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Interceptors - They're Finally Getting Married! (IC)
Dr Archeville replied to Heritage's topic in West End
"The honor is mine, madame," Archeville replied to Elaine, smiling warmly and bowing slightly. He wore another Wolfgang Joop original tuxedo, similar to the one he wore at Derrick & Stesha's wedding, but in the colors Grim had chosen. "The good works your daughter and her companions have done for the city have become the stuff of legends, and I am always delighted to meet the people who managed to raise such upstanding and outstanding individuals." "As for money," he continued, pausing to take a sip of water and glance over at Mona, "it has opened avenues, yes, but one of the overarching goals of ArcheTech is to make science more affordable and accessible to others. To insure that future generations are not denied the chance to make new discoveries, or the ability to access the research and wisdom of the past." In his jacket pocket, the contents of a small box pulsed. -
If she's going to ASTRO Labs, I'd say just making a note in her News thread would suffice. If trying for ArcheTech, we should probably do an interview thread (though, as I've mentioned elsewhere, my current RL issues are making maintaining my existing threads difficult, much less starting new ones.) They would if her ID's public (or if they hit the DCs for the checks mention in her Rep Table to discover her ID). Otherwise, no, not unless she reveals it.
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ArcheTech hires both, ASTRO Labs (being based on DC's S.T.A.R. Labs) probably would, too.
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... why not apply for a job at ASTRO Labs? Or ArcheTech?
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The Physics of Superman
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
[goto=Take1]Take 1 (Dok as Dude w/ Devices [and some cyborg-ing])[/goto] [goto=Take2]Take 2 (Dok as Transhuman Cyborg w/ Internalized Gear)[/goto] [anchor]Take1[/anchor] [floatr][/floatr]Players Name: Dr Archeville Characters Name: Doktor Archeville Power Level: 12 (15) (250/250PP) Trade-Offs: -4 Attack/+4 Damage, or +2 Att/-2 Dmg (-5 Att/+5 Dmg, or +3 Att/-3 Dmg unarmed and -1 Att/+1 Dmg all others); -2 Defense / +2 Toughness (-2 Defense/+2 Toughness or -5 Defense/+5 Toughness) Unspent PP: 0 Summary of Changes Deletions Reduce (combat) PL to 12 (skills stay at PL 15). The changes to the Force Field (below), plus removal of the Shrinking AP from his Belt, reduces the Belt's contents by 10 points, so the Belt can lose 2 ranks. [8pp freed] (Why reduce combat PL? Because the vast majority of the villains in the books are rated for heroes PL 8-12, so once you hit PL 12 combat caps, advancing beyond doesn't help that much.) Reduced Shield by 2 (to 2), Force Field by 4 (to 10), Impervious by 3 (to 8). Total Defense +10 (8 Base, 2 Shield), +4 Flat-Footed, Toughness 14 (Imp 12) w/ Coat & Force Field. In-game reasoning: during the battle, several unique & irreplaceable components to his Grav Belt were destroyed. Can use Inventor to bring him back up to PL 15 Force Field 3 (Imp 3) + Shield 3 = Defense +13, Toughness +17 (Imp 15) (- Def/+2 Tough), with a 9pp Invention. Or, Force Field 6 (Imp 3) = Defense +10, Toughness +20 (Imp 15) (-5 Def/+5 Tough), with a 9pp Invention. -2 to Dexterity (OOC reason, it's doing him almost no good; IC reason, posthuman physiology concerned more with mental alacrity than physical coordination) [2pp freed] -2 to Wisdom (Touched by Old Ones) [2pp freed] -2 to Charisma (shaken and guilty over all that's happened) [2pp freed] -2 Defense (rearranging Defense) [4pp freed] Remove 4 ranks from Bluff [1pp freed] A slight readjustment he has made to his brain/personality so it's harder for him to be duplicitous. Remove Fascinate (Perform [Oratory]), Online Research, Sneak Attack, and Well-Informed feats [4pp freed] He's never used Fascinate in-play, so that can be stunted as-needed with HP. Online Research isn't that useful for him: if he's got access to the internet, he's got access to a Library, and so can Take 20 on any Knowledge checks. And since his untrained Know checks without Enhanced Int are better than his Gather Info checks with his Enhanced Cha (and the Know skills he actually has ranks in are far better), Well-Informed gives zero mechanical benefit. Sneak Attack's useful, but it makes bookkeeping more convoluted (and this thing's already a bear!). Remove Immunities (he's human!) [3pp freed] Remove Morph (he's human!) [2pp freed] Remove Subtle PF from Pseudonaturally Enhanced Mind Array [1pp freed] Remove Enhanced Charisma AP from Enhanced Mind array ( ) [1pp freed] 8+2+2+2+4+1+4+3+2+1+1 = 30PP to work with Alterations Move 1 skill rank from Bluff to Perform (Oratory) Skills Mastery: Replaced Know (Life Sci, Phys Sci) with (Investigate, Medicine). Reduced Affects Insub 2 to Affects Insub 1 on all HQ Defense Systems ('cuz Affects Insub 2 is boring; if needed he can add a 2nd rank of Affects Insub, but he'd have to be there to do so). Added Defense System (Snare) to ArcheTech HQs (I'd meant to add that months ago). Rearrange/reduce Gravimetric Belt's Gravitic Defense Systems APs due to lowered ranks/cost. [0PP] Cloaking Field was already under, so simply lower Force Field by 3, to 8. Effective PL 10 when Cloaked. And move the Selective PF from the Force Field to the Concealment, so he can do Cheshire Cat-like stuff. Alternate Power: Concealment 10 (All Senses; Flaws: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {13PP} + Enhanced Skills 20 (Stealth 20 [+21]) {5PP} + Force Field 8 (PF: Subtle) {9PP} {13+5+9=27/27PP} With Labcoat, total Toughness is +12 [imp 4] and Defense is +8 (+4 flat-footed). Intangibility Field: Reduce FF by 8, to 6 (Toughness +10 w/ Labcoat when on), remove Selective from Incorporeal. Effective PL 9 when Intangible. Alternate Power: Force Field 6 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; PF: Subtle) [5+22=27/27PP] With Labcoat, total Toughness is +10 [imp 4] and Defense is +8 (+4 flat-footed). Reduce rank of Gravimetric Belt's Gravitic Movement Systems Teleport by 1 rank (to 6), which is still good enough to get around anywhere in Freedom City in one hop. Add Easy and Turnabout PFs.[0PP] Rename Pseudonaturally Enhanced Mind Array to Nanotech Enhanced Brain Array (enhancing his brain with nano-scale self-replicating bioceramic structures based on neural networks ) [0PP] Change Descriptors on Enhanced Mind and Quickness from "magical/pseudonatural enhancement" to "super-science/nanotech enhancement" [0PP] Change Comprehend/Enhanced Int AP in Enhanced Mind Array to the following [0PP] Comprehend 1 (Languages [speak Any Languages]) {2PP} + Enhanced Charisma 14 (to 22 [+6]) {14PP} {2+14=16/16PP} Rearrange the two Combat Mode APs.[0PP] Additions Add Dodge Focus 2 [2pp] Add another rank of Luck (5 ranks total) [1PP] Add Comprehend 4 (electronics 2 [speak to, understand] languages 2 [understand all, read all]) [8PP] Add Datalink 2 (100 feet, radio; PF: Machine Control) [3PP] Added a fourth rank in Gadgets [7PP] Add Immunity 12 (aging, immutability [effects that alters your traits, including-but not necessarily limited to-Boost, Drain, and similar trait effects, as well as Transform and other alteration effects used as attacks], own powers; Flaw: Limited [1/2 effect]) [6PP] Self-repair nanites. Immunity (own powers) represents failsafes in his Devices - his Belt and Screwdriver - so that they shut partially down if anyone tries to use them on him (as identified by the IFF signals emitted by his nanites). It also applies to the Defense Systems and Attack Powers of his HQs when used against him. It does not extend to any tech created by ArchTech, as that would be ridiculous. Add 1 new Alt Power for his Nanotech Enhanced Mind [1PP] AP: Enhanced Datalink 0 (adds to Datalink 2; Extra: Area; PF: Rapid 2 [x100], Selective, Subtle) {6pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10pp} (Geist in der Maschine/"Ghost in the Machine") {6+10=16/16pp} Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. Add Regeneration 1 (disabled 1 [5 hours]) [1PP] Self-repair nanites Add Super-Senses 1 (radio) [1pp] 2+1+8+3+7+6+1+1+1 = 30/30PP Misc Notes Why, yes, I have read Extremis. (Well, saw the motion comic, via Netflix.) I'm keeping his Enhanced Mind and Gadgets at their Move Action to switch configurations, because not being able to switch them around as a Free action is one of Archeville's few real weak spots. (His other big weakness: his Saves, particularly Reflex.) Complications Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice. Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains. Hatred: Archeville has a dislike of magic users and other supernatural beings (viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand, and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others), but outright hates entities that are decidedly inimical to human life and sanity (like pseudonatural entities). My Own Worst Enemy: Archeville's divided has caused him no end of trouble, and continues to do so from beyond in the form of caches of ultra-tech and mutagenic compounds spread throughout the world, waiting for some unscrupulous person (or innocent victim!) to find them. Obsession: To say Archeville is obsessed with science and technology is like saying the Sun is warm and the oceans are damp. Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. And several of Freedom City's heroes know the evil he did do. Responsibility: Membership in the Freedom League and his personal relationship with Fulcrum would be enough for most, but Archeville is devoting much of his time to healing/repairing everything (and everyone) he harmed. Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. Secret: Archeville's pseudo-Multiple Personality Disorder was not widely known, nor is the extent of his involvement in the ArchEvil events. Abilities: 0 + 0 + 0 + 14 + 8 - 2 = 20PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 40/24 (+15/+7) Wisdom: 34/18 (+12/+4) Charisma: 22/8 (+6/-1) Combat: 16 + 12 = 28PP Initiative: +15/+7 Attack: +18 unarmed in Melee mode, +14 other melee in Melee mode/+14 ranged in Ranged mode/+8 base Grapple: +8, +14 in Melee mode Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -13/-8/-7/-4 Saving Throws: 4 + 5 + 3 = 12PP Toughness: +14/+12/+10/+4 (Impervious 12/4/4/4) (+0 Con, +4 [4] Labcoat, +10 [8]/+8 [0]/+6 [0] Gravimetric Belt) Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4) Reflex: +5 (+0 Dex, +5) Will: +15/+7 (+12/+4 Wis, +3) Skills: 152R = 38PP Bluff 0 (-1, +3 w/ Attractive; +6/+10 w/ Enhanced Cha) Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int) SM Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int) Diplomacy 5 (+4, +8 w/ Attractive; +11/+15 w/ Enhanced Cha) Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SM Disguise 0 (-1, +5 at HQ; +6/+12 w/ Enhanced Cha) Gather Information 0 (-1, +5 at HQ or with E.S.; +6/+12 w/ Enhanced Cha) Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) SM Knowledge (Earth Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int) Knowledge (Life Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int) Knowledge (Physical Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int) Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SM Knowledge (Any Other) 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 6 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) SM Notice 5 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis) Perform (Oratory) 9 (+8; +15 w/ Enhanced Cha) Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Sense Motive 5 (+9; +17 w/ Enhanced Wis) Stealth 0 (+0; +20 w/ Cloaking Field) Feats: 28PP Attractive Beginner's Luck Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich]) Connected Contacts Dodge Focus 2 Eidetic Memory Equipment 30 (150EP) (Veteran Reward) Improvised Tools Inventor Jack-of-All-Trades Luck 5 Master Plan Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine) Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) Powers: 8 + 3 + 8 + 45 + 29 + 6 + 20 + 3 + 1 + 1 = 124PP Comprehend 4 (electronic 2 [speak to, understand], languages 2 [understand all, read all]) [8PP] Datalink 2 (100 feet, radio; PF: Machine Control) [3PP] Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP] Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP] Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP] Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP] Device 11 (Gravimetric Belt v1.1.5.e, 55PP; Flaws: Hard-To-Lose; PF: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [45PP] Gravitic Defensive Systems 13.5 (27 points; PFs: Alternate Power x3) [29PP] BP: Enhanced Fortitude 6 + Force Field 10 (Extras: Impervious 8; PF: Selective) + Shield 2 {6+19+2=27/27PP} With Labcoat, total Toughness is +14 [imp 12] and Defense is +10 (+4 flat-footed), and Fort save is +10. He is defensively PL 12. AP: Concealment 10 (All Senses; Flaws: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {13PP} + Enhanced Skills 20 (Stealth 20 [+21]) {5PP} + Force Field 8 (PFs: Subtle) {9PP} {13+5+9=27/27PP} With Labcoat, total Toughness is +12 [imp 4] and Defense is +8 (+4 flat-footed). He is defensively PL 10. AP: Force Field 6 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; PFs: Subtle) {6+21=27/27PP} With Labcoat, total Toughness is +10 [imp 4] and Defense is +8 (+4 flat-footed). He is defensively PL 9. Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP] BP: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action; PFs: Instant Up, Move-By Action) {16/16PP} AP: Teleport 6 (600ft per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy, Turnabout) {16/16PP} Immunity 9 (Life Support) [9PP] Gadgets 4 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move]; Flaws: Easy-To-Lose 2; Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [29PP] Immunity 12 (aging, immutability [effects that alters your traits, including-but not necessarily limited to-Boost, Drain, and similar trait effects, as well as Transform and other alteration effects used as attacks], own powers; Flaw: Limited [1/2 effect]) [6PP] Nanotech Enhanced Brain 8 (16PP Array, Feats: Alternate Power x5; Drawbacks: Action [Move]) [20PP] BP: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") {16/16PP} AP: Comprehend 1 (Languages 1 [speak Any Languages]) {2PP} + Enhanced Charisma 14 (to 22 [+6]) {14PP} (Linguistische Analyse und Erhöht Gegenwart/"Linguistic Analysis & Enhanced Presence") {2+14=16/16PP} AP: Enhanced Datalink 0 (adds to Datalink 2; Extra: Area; PFs: Rapid 2 [x100], Selective, Subtle) {6pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10pp} (Geist in der Maschine/"Ghost in the Machine") {6+10=16/16pp} Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. AP: Enhanced Feats 16 (Attack Focus [Melee] 6, Attack Specialization [unarmed] 2, Improved Disarm, Power Attack, Sneak Attack 4, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) {16/16PP} Melee Attack +14, Unarmed Attack +18, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass knuckles, though the Melee Attack Focus does. AP: Enhanced Feats 16 (Attack Focus [Ranged] 6, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) {16/16PP} Ranged Attack +14, Damage +5 w/ any thrown object (+7 w/ Sneak Attack), +8 w/ Throwing Discs (+10 w/ Sneak Attack). AP: Enhanced Wisdom 16 (to 34 [+12]; Erhöht Bewusstsein/"Enhanced Awareness") {16/16PP} Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Regeneration 1 (disabled 1 [5 hours]) [1PP] Super-Senses 1 (radio) [1PP] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 15 (20*) Toughness Damage Acids/Cutting Torch Melee DC 14 Fort Drain Toughness DC 19 (24*) Toughness Damage Bolos/Glue Ranged DC 14 Reflex Snare Explosives Ranged DC 20 Reflex Area DC 25/20 Toughness Damage Flash-Bangs Ranged DC 16 Reflex Area DC 16/13 Reflex Blinded & Deafened Paralytic Darts Ranged DC 16 Fort Paralyze Pepper Spray Melee DC 16 Reflex Blinded DC 16 Fort Stun Stun Bomb Ranged DC 16 Ref Area DC 16/13 Fort Stun Throwing Disc Ranged DC 18 Toughness Damage w/ RCM DC 23 Toughness Damage Thrown Items, RCM Thrown DC 20 Toughness Damage Weapons Melee DC 20 (25*) Toughness Damage Blaster I Ranged DC 35 Toughness Damage Blaster II Ranged DC 31 Toughness Damage Blaster III Ranged DC 25 Toughness Damage EMP Blast Ranged DC 20 Fort (or Ref) Drain Toughness DC 25/20 Toughness Damage Lightsaber I Melee DC 35 Toughness Damage Lightsaber II Melee DC 31 Toughness Damage Lightsaber III Melee DC 26 (31*) Toughness Damage Lightsaber IV Melee DC 20 (25*) Toughness Damage RCM = Ranged Combat Mind MCM = Melee combat Mind * Daamage w/ Sneak Attack from Melee Combat Mind Or by Gadget or Invention Abilities (20) + Combat (28) + Saving Throws (12) + Skills (38) + Feats (28) + Powers (124) - Drawbacks (0) = 250/250 Power Points Skills Notes: With his mind set to Enhanced Charisma (the default when he's interacting with people), and without using his home tools/Screwdriver, he's at +16 on Know (Earth/Life/Physical Science) and +21 on Computers, Crafts (Chem/Elec/Mech), Disable Device, & Know (Tech). This puts him slightly ahead of Daedalus (the Hank Pym/Tony Stark expy) on Computers (+18) and Life Sci (+14), almost equal on Crafts (+20), DisDev (+22), and Tech (+22), but noticeably behind on Phys Sci (+22). With his home tools/Screwdriver, Dok is at +22 on Know (Earth/Life/Physical Science) and +27 on Computers, Crafts (Chem/Elec/Mech), Disable Device, & Know (Tech). This puts him equal to Daedalus on Phys Sci, and at least 5 points ahead on everything else. Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here. Also, since nanites are enhancing his brain and body, a new AP stunt: Healing 7 (Extra: Total; Flaw: Personal; PFs: Persistent & Regrowth) {16/16} [anchor]Take2[/anchor] Dok as Transhuman Cyborg w/ Internalized Gear Reduce INT a bit & trim Skills (lowers those +30s & +35s to +25, rely on Beginner's Luck more), remove redundant Immunites (ex.: both Coat and Belt have Immunity to Cold and Heat), take Incorporeal AP off Force Field (I don't think he's ever actually used it on-panel, and it can easily be stunted), reduce Flight by a rank and add Evasion & Defensive Roll PFs; remove Device Flaw from Belt, Coat, and Screwdriver, bump up CON, replace Immunities w/ Half-Immunity to FORT Effects. Remove Enhanced Skills from HQs, replace with MW Computer/Infirmary/Laboratory/Library/Workshop. Basic storyline: Dok gets grievously injured, his internal nanites are unable to heal him with what's available in his body, so they cannibalize/incorporate his Belt, Coat, and Screwdriver. He looks like a mess, but he comes to see the advantage in having internalized powers, so after he gets out of whatever the predicament is he works in his lab to 'tidy up' so that he looks like his normal self. Drawbacks: -0PP Abilities (28) + Combat (28) + Saving Throws (8) + Skills (34) + Feats (28) + Powers (124) - Drawbacks (0) = 250/250 Power Points Stunt: Explosively Overclocking My Brain: Enhanced Intelligence 24 (to 44 [+17]; Flaw: Side-Effect) {12PP} + Enhanced Quickness 12 (to Quickness 16 [x250,000]; Flaws: Limited [Mental Tasks], Side Effect) {4PP} {12+4=16/16} Craft & Know/Tech to +28, +30 w/ MW gear Side-Effect: Confuse 12 {12} + Damage 10 (Extra: Alternate Save [Will]) {20} {12+20=32/32PP} -
April 8th, 2011 (Friday), early evening Two weeks later, Archeville returned to Miss Americana's lab in The Lab. In that time, he'd lunched with Winfried Kretschmann (set to be the first Green German state premier following the party's success in elections in Archeville's home state of Baden-Württemberg), had the honor of helping two of Freedom's heroes plan their wedding, assisted in the Freedom League's relief efforts in Japan, and numerous other tasks fitting a rock star Fortune 500 CEO super-science-hero. His Other side had also been quite busy, though in the intervening two weeks there had been only one night of bad dreams, with n impossibly pretty woman and her odoriferous dog-man protector. "Good evening, Miss Americana," he greeted as he walked through her door. "I trust all has been well?"
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What if... we talked about FC PbP the same way we talk about comics? Again!
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UP doesn't say anything about needing to make an attack roll, so, yes, looks like it's just a Reflex save. Reflex save, DC 18 (1d20+4=7) Fails! WK's now tied up by some Toughness 8 chains. 18: Grimalkin: Bruised, 5 HP [bg=#BF80FF]15: Dead Head: unharmed, 4 HP[/bg] 15: White Knight: unharmed [bg=#000000]15: Cultists x4: unconscious[/bg] 12: Mutt: unharmed 02: Head Cultist: Bruised Reaction: Use HP to nix fatigue from last round's Extra Effort. 3 HP now. Reaction: Know (Arcane Lore) check to see if DH knows this "Aeshma the Daeva" (1d20+10=26) Ol' boy knows quite a bit! And knows it's Very Bad if it's summoned. Free Action: HP for Heroic Feats, to gain an alt power on his 8PP Necromantic Array (2 HP now) Move Action: Use Anatomic Separation Move Action: Fly up to Head Cultist Free Action: Extra Effort to SURGE; will be fatigued at start of next round Standard Action: Headbutt! Headbutt Head Cultists (Defense 12); Charge (+2 Attack, -2 Defense), All-Out Attack (-5 Defense/+5 Attack), Power Attack (-5 Attack, +5 Damage); DC (15+6+5) 26 Toughness save if it hits (1d20+10=25) Head Cultist Toughness save, DC 26; includes -1 from Bruise (1d20+7=16) fails by 10, that's Staggered + Stunned Concentration checks to maintain Flight (DC 14) and Force Field (DC 18) (1d20+10=14, 1d20+10=24) both remain up Knockback! Damage 13 - KB -8 = 5 = 25 feet, so almost to the ground! Dead Head ends with 2 HPs. White Knight, Mutt, and Head Cultist's up next.
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Like a spider eying a juicy fly, Grimalkin swiftly wraps the superpowered superbigot in conjured chains! Aeshma! Dead Head's months of study under Phantom and Nick Cimitiere had been productive ones. Zoroastrian Demon of Wrath an' Rage an' Fury. Hates cows, too, for some reason. Better known as Asmodeus! Not good! Although... I think the Daevas are more anti-social jerks, not eeeEEEeeevil... any rate, they're defilin' graves, that ain't gonna stand! "I'm more'n a revenant, ya Nazi scum!," Dead Head spat, and threw his shovel to the ground. Bot hands went up to his head, and he began to pull, "and I don't know what yer doin' tryin' t'summon a Persian demon! But if'n y'all are tryin' ta get multicultural, lemme introduce ya to a lil' somethin' form Malaysia... [bg=#000000]a penanggalan![/bg]" With a sickening tearing sound, the super-zombie tore his head off, but it was not a clean tear. Organs, horribly animate viscera, trailed behind, flapping lungs and writhing intestines, all twinkling with motes of an eerie gray-purple light. The head and dangling viscera rose into the air, and made a beeline right for the (momentarily stunned) demonic-winged cultist! Dead Head collided with him in a potent headbutt, sending him down to the to the ground, but at the last moment the cultist caught himself and stopped, hovering on his demonic energy-wings, mere feet from the ground.
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"I- that is, they- when you-" Archeville stammered back at Thrude. Doktor Archeville at a loss for words: this was a rare sight indeed! He cleared his throat, and looked to the two soon-to-be-newlyweds, and patted them both on the shoulder, "well, if you ever need a tour guide for Europe, just give me a ring! Why, give me a ring for anything, in fact!" Letting go of the two, he glanced over at Willow. "A dryad, eh? I met a Dryad once; got me in quite a bit of trouble. You, though," he extended a hand and flashed a welcoming smile, "seem far, far more pleasant."
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"" Archeville exclaimed in German, " He looked up to Mona, "yes, let us get them to safety, learn what we can from them. Then, after I have a few moments to see about fixing this," he held up the dead Screwdriver, "we shall pay a visit to the Castle." He studied the gadget a moment, then looked back to Mona, and grinned, then chuckled, "I see my German lessons have finally sunk in!"
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The pair soon met up with the students, who were being shown around some of the laboratories. The two guides leading them, a young man and woman, eagerly explained what went on in this lab: prep work for many of the other experiments done in laboratories throughout the building. Test tubes were cleaned in ultra-efficient autoclavers, basic reagents and catalysts were prepared in bulk, and certain tool assembled. Some basic experiments were done for the students, showing how to separate DNA for analysis, the proper way to take vitals from a rabbit, what can and cannot go into a microwave or autoclave, and other relatively simple things, most of which Erin realizes she knew from her classes at Claremont. Of course, once they realized Archeville himself was there, everyone turned to him. One freckle-faced teen fan in the group had brought a book for him to sign, and timidly stepped forward. The Doktor and she exchanged a few words, he signed her book, and she then raced back to her clique of friends who all started a flurry of whispers. After a little more chit-chat with the group, he told them he was (regrettably) needed elsewhere, but thanked them all for coming, waving as he walked off. Archeville lead Erin on through the building, showing her assorted laboratories, workshops, and dorm rooms. "These are for metahumans who require long-term care, or who are still learning to control their abilities. The Albright Institute, which has been doing the same for much longer, helps us with some cases, and we help them when we can. We have two sets: these, one level below my office, are for those who have gained much control over their abilities, and now are working on what to do with themselves, ideally in some way which will aid society in some fashion. The second, more rugged, set, down in the basement, is for those who still have a lot of trouble controlling or containing their abilities."
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Cyberkinesis/Cyberpathy Builds & Questions
Dr Archeville replied to Dr Archeville's topic in Archives
Datalink is (a cousin of) Communication (radio). (Well, it could be mental, but this question's dealing with radio). Communication says "you can receive Communication of the same medium as your own." Super-Senses 1 (radio) allows you to "'hear' radio frequencies including AM, FM, television, cellular, police bands, and so forth. This allows you to pick up on Radio Communication (see the Communication effect)." If you have Communication (radio), it looks like you'd get Super-Senses (radio) for free. Does the same apply to Datalink (radio medium)? I think the answer is "sorta," for the reasons mentioned earlier: So with Datalink, but no Super-Senses (radio), you could listen to Skype conversations and read IMs as they're sent and listen to radio streaming on a station's website, but not the radio transmissions from the station's tower. Right? (KENSON!!! ) -
From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
R'K'Vll (aka Dokthulhu) Power Level: 16 (390PP) Trade-Offs: +5 Toughness/-5 Defense, +5 Damage/-5 Attack In Brief: The Thing that has been gestating in the Archeville family line for thirteen generations! Description: R'K'Vlls colossal and hideous body is in a constant state of flux. One moment, giant compound eyes and antennae dominate his head, the next, acid-spewing vents open along his sides. Now, its bones liquefy and it slithers around like a slug, later, dozens of human arms and legs sprout out of it, with lamprey mouths in the palms and soles. History: When Evil!Archeville went back in time, he met his ancestor Vischer, and wound up almost killing him. Deep Ones attacked the city of Freiburg, and if not for Archeville's intervention, they would have wiped it out. As it was, they did capture Vischer, and carted him back to their cave under Lake Constance; during transit, he drowned. Archeville pursued, and revealed his own Deep One-esque form, which lead to them bowing in worship of him. (His presence at Freiburg, foretold by their prophets, was the reason they attacked the city in the first place.) Archeville's science alone was unable to restore his ancestor, so he demanded they help him by providing raw materials, and they did -- by summoning forth their god. (Deep Ones, like the Serpent People they descended from, all worshiped Elder Evils, entities vast and alien from beyond -- some scholars say from before -- the known Universe. Most revere the Unspeakable One, but there are scores of such entities, many of whom had never been named by human tongues.) They worked their magic, a frustrated Evil!Archeville speeding it up by offering blood sacrifice in the form of slaughtering the Deep Ones themselves. A creature came forth, great and bloated and pulsating, and Archeville hacked at it and harvested what useful bits he could to repair his ancestor. But, unknowingly, he did more than merely heal his ancestor and ensure that he would come to be born. He ensured that Vischer's descendants, Viktor's ancestors, would all be touched by madness and pseudonatural power, as the grafts to Vischer spread to places Viktor had not intended, tainting his reproductive materials (just as the Deep One prophet knew). Down through the generation this corruption passed, until, thirteen generations later, in Viktor, it fully blossomed once it was stimulated by exposure to the mystical energies from a Elder Evil cultists spellbook. But this was merely a larval stage, and it waited, gathering itself, exerting more influence over Archeville to kill those who might stand in its way (or anyone who had even lightly crossed Archeville, continuing to feed and feed on the darker aspects of Archeville's mind), until at last it broke free and fully manifested upon the Earth. And now that it has fully manifested, it will twist all reality to its mad whims, and bring in more of its horrid brethren to this plane! Personality & Motivation: Like all Elder Evils, R'K'Vll is domineering, cold, and utterly alien. (Well, almost utterly alien -- there are bits of Archevilles that bubble up from time to time, both in body and personality.) Power and survival are about the only concepts the Elder Evils share with humanity. R'K'Vll regards mortals, even the Deep Ones that serve and work to free it, as little more than somewhat useful animals. And animals, of course, must keep their place. Powers & Tactics: R'K'Vll is gigantic, tough, and strong. Its numerous limbs can clutch at anyone who comes near it, and its ever-changing body creates a panoply of noxious effects. Only the strongest of heart and mind can look upon it and not go mad. Worse, this Elder Evil has vast quasi-psionic powers, able to open warps in space and dimensions (to transport itself or just one striking tentacle) and force deadly, sanity-shattering sensations into people's minds. Abilities: 0 - 2 + 10 + 18 + 18 + 8 = 52PP Strength: 42 (+16) (includes +32 Str from Growth) Dexterity: 8 (-1) Constitution: 36 (+13) (includes +16 Con from Growth) Intelligence: 28 (+9) Wisdom: 28 (+9) Charisma: 18 (+4) Combat: 18 + 16 = 34PP Initiative: -1 Attack: +11 (includes -8 from Growth) melee, +1 (includes -8 from Growth) ranged Grapple: +54 (base attack 8, +10 melee focus, +16 Str, +16 size, +4 Super-Str), up to +9 more w/ Additional Limbs & Elongation Defense: +11 (+8 Base, +11 Shield, -8 Growth), -4 Flat-Footed Knockback: -33 (Imp 14, +3 from non-Imp Toughness, Growth 16), -26 flat-footed Saving Throws: 2 + 0 + 6 = 8PP Toughness: +21 (+13 Con, +8 Protection), Impervious 14 (not when flat-footed) Fortitude: +15 (+13 Con, +2) Reflex: -1 (-1 Dex, +0) Will: +15 (+9 Wis, +6) Skills: 28R = 7PP Intimidate 8 (+12, +20 w/ size) Knowledge (Arcane Lore) 12 (+21) Notice 8 (+17) Stealth 0 (-17; includes -16 from size) Feats: 21PP Artificer Attack Focus 10 (melee) Fearless Fearsome Presence 8 (40 ft., DC 18) Ritualist Powers: 5 + 11 + 4 + 12 + 1 + 49 + 16 + 19 + 8 + 65 + 42 + 11 + 13 + 8 = 268PP Additional Limbs 5 (25 additional limbs) [5PP] Communication 10 (mental, anywhere on Earth or Moon; PF: Dimensional) [11PP] Elongation 4 (50 feet [65 ft. combined w/ Growth]) [4PP] Environmental Control 6 (secondary reality-warping effect; 250-ft. radius, distraction [DC 10]; Extra: Duration [Continuous]; Flaw: Range [Touch]) [12PP] Feature 1 (dimensional inertia, cannot be summoned involuntarily) [1PP] Growth 16 (Colossal; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [49PP] +32 Str, +16 Con, -8 Atk/Def, +16 Grapple, -16 Stealth, +8 Intimidate, 64 ft. tall, weight ~ 1,125,000 lbs., Space 30 ft., Reach 15 ft., +20 Str Carrying Immunity 21 (aging, life support, mental effects, own powers; Flaw: Limited [1/2 Effect] on Mental Effect Immunity) [16PP] Impervious Toughness 14 (note: Active Sustained effect; Extra: Linked [shield]; Flaw: Limited [Not When Flat-Footed]) [7PP] + Shield 11 (Extras: Linked [impervious Toughness]; PFs: Variable Descriptor) [12PP] (Dodge, Insubstantial, Precognition, Reality Warping, Telekinesis, Telepathy) [7 + 12 = 19PP] Protection 8 (only partially manifests in three dimensions) [8PP] Pseudonatural Power Array 30 (60PP; PFs: Alternate Power x3, Incurable, Innate) [65PP] BE: Confuse 12 (sanity-warping presence; Extras: Area [60-ft. Burst, General], Duration 2 [sustained], Range [Perception]) {60/60PP} AP: Mental Blast 15 (mind-shattering contact) {60/60PP} AP: Nauseate 15 (reality-warping presence; Extras: Aura, Duration 2 [sustained]; Flaw: Unreliable [50/50 chance]) {60/60PP} AP: Super Movement 2 (dimension-boring tentacles; Dimensional Movement 2 [mystical dimensions]) [4PP] and Teleport 10 (space-boring tentacles; 1,000 feet/anywhere on Earth or the Moon; Extra: Accurate) [30PP] {4+30=34/60} Shapeshift 6 (30 points; Flaw: Uncontrolled) [42PP] Strike 5 (dimension-boring tentacles; PFs: Affects Insubstantial, Dimensional, Indirect 3, Mighty) [11PP] Super Senses 13 (extended 3 {10,000 ft. increment} for all mental senses; psychic blindsight [accurate acute radius ranged mental sense], cosmic awareness [mental]) [6 + 6 + 1 = 13PP] Super Strength 4 (effective carrying Str 102; lite load 5,668 tons, med load 11,337 tons, hvy load: 17,039 tons) [8PP] Drawbacks: (-0) + (-0) = -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC31 Toughness (Staged) Damage (Physical) Confuse Touch DC22 Will Confused Mental Blast Perception DC30 Will (Staged) Damage (Energy/Mental) Nauseate Touch DC25 Fortitude (Staged) Nausea Strike Touch DC36 Toughness (Staged) Damage (Physical) Abilities (52) + Combat (34) + Saving Throws (8) + Skills (7) + Feats (21) + Powers (268) - Drawbacks (0) = 390 Power Points -
RL issues are taking up my non-work time, so my posting will be even more sporadic than usual for the next few days.
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
The Metaceptor PL: 10 (161PP) Grue Drone base (salvaged a few from the latest invasion). Powers copied from Colt (his guns), Dynamo (pre-Time Warp), Fulcrum, Grimalkin, Jack of all Blades, and Jill O'Cure. Archeville can't/won't do magic, so the powers the Metaceptor has from Grim, JoaB and Jill are biological/mutant copies. (Since JoaB's strikes & energy senses, and Jill's Healing, are mutant, it does have those, but it does not have the magic that lets JoaB shape his energy forms into swords, or Jill to shape her Healing into Death-Touch and Create Object. The powers it mimics from Grim are completely artificial, taken from several different Metahumans Dok had studied over the years.) It lacks the "requires concentrated energy source" on the JoaB Corrosion/Strike b/c it always has an abundance of concentrated energy forms within it to draw on (both from the gravimetric flight implants, and the energy-generating processes used in Colt's Blasts). Fighting skills taken from hours of recorded training sessions & in-field work, programmed into their mind. Telepathic hive mind set up to make teamwork easier. Created in his labs at Nichtuberall, mass-produced in super-secret labs under Schloss Wissenschaft, teleported to spots around the world. Sent in groups of three. Their mission: Whatever Evil!Archeville commands! Appearance: A blank featureless humanoid, with crimson skin. Its outfit (morphic molecules that shift with it) combines elements of all the Interceptors' costumes: a blue duster over a gray body suit, with black boots. The body suit has a chest insignia, three lightning bolts (blue on bottom, red on left, green on right) arranged in a triangle. When manifesting Colt's powers, its hands & forearms morph into technorganic guns. When manifesting JoaB's or Jill's powers, its hands become sheathed in energy. When manifesting Grim's powers, it becomes either more fluid or more solid and resolved (depending on which is used). When using Dynamo's powers, its entire body crackles with electricity; when using Fulcrum's power, it grows a few feet. Abilities: 4+6+6+0+2+2 = 20 pp STR 36 [14] (+13/+2) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 12 (+1) Combat: 16+12 = 28 pp Initiative: +7 Attack: +7 (Fulcrum's Might), +8 (base, Dynamo's Lightning), +12 (Colt's Speed Fire, Colt's Sniper Shot, Grim's Claws, Jack's Fists), +14 (Dynamo's Electro-Fists) Damage: Unarmed 2, Dynamo's Electro-Fists & Grim's Claws 6, Colt's Blasts & JoaB's Fists & Grim's Claws w/ SnkAttk 8, Dynamo's Lightning 12, Fulcrum's Str 13 Grapple: +10, +14 Grimalkin, +25 Fulcrum Defense: +12 (Base 6, Dodge Focus 6), +3 flat-footed (+11 w/ Growth) Knockback: -6, -9 w/ Fulcrum's Might Saves: 3+3+4 = 10 pp TOU +8 (+3 Con, +5 Protection [imp 5]), +9 (Imp 9) w/ Fulcrum's Might FORT +6 (+3 Con, +3) REF +6 (+3 Ref, +3) WILL +5 (+1 Wis, +4) Skills: 52 r=13 pp Acrobatics 12 (+15)SM Disguise 0 (+1, +11 w/ Morph, +41 w/ Grimalkin's Morph) Intimidate 9 (+10, +12 w/ Fulcrum's Might)SM Languages 1 (English [base], Spanish) Notice 14 (+15)SM Sense Motive 14 (+15)SM Stealth 2 (+5, +1 w/ Fulcrum's Might) Feats: 15 pp Acrobatic Bluff Dodge Focus 6 Elusive Target Evasion Improved Initiative Move-By Action Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Takedown Attack Uncanny Dodge (auditory) Powers: 3 + 10 + 1 + 51 + 4 + 10 = 79 pp Enhanced Feats 3 (Teamwork 3 [hive mind]) [3PP] Flight 5 (graivmetric flight implants; 250 MPH / 2,500 feet) [10PP] Immunity 1 (own powers) [1PP] Interceptors' Array 21 (42 PP; PFs: Alternate Power x9) [42+9=51 pp] BE: Blast 12 (lightning) {24} + Enhanced Flight 4 (total of Flight 9 (5,000 MPH / 100,000 feet) {8} + Quickness 8 (x500) {8} {24+8+8=40/42} "Dynamo's Speed & Lightning" AP: Blast 8 (Extras: Autofire 3; Flaw: Action [Full]; PFs: Accurate 2, Affects Insubstantial 2, Improved Critical 2, Improved Range [160-ft range increment], Variable Descriptor 2 [any]) {41/42} "Colt's Speed Fire" AP: Blast 8 (Extras: Penetrating 4 [12 total]; PFs: Accurate 2, Affects Insubstantial 2, Improved Critical 2, Improved Range 3 [800 ft. Range Increments], Progression [Range] 1 [25 Range Increments], Ricochet, Subtle, Variable Descriptor 2 [any]) {34} + Super Senses 7 (Vision: Counters Concealment, Extended [100-ft Range Increments], Penetrates Concealment) {7} {34+7=41/42} "Colt's Sniper Shot & Sniper Scope" AP: Concealment 8 (auditory, olfactory, visual; Extras: Affects Others [Others + Self]; Flaws: Blending, Passive; PFs: Close Range, Selective) {10} + Elongation 4 (50ft) {4} + Insubstantial 1 (Liquid) {5} + Strike 4 (claws; PFs: Accurate 2, Improved Crit 2, Mighty, Sneak Attack) {10} + Super-Movement 3 (Slithering, Wall-Crawling 2) {6} + Super-Senses 7 (Accurate 2 for Normal Hearing, Acute & Tracking for Olfactory, Danger Sense [Olfactory], Vision Counters Obscure 2 [Darkvision]) {7} {10+4+5+10+6+7=42/42} "Grimalkin's Freakishness" AP: Corrosion 6 (energy fists; Extra: Penetrating 4 [12 total]; PFs: Accurate 2, Mighty, Variable Descriptor 2 [Any Non-Magical Energy]) {27} + Super-Senses 9 (Detect Energy [Mental, Extras: Accurate 2, Acute, Radius, Ranged], Energy Awareness, Uncanny Dodge 2 [Mental/Energy Awareness, Visual]) {9} {27+9=36/42} "Jack of all Blades' Energy Fists & Super-Senses" AP: Emotion Control 10 (Extra: Alt Save [Fort], Area [50-ft. Burst, General]; Flaw: Sense-Dependent [Olfactory]; PF: Subtle) {21} + Morph 0 (expands Grue Drone Morph 2 to "any form of same mass" level) {2} + Morph 6 (+30 Disguise, Any form of same mass) {18} {21+2+18=41/42} "Grimalkin's Mystique" AP: Enhanced Flight 5 (total of Flight 10 (10,000 MPH / 100,000 feet) {10} + Quickness 10 (x2,500) {10} + Strike 4 (electro-fists; Extras: Area 6 [30-ft. Burst, Targeted], Selective Attack 6; PFs: Accurate 3, Mighty, Progression [Area] 2 [150-ft. Burst]) {22} {10+10+22=42/42} "Dynamo's Speed & Electro-Fists" AP: Enhanced Str 22 (to 36/+13) {22} + Growth 4 (Large; Flaw: Dispersal) {4} + Immunity 9 (life support) {9} + Impervious Toughness 3 {3} + Protection 1 (Extra: Impervious) {2} + Super-Str 1 (effective Str 41) {2} {22+4+9+3+2+2=42/42PP} "Fulcrum's Might" Growth Modifiers (+5 ft Speed, -1 Attack, -1 Defense, +4 Grapple, -4 Stealth, +2 Intimidate, Space 10 ft, Reach 10 ft) Atk +7, Dmg 13; Defense +11, Toughness 9 [imp 9] AP: Healing 10 (Extra: Total; PFs: Persistent, Regrowth) {32} + Immunity 2 (Disease, Poison) {2} {32+2=34/42} "Jill O'Cure's Cure" AP: Strike 6 (flurry of energy fists; Extras: Autofire [for Damage 8] x3, Penetrating 4 [12 total]; Flaw: Action [Full Round] for Damage 8; PFs: Accurate 2, Mighty, Variable Descriptor 2 [Any Non-Magical Energy]) {31} + Super-Senses 9 (Detect Energy [Mental, Extras: Accurate 2, Acute, Radius, Ranged], Energy Awareness, Uncanny Dodge 2 [Mental/Energy Awareness, Visual]) {9} {31+9=40/42} "Jack of all Blades' Flurry of Energy Fists & Super-Senses" Morph 2 (humanoids, +10 Disguise) [4PP] Protection 5 (pliant flesh; Extra: Impervious) [10PP] Drawbacks 3 + 1 = 4pp Disability (Confused while in an area of Mental Obscure or if under the effects of a Mental Dazzle or Mental Nullify) [3pp] Power Loss (Enhanced Feats/Teamwork, if in an area of Mental Obscure or if under the effects of a Mental Dazzle or Mental Nullify) [1pp] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Colt's Sniper Shot Ranged DC 23 Toughness (Staged) Damage (Variable) Colt's Speed-Fire Ranged DC 23 Toughness (Staged) Damage (Variable); Autofire Dynamo's Electro-Fists Touch DC 21 Toughness (Staged) Damage (Energy); Area Dynamo's Lightning Ranged DC 27 Toughness (Staged) Damage (Energy) Fulcrum's Might Touch DC 28 Toughness (Staged) Damage (Physical) Grim's Claws Touch DC 21/23* Toughness (Staged) Damage (Physical) Grim's Emotion Control Perception DC 20 Fort Emotion Control; Area JoaB's Fists Touch DC 16 Fort (Staged) Drain Toughness Touch DC 23 Toughness (Staged) Damage (Energy) JoaB's Flurry of Fists Touch DC 23 Toughness (Staged) Damage (Energy); Autofire * Sneak Attack costs : Abilities 20 + Combat 28 + Saves 10 + Skills 13 (52r) + Feats 15 + Powers 79 - Drawbacks 4 = 161 PP -
Seems I'm the only RedName without a thread here. No more! All builds are PL 10/150 PP unless otherwise noted. PCs Artificer [thread] Artificer, PL 10, 170pp; 2024 Update Dead Head, PL 12 (15), 250pp Doktor Archeville, PL 12 (15), 250pp (post-depseudonaturalization, post-technorganic'd) (Alternate Versions of Doktor Archeville) Doktor Archeville, PL 12, 250pp; 2024 update Horrorshow [thread] Protectron, PL 12 (15), 250pp NPCs Belphegor (Great Value Mr. Infamy) Blozan (Ancient Germanic Spirit of Evil & Fear) The Metaceptor (a Grue with the powers of the Interceptors! Or is it?) (PL 10/161PP) R'K'Vll/Dokthulhu (the pseudonatural beastie that's been germinating inside the Archevilles for 13 generations) (PL 16/390PP) Sinister Science Squad (enemies of Dok from Europe) Champions (and Champions-Inspired) Builds Brainchild: Gadgeteer/Psychic Hybrid (includes PL 7 version) Dr. Simian: Super-Scientist Simian (Super-Simian Scientist?) Grond: Four-Armed Fighter Hummingbird: Miniscule Mentalist (and here's a PL 7 version) Lady Blue: Robin Hood-esque force field-themed battlesuit (includes PL 7 version) Lazer: This little light of mine / I'm gonna let it shine Masquerade: Metamorphic Mercenary of Much Mystique Mechassassin: Better than Mangassassin Monster: Monstrous Mechanical Menace (PL 10/180PP) Photon: Felonious Photokinetic (includes PL 7 version) Steel Commando: Autofire > Autotune Tesseract: Now You're Thinking With Portals Der Westgote/The Visigoth: Martial Artist/Powerhouse Hybrid Zig-Zag: Stretchy Taunter (includes PL 7 version) Zorran the Artificer: Master of Mechano-Mysticism (includes PL 7 version) White Wolf-Inspired Builds Imaginaut: For SCIENCE DISCOVERY! (Void Engineers) Pharmacopeist: DRUUUGS! (Progenitors) Transhuman Cyborg: Human.2 (Iteration X) Vampire Costumed Detective: Bat-Man (Nosferatu) Vampire Costumed Detective/Necromancer: Blood Calls Out For Blood (Giovanni) Vampire Martial Artist: Be like water blood (Toreador) Vampire Paragon: Tooth, Justice, and the Transylvanian Way (Brujah) Vampire Psion: Look into her eyes... (Tremere) Vampire with a Power (Shadow) Ring: Dark Shadows (Lasombra) Vampire Shapeshifter: Boy-Beast (Gangrel) Vampire Soldier of Fortune: Malk Merc with a Mouth (Malkavian) Vampire Wealthy Thrillseeker: Proving blood + money need not equal blood money (Ventrue) Vampire Weather Controller: Russian Weather Witch (Tzimisce) Other Experiments Atlantean Powerhouse: Scion, Son of the Avenging Son Anti-Supernatural Lawyer: The Devil's Persecutor Benandante: Hounds of God Biomancer: Magical Plastic Surgeon (includes PL 7 version) Blobby McGee: Shapeshift-less Shapechanger Coppertop: Shockingly powerful Gravity Guy: Breaking some Laws to uphold others. (includes PL 7 version) Intergalactic Psi-Cop: "I have been thinking. I have been thinking about thought." Martial Artist with a Power Ring: The Force is strong with this one. Muscle Mage: "Muscle Wizard casts FIST!" Mystic Librarian: "In D&D, a Wizard is a person who achieves ruinous power, creates abominations against gods and nature, ruins cities, lives and entire worlds, all through the power of reading. Support your local library." Omnipotus: Captain Infringement (no stats) Paragon in Powered Armor: Man & Machine, Power Extreme! Phosphoros: Powerhouse with a terrible secret Poseur Mage: He's a FAAAKE! Powerhouse with a Power Ring: Power2 Predator: Alien Hunter PsiSoldier: of the Cult of the Blue Oyster Psy-Antz: Behold the power of our gestalt mind! Psychic Ninja: Killing you softly with her miiind Quarantine: Salmonella, Shigella, Clostridium perfringens USMCorpse: Dead Man Walkin'... and Shootin'! Serpent Folk with a Power Ring: Complication (Barbarians) Speedster Scientist: Build ALL The Things! (includes PL 7 version) Speedster Sorcerer: You cannot run from Fate! Thermovore: Cryokinetic Vampire V(ibro) Man: Good Vibrations Vampire Electrokinetic Gadgeteer: Blood has iron, and iron is conductive! (Living Vampire, Undead Vampire, and pre-vamp'd PL 7 Electrokinetic Gadgeteer) Vampire in Power Armor: Hemoglobin Man Places Gygax-K-Isolate/Retro/Self-24: Nede (Athas expy) Miscellaneous Cyberkinesis/Cyberpathy Builds & Questions ESP / Telelocation & Extended Searches Fun with Science!: General SCIENCE! Fun with Science!: Electricity & Electrical Powers Fun with Science!: Electromagnetic Radiation (radio waves, microwaves, infrared/visible/ultraviolet light, x-rays, gamma rays) Fun with Science!: Gravity & Gravity Powers Fun with Science!: Magnetism & Magnetic Powers Fun with Science!: Radiation, Radioactivity, & Radiation Powers Fun with Science!: Sonics & Sonic Powers Fun with Science!: Thermal (Cold and Fire/Heat) Fun with Science!: Time & Temporal Powers Magic! Disciplines, Schools, and Styles (Comic Book Versions) Nuclear Weapons: big ba-da-boom. "Shoot through me!": How to be a lousy human shield Yet More Super-Strength Options: It's not how strong you are, it's how you apply your strength Note: The statements and opinions expressed herein are solely those of Dr Archeville and do not automatically constitute official/canonical statements or necessarily reflect the views of the other Moderators and Admins. -Dr Archeville
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Protectron flew off the pedestal and zipped to the catering kitchen, an area with which it was very familiar. It hastily assembled three small gift baskets, filling them with fruits, trail mixes, small bottles of water and V8, and a small brownie, all sealed in cling wrap. It strode towards the service elevator on unwavering feet, and took the car up, making a quick stop to drop one of the baskets off at the door of the lab Dragonfly had last used. "Would you like me to put on some Jazz music?" the strange robot asked, picking up the snippet of conversation as it entered. In its arms were two gift baskets filled with food. "I believe Friend-de Havilland has placed a collection of Jazz recordings on The Lab's shared entertainment drive."
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If Archeville'd had a drink in hand, he would be doing a spit-take about now. "No, ArcheTech is definitely not a mercenary company. And you have only seen the surface of my holdings," he corrected. "But, no, ArcheTech is driven not by a greed for profit, but by the yearning to discover and improve upon the world, using science to uncover how the world works and technology to make it work better. And Doktor is a title," he nodded, "one conferred upon me by a group of learned men and women, earned after years of hard study, not given by some noble, royal, or-" For once, Archeville was as surprised as everyone else in the room. "I had no idea!," he replied to Erik, an equally quizzical look on his face, then turned back to Colt & Grim, "are you certain this is what you want to do? Where will you go? What will you do?"
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Now that he was above the treeline and could get a better look at his surroundings, Archeville was seized by how familiar it all looked. He slowed and spun around to get a better look. He soon saw Fulcrum, and raced towards her. "Liebchen!," he exclaimed, grinning ear to ear, "I think we are home! My homeland! Not just that, but near where Schloss Wissenschaft would stand! Ha!" He spun around, then began looking for his castle.
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His powers are effectively magical (alchemy/chi/'waterbending'), right? I.e., Nullify Magical Powers would nix 'em, but a Nullify Mutant Powers or Nullify Electromagnetic Effects would not?
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Had Supercape and Ferros lingered but a few moments longer in the lobby, they would have seen Protectron there, standing off to one side, still as a golden statue. It stood there per the suggestion of Dragonfly and Gossamer, who convinced him it would be a good learning experience re: "humor" to stand still in the showroom and spook visitors by moving or speaking when least expected. So it stood on a hastily constructed pedestal, and had slowly scanned the area, but it got so engrossed in watching people go about the showroom, observing both the wonder they felt at the scientific advances in The Lab and the day-to-day topics they discussed among themselves that it never moved or spoke. Not even when a few children knocked on its legs! The strange robot remained on the pedestal, using its internal comms to contact both the elevator the two were in and Supercape's lab upstairs. "Greetings, Friend-Supercape. Do you still require my assistance in your tests? If so, I must remind you that The Lab's security protocols are still set to not let me past level five."
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Archevile threw glances back at Mona, looks which mostly said "I'm not entirely comfortable with this, but I'm rolling with it!" "Please, Thrude, it is Doktor Archeville," he reminded her once more, "not Lord Archeville. My distant -- distant -- ancestors may have included some nobility, but if I am to be labeled, I prefer it to be by my own accomplishments, not those of my forefathers." He did a double-take at Willow. "So," he clapped his hands sharply, "Thrude here, who appears to be related to a group of otherdimensional beings who may have made contact with ancient Norsemen and were worshiped as gods by those glorified sea-bikers," he said quickly, "has decided to stay here after being released from some pocket dimension prison, and has vowed to atone for the evils her people have done, or the evils done in the name of her people by those monsters who turned my homeland into a veritable Hell." He cleared his throat, forced himself to slow, "and as she has nowhere else to go, and since this team's mandate has shifted to provide a support network for metahumans and superheroes in similar situations-" "I thought this would be a good place for her, at least for the short term. Presuming, of course," he spread his arms to the others, "that you all are okay with it!"
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Dok will be there! Dok will be everywhere! Avenger's invited? I'm honestly surprised.