtime, the Tick-Tock Doc, the Time Keepers. Zephyr. AA's Temporal Conqueror. Tropes: Time Travel and Time Travel Tropes "Time... is what keeps everything from happening at once." - Ray Cummings, later repeated by C. J. Overbeck and John Archibald Wheeler. "Time is the fire in which we burn." -Tolian Soran (quoting Delmore Schwartz), Star Trek: Generations "Time begins and then Time ends and then Time begins once again. It is happening now, it has happened before, it will surely happen again." - from the LEXX episode, "Brigadoom" Einstein: Time. [Crichton looks confused] Einstein: Time. John Crichton: 's up. Einstein: Time. John Crichton: Flies. [Einstein begins walking towards Crichton] Einstein: Time. John Crichton: Bandits. Einstein: Time. John Crichton: Wounds all heals. Einstein: Time. John Crichton: [sings] Rosemary and... Einstein: Time. John Crichton: Stop! [Crichton shoots Einstein with his pulse pistol, but the energy bolt stops in midair.] Einstein: Time. [Einstein turns, walks away] Crichton: You either stop pointing guns at people are get a bigger gun. Einstein: Time is. Crichton: Infinite... Relative. [Einstein turns back to Crichton] Einstein: You are quite a simple organism to possess the knowledge you do. Crichton: You only say that because you don't know me. Einstein: Time is meaningless and yet it is all that exists. -from the Farscape episode, "Unrealized Reality" People don't understand time. It's not what you think it is. … People assume that time is a strict progression of cause to effect... but actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly... timey-wimey... stuff. - The Tenth Doctor, in the Doctor Who episode "Blink" "All this has happened before, and it will happen again... again... again... again... again... again... again... again... again..." -The first Hybrid, Battlestar Galactica (2003) episode/movie "Razor" Virtual Six: All of this has happened before. Virtual Baltar: But the question remains, does all of this have to happen again? Virtual Six: This time I bet no. Virtual Baltar: [stops] You know, I've never known you to play the optimist. Why the change of heart? Virtual Six: Mathematics. Law of averages. Let a complex system repeat itself long enough and eventually something surprising might occur. - From the Battlestar Galactica (2003) episode, "Daybreak, Part 2" As with gravity, modeling Time in game terms can prove tricky due to the fundamental and absolute nature of time as a force. If they affect a character, they do so to an extreme degree -- either normal time applies to him, or it doesn't. Two contrasting viewpoints on time divide many prominent philosophers. One view is that time is part of the fundamental structure of the universe, a dimension in which events occur in sequence. Sir Isaac Newton subscribed to this realist view, and hence it is sometimes referred to as Newtonian time. Time travel, in this view, becomes a possibility as other "times" persist like frames of a film strip, spread out across the time line advancing from the past to the future. The opposing view is that time does not refer to any kind of "container" that events and objects "move through", nor to any entity that "flows", but that it is instead part of a fundamental intellectual structure (together with space and number) within which humans sequence and compare events. This second view, in the tradition of Gottfried Leibniz and Immanuel Kant, holds that time is neither an event nor a thing, and thus is not itself measurable nor can it be traveled. But where's the fun in that? Time Travel "I warned you that time travel is for immortals and fools. I'm the only immortal hereabouts. You do the math." - Professor Paradox to Gwen Tennyson, after she tried (and botched) an attempt to go to the past to set right what once went wrong, in the Ben 10: Alien Force episode "Time Heals" The theories behind time travel vary on the flexibility of the past. Two theories stress the immutability of the timestream. The first theory -- Predestination Paradox or Causality Loop -- states that all events are fixed; if you travel into the past, you are destined to perform those actions or some unknown force either prevents or negates your actions. (Doktor Archeville goes back in time, winding up in the distant past, saving a village from being overrun by Deep Ones but also causing his ancestor to become infused with pseudonatural traits which lead to his descendant -- Viktor -- being smart enough to invent a time travel machine. See also the Futurama episode "Roswell That Ends Well," or any episode of Quantum Leap.) The second theory -- Many Worlds Interpretation -- states that the traveler actually travels to an alternate timeline that closely resembles the desired segment of the past. By changing this timeline, the hero cuts himself loose from his original timeline and is now linked to the one he has created. (Thomas Morgen goes back in time to try and stop the Nazis who have dominated his world, and does so with the aid of many costumed heroes from that era. But when he returns to his present he finds nothing has changed. He realizes he did not travel to Erde's past, he had traveled to Earth-Prime's past; he takes some comfort knowing he saved one world from Nazi domination.) The third theory -- 'Flexible Time' -- states that there is only one timestream but it can be completely changed at any point when a traveler from the future alters a part of the past. Villains and well-meaning but misguided types tend to believe the third theory; this is a false belief since the structure of the Freedom City multiverse follows the first and second theories. Refs are fully entitled to mangle the plans of any characters who intend to alter the timestream. After all, the players are going to create a lot of paperwork for the Refs if they succeed. Related Abilities Cold/Ice Powers: Slowing down molecular and atomic motion can allow chronomanipulator to mimic the effects of various cold/ice powers. Similarly... Fire/Heat Powers: ... speeding up molecular and atomic motion can be used to mimic some fire/heat powers. Precognitive Powers: Various precogntive abilities (such as the ones seen in angrydurf's thread here) can be done with Time Control. Speedster Powers: As both Downtime and Zephyr have shown, many of the abilities of a classic Speedster can be done with Time Control. Time and Other Descriptors Chaos/Entropy/Terminus: It's said that in the long term, Chaos/Entropy wins out over everything and the Termnius devours all; all things decay and dissolve. But Time defenses tend to involve very long periods of time, or manipulation of time in ways that thwart Chaos. Chaos/Entropy attacks may be less effective against Time defenses. Gravity: Since Gravity can distort spacetime, the intense gravitic fluctuations caused by Gravity powers may weaken Time attacks and defenses. ~~~OFFENSIVE/ATTACK EFFECT/POWERS~~~ Age Manipulation: You can advance a person backward or forward through time, making him into a younger or older version of themselves. This may cause related changes as well; for example, a metahuman whose powers manifested during puberty loses those powers if he's regressed to age 5, and a person aged to the point of senility probably loses most (if not all) of their abilities. Transform (anything into older/younger/newer version of itself [4/rank]; Extra: Duration [Continuous]) [5pp/rank] Decrepitude: With a touch, you can rapidly accelerate a target's age -- possibly aging them to death! -- though they slowly return to their original age (assuming they do not die from it). Drain All Ability Scores (PFs: Precise, Slow Fade [1 per Minute]) [2PP + 3pp/rank] No Sleep 'Till Brooklyn: You rapidly accelerates the target through time for a day or more, until the target is too sleepy to stay awake. Stun (Extra: Range [Ranged]) [3pp/rank] Slow Time Bubble: You can put another person in a bubble of slow time, thus making the subject look and act as if he is moving in "slow motion" while the rest of the world moves at normal speed. Paralyze (Extra: Range [Ranged]; Flaw: Slow Only) [2pp/rank] Variant: Stop Time Bubble: You don't just slow targets down, you stop them completely! remove Slow Only flaw. [+1pp/rank; 3pp/rank total] Stand There While I Hit You: You speed up time around yourself so you can punch a target dozens, hundreds, or even thousands of times in a split-second. From your perspective, it's as if the target has stopped moving and can't do anything but stand there and take it. Strike 0 (Extra: add Autofire to unarmed Str damage) [1p/point of Str modifier] Temporal Acceleration: You accelerate a person through time so rapidly the victim ages, withers, and eventually dies/collapses. Blast (Extra: Duration [Concentration]; Flaw: Limited [not vs. targets with Immunity to Aging, or dimensional or temporal manipulation powers]) [2pp/rank] Temporal Ambush: You stop time throughout reality, put a big physical object (like a rock) over his target's head, slightly redirect an attack or moving object, or otherwise puts your target in harm's way. Then you return to where you were standing and start time again. The rock falls (or the like), hurting the target. To the target and everyone else, it's as if the rock appeared out of nowhere to fall on him! Blast (PFs: Indirect 3, Variable Descriptor [anything readily available]) [5PP + 2pp/rank] Temporal Disharmony: You "jerk" the target backward and forward through time, stressing their systems. Blast [2pp/rank] ~~~DEFENSIVE EFFECT/POWERS~~~ Dorian Gray'd: You've used your time manipulation powers to take a 'snapshot' of yourself at some physical prime. Whenever something happens to you to change you from this 'saved image,' your temporal powers work to rewind the events and restore you to your uninjured state. Assorted Immunities [cost varies] and Regeneration [1p/rank] Forewarned is Foredefended: You glance forward in time a second or two to see what's going to happen. This gives you a good chance of avoiding any attacks made against you. Shield [1pp/rank] Gone Out For Food: You stop time throughout reality, walks to whatever restaurant you feel like eating at, start time in that one area so you can get something to eat, then reverses time and walks back to where you were. Immunity 1 (starvation and thirst) [1PP] Variant: Food For All: You can bring food back to your friends, keeping it in a stop time bubble so it remains fresh. ("Hey, great burgers, where'd you get 'em?" "California, 1967. These are some of the first Big Macs.") add Affects Others (Others + Self) and Progression 2 (up to 5 others) [4PP] Outside of Time: Your chronal powers essentially place you "outside" the time-stream, making you ageless. Immunity 1 (aging) [1PP] Temporally Anchored: You are a fixed point in the space-time continuum, making you immune to changes in history. You recall the "true" version of historical events, even if no one else does. Feature 1 (Temporal Inertia) [1PP] Time Shift Field: You surround yourself with a time manipulation field and advance time within the field by a microsecond. The temporal barrier thus created provides protection against attacks. Only strong attacks can overwhelm the time differential horizon and injure you. An alternate description is that you intercept incoming physical missiles and instantly age them until they disintegrate; energy blasts are 'aged' so they disperse harmlessly. Force Field [1pp/rank] ~~~MOVEMENT EFFECT/POWERS~~~ Rapid Transit: You stop time throughout reality, walks up to 200 feet from where you started, and then start time again. (Although you do have to cross the intervening space, this is not taken as a Limitation because you have all the time you need to avoid any obstacles.) To others, you seem to have vanished from your starting point and reappeared instantly at your destination. Teleport 2 (200 feet) [4PP] Variant: Walkin' To Jerusalem: You stop time throughout reality, walks across Earth to get to wherever you want to go, and then re-start time. If you want to cross the ocean, you selectively reverse time around Earth until you reach the point where the continents are joined together, walks to where you want to be, and then fast-forwards time back to the present day. Teleport 9 (900 feet/anywhere on Earth) [18PP] Time Travel: You can travel through time, instantly reaching any date you desire. This power can cause significant problems in the game, and requires a lot of reasonable interpretation by the GM. Super-Movement 3 (temporal 3 [any date in the history or the future]) [6PP] Variant: Timegate: You can open up a portal through the time-stream that anyone can move through. People can travel either way through the portal, or fire attacks through it. add the Portal Extra. [12PP] ~~~SENSORY EFFECT/POWERS~~~ Foresight: By maintaining a partial glimpse into the future of the immediate vicinity, you can perceive (and hopefully avoid) dangers before they occur. Super-Senses 1 (danger sense [mental]) [1PP] Look Around: You stop time around yourself just long enough to look around in all directions and see what's going on. Super-Senses 2 (radius for all vision) [2PP] Omnichronometer: Not only can you tell what time it is right now, you can tell what point in time you're at in the entire timestream, can keep track of the time between or until multiple events, and so on. Super Senses 4 (Detect Time [mental; enhancements: acute, analytical, radius, ranged]) [4PP] Quick Study: You put yourself in a bubble of accelerated time, allowing you to read and research much faster. This allows you to Take 20 on a Knowledge check in an instant (7.2 seconds, or a little over one round) instead of one hour, though you still require access to a Library to do so. (Of course, anyone with Quickness 8 can do the same thing.) Quickness 8 (x500; Flaw: Limited [Knowledge checks]) [4PP] Timeview: Your ability to manipulate time allows you to "fast forward" or "replay" events in your mind's eye, thus giving you a crystal-clear view of the future and the past. Super-Senses 8 (precognition, postcognition) [8PP] ~~~MISCELLANEOUS EFFECT/POWERS~~~ All The Time In The World: You slow down the passage of time around yourself so that you can focus on the task at hand, performing it flawlessly even though, to the rest of the world, it looks like you did several minutes' worth of work in the blink of an eye. In game terms, this power consists of the Fast Task Challenge feat (from Masterminds Manual), allowing you to reduce the time needed to complete a task without taking a penalty to the skill check/increasing the skill DC. Enhanced Feats (Challenge [Fast Task {chosen skill/use}]) [1pp/rank] Best Possible Future: With this power you can, whenever you choose, stop time for half a second, scan forward into the timestream to evaluate the possible futures branching out from your current point in time, and choose the best one for yourself -- thus making it more likely you'll succeed at tasks and actions you undertake. Probability Control [4pp/rank] ~or~ Variable 1 (any feat [5/rank]; Extra: Action 3 [Reaction]; Flaw: Limited [second Chance feat only]) [7PP] Fast Time Bubble: You can put yourself in a bubble of fast time, thus making it look and act as if you are moving in "fast forward" while the rest of the world moves at normal speed. Quickness [1pp/rank] Variant: Fast Time Touch: You can put someone else in a fast time bubble. add Affects Others (Others Only) [no change] Variant: Fast Time Field: You can make multiple people move faster. add Affects Others (Others + Self) and Area (Burst) extras, and Progression [Area] 2 (25-ft. Burst) [2PP + 2pp more/rank; total 3pp/rank + 2pp] Future Self: You can summon one of your future selves to assist yourself in the present day. When you no longer need help, you returns your future self to its normal time-frame. You cannot control exactly when your future self comes from, though it's far enough in the future that you will never be in a situation in which you reaches the future self's normal timeframe in your own timeframe. Although highly useful, this power has two significant drawbacks (though both are Complications). First, from the point in time at which you begin to use the power, you are subject to suddenly vanishing without warning and re-appearing in your past to help your "past self." This could cause major problems if you vanish in the middle of a crisis, or during a date! Second, if one of your future selves is killed, you have just prematurely ended your own life. You yourself goes on living, but you know that one day you will "vanish" and never re-appear, because you were killed in the past. Duplication [3pp/rank] Rapid Healing: You place an injury in a bubble of "fast time" so that it heals in seconds. Healing [2pp/rank] Variant: Refresh: You place an injury in a bubble of reversed time, negating the damage so that it never happened. add Persistent and Regrowth [+2pp] -
Patrick Henry, Hitler, Magneto, Princess Leia... I pull from many sources. No real mechanical effect, but Dok has ranks in Perform (Oratory) -- he lectures, orating is what he does! -- so here's a roll: Perform (Oratory) check (1d20+15=22) (20-24 = Great performance, audience impressed) And here's an HP re-roll (because I can): Perform (Oratory) check; HP re-roll (1d20+15=18) +10 = 28 (25-29 = Memorable performance, audience enthusiastic) (... I've got the bad rolls out of the way, right? That's how it works?) Also, it's been a while, so I'm repeating this:
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Herr Doktor Viktor Archeville looked out over the ragtag group of rebels and refugees. Out of habit he set his Electromagnetic Screwdriver to act as a microphone that would broadcast his words over any nearby speakers, but he quickly realized that A] there were no speakers nearby, and B] his wondrous Gadget was still inoperable. So he spoke the old-fashioned way, projecting from the diaphragm, and with grand, sweeping gestures. " Schloss Wissenschaft, Warlord "
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
Seems I forgot to explicitly mention something kinda important: the Naked!Dok that just got spat out is completely human, and therefore completely depowered. No Tentacle Brain = no Enhanced Int = no Enhanced Cha!- 96 replies
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Rav's expressed some desire for Protectron to be in on this, and assuming the timing works with this thread (assuming I'm in on it), I'm in.
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Protectron needs threads, badly.
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
Naked Dok... rolling around... at the foot of the Giant Tentacle Beast... that's still rampaging...- 96 replies
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