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Dr Archeville

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  1. "" he considered, "" The Doktor cleared his throat after his small sciencegasm, "" He held up a hand to cut off the protest he was sure was coming, "" he nodded towards Vendrvapn, ""
  2. Do note that the powers you have listed for Dr. Simian are from his Hoverchair, not from Simian himself.
  3. "" he replied at her choice of eyepatch. "" And now came questions, questions he knew was coming, which he had prepared answers for, but was no less comfortable in facing due to the half-truths he had to spin. No sense in telling her the full truth if she turned down the offer. "" He felt far more at ease tackling other questions. "" A moment of laughter prevented him from answering her next question right away, "" The push of a few buttons on the Screwdriver caused the guns in holo!Colt's hands to glow while the rest of the image faded slightly. "" "" he replied, with a bit more emphasis than he intended. "" Another few button presses, and the holographic display shifted to footage from the Terminus Invasion, of all the gathered heroes and unleashed villains. "" he said with a bit more disdain than he had intended, "" The recording had reached the part where Centurion and Omega's final battle began. He had meant to cut the recording partway through their fight, moving on to the next of many items on the agenda, but as soon as he saw it start, he could not tear himself from the battle between of Earth's greatest hero and destruction incarnate.
  4. "" he said with an enigmatic smile, "" He closed the golden metal box, flipped it over, and opened it to reveal an assortment of eyepatches, in a variety of soft, luxurious materials. "" "" he quickly lied, and set the box down on one of the smaller, empty tables, "" By which he meant homeless and with PR issues. "" He reached into another pocket of his labcoat and drew forth his Elektromagnetic Screwdriver, and set it to play life-sized holograms of the Interceptors, a presentation he and VINCE had prepared some time beforehand from news and training footage, used whenever he found occasion to talk up the team. First was a group shot, "" the scenes changed to footage of the individual members, "" The shift in tone of his voice indicated a closer connection with that last one.
  5. "" he toasted and slung back a stein. He didn't get it all in one go, but he made a decent showing. "" he said, piercing a large sausage link with a fork and plopping it onto a plate. "" he reached into one of the many pockets on his snow-white coat, and pulled out a long golden box, much larger than should be possible to fit into the pocket, "" He nodded towards the large wad of gauze covering her left eyesocket, then opened the box. Inside was a collection of eyes! Some looked like completely normal human (or Asgardian) eyes at first glance, though a closer look would reveal some were artificial, while others seemed to be flesh and blood. Others looked wildly different: slitted cat's eyes, one with targeting crosshairs, one with variable lenses within, and so on.
  6. 14 February 2011 Heard of an odd case with the Bee-Keeper: a dead woman was found in his cell at Providence, with a slit throat and numerous bee stings! Could he be that much worse than I had thought? Follow-Up: Wound at her throat was his attempt at a tracheotomy. And the woman was no employee of the asylum, it was Emma "Honey Queen" Twill, the environmentalist and CEO of Clover Cosmetics. Bee Keeper & Honey Queen... wrong on so many levels. But if Bowles did not do this, then who, and why? 7 March 2011 What a horrible experience! A hybrid of the Legion Mind Control virus and Grue genetics, calling itself the Conquering Mind, fell to Earth from the satellite laboratory it had been created on and enslaved almost all of Freedom City -- myself included! I fear this invasion may have disrupted my mind; I must be wary of the return of Bad Thoughts. Perhaps I should go back to seeing Scarab once a week, instead of the once a month I had cut down to in January. Tangential thought: those things looked like starfish. Starfish regrow limbs. I should go revisit some of my medical tech. 9 March 2011 Intercepted a police report of personal interest: Liz Matthews, aka Topaz, has gone missing, and the signs of a struggle at her home suggest foul play. I will investigate this one myself. Fractured glass and crystal, and circular patterns of damage, indicate sonic weaponry was used. Unidentified crystalline substance found at scene was the cooled, dried remains of the magma-like slurry that is her blood, something her friends on the force did not identify as they'd never seen her bleed since her transformation. Someone with sonic blasts after a (former) cop -- could the Mobs have sent Silencer out after her, due to the increased heat the police have been giving them following the warehouse massacre? Or Rant & Rave, looking for quick cash but not realizing just who it was they had gone after? One set of unidentified bootprints, indicating tall, heavy figure, so probably not Silencer or Rant, unless they have a new suit of armor. Mind-controlled Sonic, riding on a mind-controlled Megastar's shoulder? Malice, testing new anti-metahuman weapons? 13 March 2011 Another bizarre dream last night. But I recognize some of what was in it. Over the past few days I have been reviewing patients with assorted limb and joint injuries, for the clinical trial phase of the new regenerative therapies I am working on. In my dream, I saw one of these potential subjects -- a Claremont student, suffering from a torn ACL -- running down a hall. Not running -- being chased, by me! And then, some manner of alien symbiote armor exploded out of & encased her! She attacked 'me' -- counter-attacked? -- and I kept trying to pull back, to flee, but could not. I begged and pleaded and ordered and screamed at myself to stop... and I woke up. I will track down the girl and make sure she is okay. 14 March 2011 I had feared the worst when I was not able to find the Claremont girl yesterday, but today she was found, at a mall in Bayview. But her thoughts were jumbled, and she had no recollection of the past two days! I hate to call Scarab in -- I have called on her too much of late, it feels -- but I need her skills. Follow Up: Scarab was able to penetrate the memory wipe and found what she experienced: aliens! Two Grue drones teleported in an abducted her, tried to remove the suit, failed, but had to dump her (after erasing her memories) once their base was discovered. But how on Earth does my dream figure in? Residual Conquering Mind infection providing link to nearby Grue? Must run bioscans! Bonus: The Claremonter is letting me scan her alien gear! 19 March 2011 No more disturbing dreams, thankfully, but something else odd: unexplained powers spikes detected by internal sensors, both in the system's power grid and separate from it. Explosion that set off a surge? Scans, both with sensors and my own two eyes, have found no signs of any damage. A glitch? A cyber attack? No signs of any glitches or attacks. Ugh, I hope it's not more of those gremlin things I faced, those proved maddeningly hard to locate when hidden. 23 March 2011 A terrifying experience: a mental blackout! Alice and Rubbermaid were trying to stop a rampaging Je'La, and, as usual, wound up causing more harm than good. Fortunately, Dynamo and I happened on the scene. Dynamo collared Je'La, I took the two well-meaning but uncoordinated heroines to the Freedom Hall for a crash course in balance and coordination. I remember the nattering on as I lead them, and then... I woke in my bed, and over a dozen hours had passed. Looked for the girls, found them shopping at a mall; tried calling, but I got their voicemail. Left a few messages, but they never returned my calls; checked in on them sporadically, they seemed their normal selves. Checking with Dynamo proved a possible clue: he reports being attacked by Malice, and that in the fight, Je'La escaped, only for Malice to scoop her up and carry her off! Dynamo is fine, having almost fully recovered by the time I talked with him, but this raises disturbing questions. Was my blackout an attack by Malice with some new weapon? Not his style, but if he has decided that it has come time for a change in tactics... no, his personality profile does not indicate he would be capable of such a change. Ah, but he could have hired or joined with someone else with such abilities; they would either be someone with technologically-granted powers, or (a less likely but still plausible scenario) an extraterrestrial. A Grue? No, for all they have done to us, he would hate them as much as he does any the metahumans. Rogue Farsiders, or Lor? Possible -- he helps them capture metahumans for their experiments, they give him advanced tech? Another possibility: this is an unrelated assault, by the Psions, the Cosmic Mind, or some new threat. Either way, I will call on Scarab (again) for aid in this. Follow-Up: Scarab's probings found some clues. Scenes of the two heroines, running from me; of a long-limbed, grey-skinned being with solid black eyes and no external ears (i.e., a classic 'Grey' alien... which no hero has ever actually encountered) walking slowly towards me; an operating/probing table with a harsh light shining on it, surrounded by blackness. Was I abducted?! 24 March 2011 These dreams, I fear, are signs of something returning. Or, worse, already upon me. Scans of my home and other facilities have turned up nothing, and Scarab says she has found nothing of my Other, but if my Other is back, it would know I would look for it, and conceal itself and its actions appropriately. Scarab says she still detects no sign of it, but I shall seek a second opinion. 1 April 2011 Odd -- thought not unpleasant -- scene on the news today. A metahuman, with some manner of mega-appearance or mega-social skills, out shopping, with a winged teen and a smelly vagrant. The winged man was a Claremonter, and the woman reminded me of another Claremonter. Could social powers like theirs be an emerging 'package' of Metahuman powers? Filling a niche, a survival trait specifically for the environment we find ourselves in now, away from (many) physical predators? Some interesting potential there. 2 April 2011 Strange dreams last night, very vivid, of the three metahumans seen on the news yesterday. My dreams do often contain elements of what I have seen, but those three featured prominently in this dream -- and were running from me, as if I were chasing them. Could this be tied to the woman's metahuman charisma/presence? Is it so potent it can work even over broadcast media? If so... how fascinating! And speaking of fascinating, today I helped Lynn and Billy plan their wedding! I will be attending, as Mona's "+1" (not as a direct invite, since my involvement with the team is still secret). And I will finally get to meet Mrs. Epstein, the physics teacher! I do hope this is the right move, though: some of her relatives are Holocaust survivors, and seeing the grandson of the man whom Mengele admired... well, it has potential to be monumentally bad. I wonder what is going through dear Mona's mind with all this talk of weddings? Well, I do know one thing: it has certainly made our nights together delightfully more intense! 8 April 2011 Returned from my consult with Miss Americana and Dragonfly. 16 April 2011, early morning My Time-Gate is ruined. The Terminus crystal overloaded and exploded, taking out the machine, and a not insignificant chunk of my laboratory. I should have known this would happen! But, no, I was soo eager to see it work, I blundered on ahead! And worse, this didn't just impact me: I've a strong suspicion the time warps that opened all over Freedom City yesterday are a direct result of this overload! Just got off the line with the Interceptors, the League, and ArcheTech. All are working to help the city and its people, but the portals are all gone, and they took whatever they brought with them. Traumatic, though, as with any city-wide disaster. Daedalus and I, along with ArcheTech, will focus on scanning areas where the warps appeared; if it does look like my Time-Gate caused this, I will fess up. Though there is an alternative explanation: my Gate overloaded because of the warps, which were caused by... well, I do not know that part yet. But it might not be my fault! But... but it probably is. 21 April 2011 American Patriot is dead. I'll not sugarcoat it: he and I did not get along. Sure, at first, I welcomed him, same as all the other Leaguers, but it quickly became apparent he was headstrong and cocksure (that is, stubborn) and would do for us what Jack Simmons did for the Liberty League. (And while he said he saw me for myself, not for what my grandfather did, I always got the impression that was not the case.) Yet, he still fought evil and injustice alongside us. He'd never shut up while doing so, went on and on about how we could do things better, who we should be targeting next... but he never actually stopped fighting the things he said were "less than top priority" alongside us. Unfortunately, his dedication and his attitude both means there is not shortage of people who would want him gone. I will be able to learn more from the autopsy; all the League has gotten from the police so far is "it's gruesome." Follow Up: Gruesome was right! But I have a lead on who did this: the metallic elements in his costume were all magnetized, and the patterns of the mutilation imply a telekinetic force. Which leads me to think of one person: Emperor, the malicious magnokinetic I saw teamed up with Captain Knievel! Are they together again? Working with Malice (and Je'La)?
  7. "Goof" is okay for chars here (re: Geckoman). "Slacker" is really not.
  8. Archeville let out a hearty laugh "" He lead her down the hallways, towards the large conference room he had set up for the feast. He had held many here in the past -- he liked to finish big deals with big meals, if not hold both simultaneously -- so the staff were not strangers to seeing large amounts of food brought in (thought it was a first to see Archeville himself be the one bringing it all in). The few they passed in the halls (mostly interns running paperwork back and forth, or technicians working on some thing or another) smiled and waved at the Doktor, and smiled and waved nervously at Thrude. He smiled and nodded as they passed. "" he replied in a calmer tone. "" Reaching the conference room, Archeville opened the double doors, and Thrude saw something quite distracting: a feast to rival those of Valhalla itself! Dominating the smörgåsbord at the far end of the room was a roast wild boar, surrounded by smaller platters. On these were sausages (beef, pork, veal) and ham, smoked turkey legs, cheeses, breads with honey and fruit preserves, fish (eel, herring, salmon, and lutefisk), fruits (apples, berries, hazelnuts) and vegetables (cabbages, pickles, and a variety of potato dishes). Off to the side, on a smaller table, drinks: beers, and mead! And some fruit juices and iced water. Pleasant music was present, too, drums and flutes and lyres, though she saw no Skalds. All that stood between Thrude and this feast was a mere 50 feet or so, and a few small tables and chairs in the spaces between. "" he exclaimed with a huge grin.
  9. Why Sealed on the Nullify cells? The Lab isn't Blackstone v.2, it's a research facility.
  10. Between the sounds of cracking branches and jangling armor in hot pursuit, Archeville had an easy time following his lover's path. Soon her reached, then overtook, her pursuers, flying over their heads, cloaked by his super-science from all sight, sound, and smell. Just as he reached Mona and her charges, she zipped up and out of the forest, and soon was out of sight! Archeville followed as best he could, clearing the treeline, but she was already a thousand feet away by the time he broke through. He continued on in the direction she had been going, on the assumption that it was still towards whatever safehouse Reinhard was leading her too. "Fulcrum, liebchen," his voice came over her Interceptors' comm (once he lowered the audio and radio sections of his cloak), "I believe we have lost our pursuers. Unfortunately, I have also lost you and our friends. Are there any landmarks nearby that I can look for to locate you?"
  11. Wherein Doktor Archeville checks out Thrude 8-)
  12. Date: May 13th, 2011 (Friday), the day after Perfect Storm. Early afternoon. Conditions: Mid-60s, humid, windy (~10mph), cloudy. Brief showers predicted for tomorrow, heavier ones Sunday. Place: ArcheTech Corporate HQ, 11th floor, dorms ArcheTech, one of the newest and brightest beacons of science and technology to grace Hanover, is a unique center for multi-disciplinary research in a number of scientific fields, especially those pertaining to metahuman activity and the increasing emergence of metahumans. Like the Albright Institute (an associate/friendly rival), it gather information about metahumans for scientific research and study. Like the Claremont Academy (another quasi-associate), it tries to help metahumans understand and control their abilities and find constructive ways to use them, particularly in cases where an adult has gained powers following exposure to some mutagenic energy or substance (and are thus too old for Claremont). The ArcheTech facility in Freedom City had two groups of dorms, a secured cluster in the reinforced basement for metahumans who had little control over their powers, and a less secure one, higher in the building, for those who had shown some mastery over their abilities. It was in this second group of dorms that Doktor Archeville had placed Thrude for the evening, partly because she had shown very good control over her abilities, and partly because these rooms frankly looked nicer (3-star hotel quality, opposed to the 2-star hotel-quality rooms in the secured section). Plus, if he had brought her to his home, Mona would have given him such a look. The injuries Thrude had suffered at the Fenris Wolf's jaws and breath had been almost completely healed, through a combination of the advanced medical tech at ArcheTech and her own superhuman stamina. Her eye was unsalvageable, but Archeville had ideas for a replacement which he planned to present to her after she had gotten some rest. She awoke with a warrior's hungers, and while the eggs, sausage links, toast, fruit, and juices offered in the small cafeteria near the dorms were tasty (for mortal fare), they were far from filling. She was perhaps considering going off a short hunting trip, when her host appeared, looking much the same as he did when he left last night, and uttered five magical words (in German). ""
  13. "I know of Dr. Marquez," Archeville nodded, continuing down the halls, "and the excellent work he has done with the Claremonters. School counselors are often underrated and underappreciated, given all they must handle, and the atypical nature of his patients must make it exponentially more difficult!" "He has even helped us with some of our projects here -- got some references on counselors to hire, when I made my first donation to Claremont. Ah, yes," he snapped his fingers, "that is another thing ArcheTech is big on: supporting other institutions, since I know even we cannot do everything. Hospitals, libraries, museums, schools and universities, both here and abroad. And in addition to helps metahumans understand and control their powers, as the Albright Institute does, we have some joint programs with the Rhodes Foundation to help metahumans find gainful employment, in areas where their unique talents would be useful. A happy, productive person is far less likely to fall to supervillainy!" The sounds of students grew louder.
  14. DONE BY SHAENTHEBRAIN Look! Look upon the bloated char sheet of Doktor Archeville and despair! Shaen reminded me I'd not actually changed the Healing on Doktor Archeville's HQs to the Affects Others Regen I decided worked better. Also shortening the background and providing a link to his Wiki page. Also, using Platinum reward, for MOAR equipment: 5 EP to the communal Interceptor's HQ, the rest to be saved for... well, you'll see. You'll all see! Please note that I had to break up the code for the DC block, due to the conflict of putting a code block inside another code block. EDITED: And edited to include the 5pps he earned for May 2011. [floatr][img=http://www.freedomplaybypost.com/wiki/images/8/8a/DoktorArchevilleHF.png][/floatr][b]Players Name:[/b] Dr Archeville [b][u]Characters Name[/u]:[/b] Doktor Archeville [b][u]Power Level[/u]:[/b] 15 (250/250PP) [285] [b][u]Trade-Offs[/u]:[/b] -3 Defense / +3 Toughness [b][u]Unspent PP[/u]:[/b] 0 [b][u]Progress to Impervium[/u]:[/b] 135/150 [b][u]Awards[/u]:[/b] [list][i]Bronze[/i]: Free Equipment 15 for this character. [i]Silver[/i]: Minion 15 for [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&p=92785#p92785]Dead Head[/url]. [i]Gold[/i]: 3rd char slot, for [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4828]Protectron[/url]. [i]Platinum:[/i] Equipment 15 for this character.[/list] [b][u]In Brief[/u]:[/b] German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver," trying to use his Science! for good, partly to undo the evils his grandfather did. (Except when he's not.) [b][u]Alternate Identities[/u]:[/b] Viktor Heinrich Archeville [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) [b][u]Occupation[/u]:[/b] Scientist, Philanthropist, CEO of ArcheTech [b][u]Affiliations[/u]:[/b] ArcheTech (CEO and Majority Shareholder), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), The Interceptors (Founder, Secret Backer/Director), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), [i]Technische Universitat Manchen[/i]/Technical University of Munich (Alumnus, Donor), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) [b][u]Family[/u][/b]: Cynthia Bauer Archeville (Mother, Deceased); Varick Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&start=2]here[/url]. [b][u]Age[/u]:[/b] 33 (DoB: June 1977) [b][u]Apparent Age[/u]:[/b] 24 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] German [b][u]Height[/u]:[/b] 5'10" (1.78 meters) [b][u]Weight[/u]:[/b] 151 lbs. (68.49 kg) [b][u]Hair[/u]:[/b] Golden Blonde [b][u]Eyes[/u]:[/b] Rhine Blue [b][u]Description[/u]:[/b] Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders. Though he is almost 34, he looks to be only about 25, having aged at roughly half the normal pace since he turned 16. Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). [b][u]Power Descriptions[/u]:[/b] His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. [b][u]History:[/u][/b] Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read [url=http://www.freedomplaybypost.com/wiki/Doktor_Archeville]his FC PbP Wiki page[/url]. UPDATE: In August 2010, a horrible change came over Archeville. After reading from an Eldrich Tome, Archeville's "Id" became more dominant, and able to manifest in a Jekyll/Hyde-like manner. Archeville is wholly unaware of this. [floatl][img=http://freedomcity.error-403.net/images2/Doktor_Archeville.jpg][/floatl] [b][u]Personality & Motivation:[/u][/b] Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the world at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind. However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent; the affectation is a concession to his Evil!side, who would prefer he only speak German), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occasional prototype for some truly horrifying weapons and downright bizarre technologies. UPDATE: Since his encounter with the eldrich tome, Archeville -- now freed of his darker impulses -- has been more relaxed and jovial. He's even stopped talking in his outrageously exaggerated German accent. Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of their abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientific theories debunking their mystical origins. [b][u]Roleplayng Notes:[/u][/b] Archeville's inner conflicts are represented by two "[url=http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodAngelBadAngel]Shoulder Daemons[/url]." On his right is an [color=#008000]angelic version of Archeville[/color], in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a [color=#FF0000]demonic version of Archeville[/color], with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he [i]needs[/i] both: his Demonic!Side represents his energy, his drive, his strength of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way. [b][u]Powers and Tactics:[/u][/b] Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. (His extreme intelligence and skill is, in fact, a bit of a hindrance: [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/ReedRichardsIsUseless]he cannot make as big an impact on the world as he would like[/url] because it is so difficult to get his work peer reviewed!) Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others. Archeville's scientific & technical skill are not the only aspects of his mind which are enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level. When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools." Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. When fully focused on doing so, he can take down most foes in seconds. (See the [url=http://en.wikipedia.org/wiki/Sherlock_Holmes_%282009_film%29]2009 [i]Sherlock Holmes[/i] film[/url] for examples.) Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it. UPDATE: Archeville no longer requires sleep, nor does he age. He is unaware of this, and does still get tired; when he does to sleep, his Evil! side dominates. Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His Gravimetric Belt (utilizing both antigravity and contragravity technologies) enables him to fly and can generate a very potent protective force field. The flight system can be set to allow him to teleport (via short-lived micro-wormholes) or stabilize him against unwanted movement, and the force field can be modulated to it can either cloak him from all forms of detection, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. For a time he wielded an [i]elektromagnetische pistole[/i] ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/television), but he used the parts from it to both upgrade his gravimetric belt and construct his very versatile [i]elektromagnetische schraubenzieher[/i] ("electromagnetic screwdriver"), which can harness the energies of the electromagnetic spectrum for a wide variety of effects as well as interface with and alter or improve the function of most forms of technology. [b][u]Complications:[/u][/b] [b]Enemies:[/b] 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. [b]Fame:[/b] 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. [b]Hatred:[/b] Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others. [b]My Own Worst Enemy:[/b] Archeville's divided nature is now more divided than ever, and he is completely unaware of what his Evil! side does when it takes over (or even that it can take over), or the changes he undergoes when that happens. [b]Obsession[/b]: To say Archeville is obsessed with science and technology (and debunking magic) is like saying the Sun is warm and the oceans are damp. [b]Reputation:[/b] Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. [b]Responsibility:[/b] Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is [i]very[/i] busy. [b]Rivalry:[/b] 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. [b]Secret:[/b] Archeville's pseudo-Multiple Personality Disorder is not widely known, and they would prefer very much to keep it that way. [hr][/hr] [b][u]Abilities[/u]:[/b] 0 + 2 + 0 + 14 + 10 + 0 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 40/32/24 (+15/+11/+7) Wisdom: 36/20 (+13/+5) Charisma: 26/10 (+8/+0) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +15/+7 Attack: +20 unarmed in Melee mode/+13 ranged in Ranged mode/+10 other melee in Melee mode/+8 base Grapple: +8, +10 in Melee mode Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed Knockback: -16/-9/-4/-0 [b][u]Saving Throws[/u]:[/b] 4 + 5 + 3 = 12PP Toughness: +18/+15/+4/+0 (Impervious 15/4/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt) Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4) Reflex: +6 (+1 Dex, +5) Will: +16/+8 (+13/+5 Wis, +3) [b][u]Skills[/u]:[/b] 156R = 39PP Bluff 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int)[sup]SM[/sup] Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)[sup]SM[/sup] [sup]UE[/sup] Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)[sup]SM[/sup] [sup]UE[/sup] Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)[sup]SM[/sup] [sup]UE[/sup] Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int) Diplomacy 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)[sup]SM[/sup] Disguise 0 (+0, +6 at HQ; +8/+14 w/ Enhanced Cha) Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha) Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int) Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)[sup]SM[/sup] Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)[sup]SM[/sup] Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)[sup]SM[/sup] 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 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis) Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) Perform (Oratory) 7 (+7; +15 w/ Enhanced Cha) Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Sense Motive 5 (+10; +18 w/ Enhanced Wis) Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking) [b][u]Feats[/u]:[/b] 29PP Attractive Beginner's Luck Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich]) Connected Contacts Eidetic Memory Equipment 30 (150EP) (Veteran Reward) Fascinate (Perform [Oratory]) Improvised Tools Inventor Jack-of-All-Trades Luck 4 Master Plan Online Research Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology]) Sneak Attack Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) Well-Connected [quote name="Equipment"]50 + 5 + 25 = 80/150EP [b][u]Archeville's Array of HQs[/u][/b] (45+5=50ep) [u]HQ no.1[/u]: [i][b]Schloss Wissenschaft[/b][/i] ("Science Castle") (45ep) [u]Location[/u]: Near Donaueschingen, Germany. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56597#p56597]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Schloss_Wissenschaft]here[/url]. [i]Size[/i]: Gargantuan; [i]Toughness[/i]: 20; [i]Features[/i]: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a merely Huge Castle), Defense System no.1 ([b]Blast 13[/b] [[i]PFs[/i]: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 ([b]Snare 14[/b] [[i]PFs[/i]: Affects Insubstantial 2], +15 to hit), Dock, Fire Prevention System, Gym, Hangar, Holding Cells ([b]Nullify Metahuman/Mutant Powers 15[/b]), Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no.3 (Enhanced Skills/Others), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Regeneration), Power no.6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Workshop. [4+3+38 = 45/45] [i][u]Power no.1[/u][/i]: [b]Communication 10[/b] (audio, radio and visual; [i]Extra[/i]: Area [entire globe and the Moon]; [i]PF[/i]: Selective, Subtle) and Linked [b]Comprehend 4[/b] (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p] [i][u]Power no.2[/u][/i]: [b]Enhanced Skills 162[/b] (+6r to Computers, Craft [Artistic], Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [Structural], Disable Device, Disguise, Gather Information, Investigation, Knowledge [Arcane Lore], Knowledge [Art], Knowledge [Behavioral Sciences], Knowledge [Business], Knowledge [Civics], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [History], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Streetwise], Knowledge [Tactics], Knowledge [Technology], Knowledge [Theology and Philosophy], Medicine, Notice and Search; Useable By Others) ("Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds") [42/60p] [i][u]Power no.3[/u][/i]: [b]Enhanced Skills 72[/b] (+6r to Computers, Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [Structural], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Technology], and Medicine; Useable By Others; [i]PFs[/i]: Progression 10 [up to 2,500 users simultaneously]) ("Educational Computers") [18+10=28/30p] [i][u]Power no.4[/u][/i]: [b]ESP 10[/b] (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; [i]Extras[/i]: Duration [Sustained], No Conduit; [i]Flaw[/i]: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; [i]PFs[/i]: Rapid 5 [x100,000], Subtle) and Linked [b]Comprehend 2[/b] (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p] [i][u]Power no.5[/u][/i]: [b]Regeneration 12 ([/b]Recovery +9, Recovery Rate: Injured 1 [20 minutes], Staggered 1 [20 minutes], Disabled 1 [5 hours]; [i]Extras[/i]: Affect Others, Area [General, Burst, 60ft radius]; [i]Flaws[/i]: Limited [Others]; [i]PFs[/i]: Regrowth, Selective[b])[/b] ("Arzthelferin") [26/30p] [i][u]Power no.6[/u][/i]: [b]Super-Senses 50[/b] (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link 6 [with Archeville's electromagnetic screwdriver, [i]Archestern[/i], [i]Fjölnirskraft[/i], [i]Haus von Archeville[/i], and two ArcheTech facilities {the corporate HQ in Freedom City, and the Berlin facility}] [radio] [6]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [[i]Flaw[/i]: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [[i]Drawback[/i]: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+6+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 46/60] [i][u]Power no.7[/u][/i]: [b]Teleport 10[/b] (200,000 miles; [i]Flaw[/i]: Limited [only to any Arche-Tech facility, [i]ArcheStern[/i], [i]Fjölnirskraft[/i], and [i]Haus von Archeville[/i]]; [i]PFs[/i]: Change Direction, Progression 6 [10 tons of cargo]) ("[url=http://en.wikipedia.org/wiki/Karl_Schwarzschild]Schwarzschild[/url] Wormwole Aperture Producer") [17/30p] [i]Note: since the teleporters do not have the Accurate extra, they can only send people to places where the user's own accurate senses (enhanced by the ESP and Super-Senses of the HQ) can perceive, in addition to only being able to send people to a few select spots. And since most of his long-range sensors are Radio-based, then if, say, the Freedom City ArcheTech HQ is in an Obscure (Radio & Visual) effect, that will block any of his teleporters from evacuating anyone from or sending anyone to that place (and he'd need to go in personally).[/i] [u]HQ no.2[/u]: [i][b]Haus von Archeville[/b][/i] (Doktor Archeville's Hanover Home) (44/45ep) [u]Location[/u]: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=40590#p40590]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Haus_von_Archeville]here[/url]. [i]Size[/i]: Huge/Small (Castle/House-sized); [i]Toughness[/i]: 20 (Imp 15); [i]Features[/i]: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System no.1 ([b]Blast 13[/b] [[i]PFs[/i]: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 ([b]Snare 14[/b] [[i]PFs[/i]: Affects Insubstantial 2], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no. 3 (ESP/Comprehend; as Power x2), Power no. 4 (Impervious Toughness), Power no. 5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no. 7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Think-Tank, Workshop. Cost 3+3+38 = 44/45ep. [i][u]Power no.1[/u][/i]: Same [b]Communication/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [74/90p] [i][u]Power no.2[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i]. [2+41=43/60p] [i][u]Power no.3[/u][/i]: Same [b]ESP/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [51/60p] [i][u]Power no.4[/u][/i]: [b]Impervious Toughness 15[/b] (force screen; Sustained Active effect) [15/30p] [i][u]Power no.5[/u][/i]: Same [b]Regeneration[/b] as at [i]Schloss Wissenschaft[/i]. [26/30p] [i][u]Power no.6[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i]. Communications links with Archeville's electromagnetic screwdriver, [i]Archestern[/i], [i]Fjölnirskraft[/i], [i]Schloss Wissenschaft[/i], and two ArcheTech facilities [the corporate HQ in Freedom City, and the Berlin facility] [46/60p] [i][u]Power no.7[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [u]HQ no.3[/u]: [b]ArcheTech Facilities[/b] (40/45ep) [u]Location[/u]: Worldwide. Corporate HQ is in Hanover, Freedom City, USA. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=58168#p58168]here[/url] and [url=http://www.freedomplaybypost.com/wiki/ArcheTech]here[/url]. [i]Size[/i]: Large; [i]Toughness[/i]: 15 (Imp 10); [i]Features[/i]: Animal Pens, Communications, Computer, Defense System ([b]Stun 9[/b] [[i]Extra[/i]: Range/Ranged; [i]PF[/i]: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 ([b]Nullify Metahuman/Mutant Powers 15[/b], Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Enhanced Feats & Skills; as Power x2), Power no.2 (Enhanced Skills/Others), Power no.3 (ESP/Super-Senses), Power no.4 (Impervious Toughness), Power no.5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power no.8 (Teleportal), Power System, Security System x6 (DC 45), Think-Tank, Workshop. Cost: 2+2+35 = 40/45ep. [i][u]Power no.1[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i]. [2+41=43/60p] [i][u]Power no.2[/u][/i]: Same [b]Enhanced Skills Usable by Others[/b] as at [i]Schloss Wissenschaft[/i]. [18+10=28/30p] [i][u]Power no.3[/u][/i]: [b]ESP 4[/b] (visual and auditory, 1 mile [entire interior of building & adjoining parking lots/decks]) and [b]Super-Senses 13[/b] (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [[i]Drawback[/i]: not through lead]) ("Sensor Net") [12+12=24/30p] [i][u]Power no.4[/u][/i]: [b]Impervious Toughness 10[/b] (force screen; Sustained Active effect) [10/30p] [i][u]Power no.5[/u][/i]: Same [b]Regeneration[/b] as at [i]Schloss Wissenschaft[/i]. [26/30p] [i][u]Power no.6[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i], plus 4 additional Communication Links. Communications links with Archeville's electromagnetic screwdriver, [i]Archestern[/i], [i]Fjölnirskraft[/i], [i]Schloss Wissenschaft[/i], and six ArcheTech facilities [the corporate HQ in Freedom City, and five other facilities with similar areas of focus.] [52/60p] [i][u]Power no.7[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [i][u]Power no.8[/u][/i]: [b]Teleport 6[/b] (600 feet/20 miles; [i]Extras[/i]: Duration [Sustained], Portal; [i]Flaw[/i]: Others Only; [i]PFs[/i]: Change Direction, Easy, Progression [Portal Size] 2 [25ft x 25ft]). [28/30p] [i]Note: Portal is a +2 Extra because it's basically Duration (Instant to Concentration) & Affects Others + Self (+1). But the HQ itself can't pass through the portals it creates, thus, the Limited (Others Only) Flaw becomes viable.[/i] [u]HQ no.4[/u]: [i][b]Fjölnirskraft[/b][/i] ("Fjölnir's Power/Strength") (42/45ep) [u]Location[/u]: The Pacific Ocean. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56601#p56601]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Fj%C3%B6lnirskraft]here[/url]. [i]Size[/i]: Gargantuan; [i]Toughness[/i]: 20 (Imp 15); [i]Features[/i]: Communications, Computer, Defense System no.1 ([b]Blast 9[/b] [[i]Extra[/i]: Penetrating; [i]PFs[/i]: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System no.2 ([b]Paralyze 9[/b] [[i]Extras[/i]: Alt Save {Fortitude}, Range {Ranged}, [i]PFs[/i]: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System 3 ([b]Stun 8[/b] [[i]Extra[/i]: Range {Ranged}, [i]PFs[/i]: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}, Sedation; max range ~1.0 miles]; +15 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; Power x3), Power no.2 (Additional Limbs/Concealment/Elongation/Swimming), Power no.3 (Enhanced Feats & Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Impervious Toughness), Power no.6 (Super-Senses; as Power x2), Power no.7 (Super-Strength), Power no.8 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [4+3+36 = 43/45ep] [i][u]Power no.1[/u][/i]: Same [b]Communication/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [74/90p] [i][u]Power no.2[/u][/i]: [b]Additional Limbs 4[/b] (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), [b]Concealment 4[/b] (all auditory and all radio; [i]PF[/i]: Close Range; "Anechoic Radar Absorbent Coating"), [b]Elongation 8[/b] (1,000 feet; [i]Flaw[/i]: Only for Additional Limbs; "Manipulatory Tentacles"), and [b]Swimming 6[/b] (100 mph/87 knots; [i]PF[/i]: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/30p] [i][u]Power no.3[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at Schloss Wissenschaft. [2+41=43/60p] [i][u]Power no.4[/u][/i]: Same [b]ESP/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [51/60p] [i][u]Power no.5[/u][/i]: [b]Impervious Toughness 15[/b] (force screen; Sustained Active effect) [15/30p] [i][u]Power no.6[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i], but replace precognition & trace teleport (-4 ranks) with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [46/60p] [i][u]Power no.7[/u][/i]: [b]Super-Strength 15[/b] (effective Str 75) [30/30p] [i][u]Power no.8[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [u]HQ no.5[/u]: [i][b]Archestern[/b][/i] ("Arche-Star") (45/45ep) [u]Location[/u]: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56603#p56603]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Archestern]here[/url]. [i]Size[/i]: Colossal; [i]Toughness[/i]: 20; [i]Features[/i]: Communications, Computer, Defense System no.1 ([b]Blast 12[/b] [[i]PFs[/i]: Improved Range 3 {1,200 ft. increments}, Progression 3 {100 increments}; max range ~22.7 miles], +15 to hit), Defense System no.2 ([b]Move Object 13[/b] [tractor beams, Str 65; [i]PFs[/i]: Indirect 2, Subtle], +15 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend/Flight; as Power x3), Power no.2 (Universal Translator; as Power x2), Power no.3 (Enhanced Feats/Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Gravity Control; as Power x2), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [5+3+37 = 45/45ep] [i][u]Power no.1[/u][/i]: Same [b]Communication/Comprehend[/b] as at [i]Schloss Wissenschaft[/i], and [b]Flight 2[/b] (25mph; "Positional Adjustment Jets"). [74+4=78/90p] [i][u]Power no.2[/u][/i]: [b]Comprehend 4[/b] (languages; [i]Extras[/i]: Affects Others, 10,000-ft. Burst Area [entire satellite]; [i]PFs[/i]: Progression 8 [2,500 ft. per rank]; [i]Drawback[/i]: Comprehend takes time to process and assimilate entirely new languages into the translation matrix; "Near-Universal Translators") [16+8-1=23/30 points] [i][u]Power no.3[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i]. [2+41=43/60p] [i][u]Power no.4[/u][/i]: Same [b]ESP/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [51/60p] [i][u]Power no.5[/u][/i]: [b]Gravity Control 10[/b] (50-to-5,000-ft. radius, Str 50, Hvy Load 12 tons; [i]Extras[/i]: Range [Perception], Selective Attack; [i]PFs[/i]: Precise, Progression 6 [500 ft. per rank radius], Subtle). [48/60PP] [i][u]Power no.6[/u][/i]: Same [b]Regeneration[/b] as at [i]Schloss Wissenschaft[/i]. [26/30p] [i][u]Power no.7[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i], minus tremorsense (-3 ranks), add extended 2 for all radio and extended 4 to visual sensors (total of extended 4 for all radio and visual senses, for 100,000 ft. [18.9 miles] increment). [55/60p] [i][u]Power no.7[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [u]HQ no.6[/u]: [i][b]Nichtuberall[/b][/i] ("Not Anywhere") (41/45ep) [u]Location[/u]: Top Secret [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56604#p56604]here[/url]. [i]Size[/i]: Medium (House-sized); [i]Toughness[/i]: 20; [i]Features[/i]: Communications, Computer, Concealed x7 (+40 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Concealment/Enhanced Feats/Skills), Power no.2 (Enhanced Feats/Skills/Flight; as Power x2), Power no.3 (ESP Dimensional; as Power x3), Power no.4 (Nullify Insubstantial), Power no.5 (Obscure), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power System, Sealed, Security System x6 (DC 45), Self-Repairing, Workshop. [1+3+38 = 41/45ep] [i][u]Power no.1[/u][/i]: [b]Concealment 4[/b] (all mental and radio; [i]PFs[/i]: Close Range, Selective) and [b]Enhanced Feats 1[/b] (Hide in Plain Sight) and [b]Enhanced Skills 20[/b] (Stealth +20) [10+1+5=16/30p] [i][u]Power no.2[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i], and [b]Flight 2[/b] (25mph; "Positional Adjustment Jets"). [2+41+4=47/60p] [i][u]Power no.3[/u][/i]: [b]ESP 14[/b] (all, 2 billion miles [can reach Earth]; [i]Extras[/i]: Duration [Sustained]; [i]PFs[/i]: Dimensional 3 [any dimension tech-based ESP could reach, such as parallel dimensions and the Zero Zone], Rapid 5 [x100,000], Subtle) [79P] and Linked [b]Comprehend 4[/b] (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix) [7P] [79+7=86/90] [i][u]Power no.4[/u][/i]: [b]Nullify 4[/b] (all Insubstantial effects; [i]Extras[/i]: 400-ft. Burst Area [entire HQ], Duration 3 [Continuous], No Save; [i]Flaws[/i]: Range [Touch]; [i]PFs[/i]: Progression 4 for Area, Subtle) [29/30p] [i][u]Power no.5[/u][/i]: [b]Obscure 7[/b] (mental and radio, 500-ft. radius [entire HQ]; [i]Extras[/i]: Duration [Continuous], Selective Attack; [i]PF[/i]: Subtle) [29/30p] [i][u]Power no.6[/u][/i]: Same [b]Regeneration[/b] as at [i]Schloss Wissenschaft[/i]. [28/30p] [i][u]Power no.7[/u][/i]: Same [b]Super-Senses[/b] as at Home HQ in Freedom City, minus the Communications Links and tremorsense (-7 ranks), add extended 4 to all visual sensors (100,000 ft. [~18.9 miles] increment) and extended 2 to all radio senses (total extended 4/100,000 feet [~18.9 miles] increment). [51/60p] [HR][/HR] 5 EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=41&t=5188]Interceptor's Communal Equipment[/url] [hr][/hr] [b][u]Archeville's "Utility Coat"[/u][/b] (16+9=25ep) Detailed [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=58200#p58200]here[/url]. [i]Free[/i]: Cell phone, Digital camera, Digital audio recorder, Flashlight [u]BE[/u]: [b]Blast 10[/b] (assorted explosives; [i]Extra[/i]: Area [General, Burst, 30-50-ft.-radius]; [i]Flaws[/i]: Action [Full], Unreliable [5 uses]; [i]PFs[/i]: Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; [i]Drawback[/i]: Reduced Range [5 100-ft. increments]) [16EP] [u]AP[/u]: [b]Blast 3[/b] (throwing discs; [i]Extra[/i]: Autofire [5]; [i]PFs[/i]: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) [15EP] [u]AP[/u]: [b]Corrosion 4[/b] ([i]PFs[/i]: Precise, Variable Descriptor [acids or cutting torch]) [14EP] [u]AP[/u]: [b]Dazzle Auditory & Visual 6[/b] (flash-bangs; [i]Extra[/i]: Area [General, 30-ft. Burst]; [i]Flaw[/i]: Unreliable [5 uses]; [i]Drawback[/i]: Full Power, Reduced Range 1 [5 60-ft. increments]) [16EP] [u]AP[/u]: [b]Dazzle Visual 6[/b] (pepper spray; [i]Flaw[/i]: Range [Touch]; [i]Drawback[/i]: Full Power) + Linked [b]Stun 6[/b] (pepper spray; [i]Drawback[/i]: Full Power) [5+11=16EP] [u]AP[/u]: [b]Obscure 3[/b] (25-ft. radius, Visual + Olfactory Senses, smoke pellets; [i]Extras[/i]: Independent, Total Fade; [i]PFs[/i]: Ricochet; [i]Drawback[/i]: Reduced Range 1 [5 30-ft. increments]) [15EP] [u]AP[/u]: [b]Paralyze 6[/b] (paralytic darts; [i]Extras[/i]: Range [Ranged], Secondary Effect; [i]Flaws[/i]: Unreliable [5 Uses]; [i]Drawbacks[/i]: Full Power, Reduced Range 1 [5 60-ft Increments]) [15EP] [u]AP[/u]: [b]Snare 4[/b] ([i]Extra[/i]: Autofire 2 [+1 rank per 2 points attack exceeds Defense, maximum +4 ranks]; [i]PF[/i]: Variable Descriptor [steel-wire bolos or quick-hardening glue-goo]; [i]Drawback[/i]: Reduced Range 1 [5 40-ft Increments]) [16EP] [u]AP[/u]: [b]Strike 4[/b] (assorted collapsible weapons; [i]PFs[/i]: Extended Reach 2, Improved Critical, Improved Disarm, Improved Trip, Mighty, Split Attack, Subtle [collapsible], Variable Descriptor [bludgeoning, piercing, or slashing]) [13EP] [u]AP[/u]: [b]Stun 6[/b] (stun bomb v2; [i]Extras[/i]: Area [General, 30-ft. Burst], Range [Ranged]; [i]Flaw[/i]: Unreliable [5 uses]; [i]Drawbacks[/i]: Full Power, Reduced Range [5 60-ft. increments]) [16EP][/quote] [b][u]Powers[/u]:[/b] 8 + 53 + 22 + 3 + 2 + 21 + 3 = 112PP [b]Device 2 ([/b]Armored Labcoat v1.1.2, 10PP, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] [device][b]Immunity 2 ([/b]Cold Environments, Hot Environments; [i]Flaw[/i]: Limited [1/2 Effect][b])[/b] [1PP] [b]Dimensional Pocket 1 ([/b]100 lbs; [i]Flaw[/i]: Grapple Required[b])[/b] [1PP] [b]Protection 4 ([/b][i]Extras:[/i] Impervious; [i]Feats:[/i] Subtle; [i]Drawbacks:[/i] Weak Point[b])[/b] [8PP][/device] [b]Device 13 ([/b]Gravimetric Belt v1.1.5.b, 65PP, [i]Feats[/i]: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], [i]Flaws:[/i] Hard-To-Lose[b])[/b] [53PP] [device][b]Gravitic Movement Array 8 ([/b]16 points; [i]PF[/i]: Alternate Power[b])[/b] [17PP] [list][b][u]Base Power:[/u] Flight 7 ([/b]1,000 mph / 10,000ft [~1.9 miles] per Move Action, [i]Feats:[/i] Instant Up, Move-By Action[b])[/b] [16/16PP] [b][u]Alternate Power:[/u] Teleport 7 ([/b]700ft per Move Action, 200 miles per Full Action, [i]Feats:[/i] Change Direction, Change Velocity[b])[/b] [16/16PP][/list] [b]Gravitic Defensive Systems 18 ([/b]36 points; [i]PFs[/i]: Alternate Power x3[b])[/b] [39PP] [list][b][u]Base Power:[/u] Enhanced Fortitude 6 + Force Field 14 ([/b][i]Extras:[/i] Impervious 11; [i]Feats:[/i] Selective[b]) + Shield 4[/b] [6+26+4=36/36PP] [i]With Labcoat, total Toughness is +18 [Imp 15] and Defense is +12 (+4 flat-footed).[/i] [b][u]Alternate Power:[/u] Concealment 10 ([/b]All Senses, [i]Feats:[/i] Close Range, Hide in Plain Sight, [i]Flaws:[/i] Blending[b])[/b] [12PP] [b]+ Enhanced Skills 20 ([/b]Stealth 20 [+21][b])[/b] [5PP] [b]+ Force Field 11 ([/b][i]Feats:[/i] Selective, Subtle[b])[/b] [13PP] [12+5+13=30/36PP] [i]With Labcoat, total Toughness is +15 [Imp 4] and Defense is +8 (+4 flat-footed).[/i] [b][u]Alternate Power:[/u] Force Field 14 + Insubstantial 4 ([/b]Incorporeal; Affected by Gravitic & Magnetic Effects; [i]Feats:[/i] Selective, Subtle[b])[/b] [14+22=36/36PP] [i]With Labcoat, total Toughness is +18 [Imp 4] and Defense is +8 (+4 flat-footed).[/i] [b][u]Alternate Power:[/u] Force Field 11 ([/b][i]Extras:[/i] Impervious 4[b])[/b] [15PP] [b]+ Shrinking 20 ([/b]Miniscule, -20 STR [STR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; [i]Feats:[/i] Atomic Size[b])[/b] [21PP] [15+21=36/36PP] [i]When Minuscule, with Labcoat, total Toughness is +10 [Imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action.[/i][/list] [b]Immunity 9 ([/b]Life Support[b])[/b] [9PP][/device] [b]Gadgets 3 ([/b][i]Elektromagnetischer Schraubenzieher[/i] ["Electromagnetic Screwdriver"], 15PP Variable Power, Any Power, Multiple Powers At Once; [i]Extras:[/i] Action [Move]; [i]Flaws:[/i] Easy-To-Lose 2; [i]Feats:[/i] Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus][b])[/b] [22PP] [b]Immunity 4 ([/b]Aging, Disease, Poison, Sleep, [i]Flaws:[/i] Limited [1/2 Effect] for Disease and Poison[b])[/b] [3PP] [b]Morph 6 ([/b]+30 Disguise, one other form [Evil!Archeville/Chevalier]; [i]Flaw[/i]: Uncontrolled [when asleep, sufficiently angered/upset, or at Ref's choosing]; [i]PF[/i]: Metamorph [to [url=http://www.freedomplaybypost.com/viewtopic.php?f=28&t=4367]Evil!Archeville/Chevalier[/url]]; [i]Drawback[/i]: Action 2 [Standard][b])[/b] [2PP] [b]Pseudonaturally Enhanced Mind 8 ([/b]16PP Array, [i]Feats[/i]: Alternate Power x5, Subtle; [i]Drawbacks:[/i] Action [Move][b])[/b] [21PP] [list][b][u]Base Power:[/u] Enhanced Intelligence 16 ([/b]to 40 [+15]; [i]Erhöht Intellekt[/i]/"Enhanced Intellect"[b])[/b] [16PP] [b][u]Alternate Power[/u]: Enhanced Wisdom 16 ([/b]to 36 [+13]; [i]Erhöht Bewusstsein[/i]/"Enhanced Awareness"[b])[/b] [16PP] [b][u]Alternate Power:[/u] Enhanced Charisma 16 ([/b]to 26 [+8]; [i]Erhöht Gegenwart[/i]/"Enhanced Presence"[b])[/b] [16PP] [b][u]Alternate Power:[/u] Comprehend 4 ([/b]Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages][b])[/b] [8PP] & [b]Enhanced Intelligence 8 ([/b]to 32 [+11][b])[/b] [6PP] ([i]Linguistische Analyse[/i]/"Linguistic Analysis") [8+8=16/16PP] [b][u]Alternate Power:[/u] Enhanced Feats 16 ([/b]Attack Focus [Melee] 2, Attack Specialization [Unarmed] 5, Improved Critical 2 [Unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2[b])[/b] ([i]Anatomisches Wissen[/i]/Anatomical Knowledge) [16/16PP] [i]Melee Attack +10, Unarmed Attack +20, 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 or power knuckles, though the Melee Attack Focus does.[/i] [b][u]Alternate Power:[/u] Enhanced Feats 16 ([/b]Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5[b])[/b] ([i]Berechnung der Winkel und der Vektoren[/i]/Calculating Angles & Vectors) [16/16PP] [i]Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc).[/i][/list] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks][b])[/b] [3PP] [spoiler]Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds. Can Take 20 on a Knowledge check (normally 1 hour) in 36 seconds/6 rounds. Can Take 20 on a Notice check (normally 1 minute) in 0.6 seconds/free action. Can Search a 100-ft. diameter area (normally 5 minutes) in 3 seconds/1 action. Can Take 20 on that same Search (normally 100 minutes) and do it in 1 minute.[/spoiler] [b][u]Drawbacks:[/u][/b] -0PP [b][u]DC Block[/u][/b] [ code ]ATTACK RANGE SAVE EFFECT Unarmed Melee DC 15 (17/20*) Toughness Damage Thrown Items Thrown DC 20 (22*) Toughness Damage Thrown Weapons Thrown DC 23 (25*) Toughness Damage Weapons Melee DC 19 (21/24*) Toughness Damage * Sneak Attack / Extra Sneak Attack from Melee Combat Mode Or by Gadget or Invention[ / code] [b]Abilities (26) + Combat (32) + Saving Throws (12) + Skills (39) + Feats (29) + Powers (112) - Drawbacks (0) = 250/250 Power Points[/b] [hr][/hr] Sample Power Stunts for [b]Enhanced Mind 8[/b] (16PP), [b]Force Field[/b] (36PP), and [b]Mental Quickness 6[/b] (3PP) can be found [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&p=90968#p90968]here[/url]. [u]Sample Settings for [i]Elektromagnetischer Schraubenzieher[/i] ("Electromagnetic Screwdriver"), aka [b]Gadgets 3[/b] (15PP):[/u] [list] [*][b]Corrosion 4[/b] ([i]PF[/i]: Precise) (laser torch) {13/15} [*][b]Datalink 6[/b] (20 miles; [i]Extra[/i]: Area; [i]PFs[/i]: Rapid, Selective, Subtle) (city-wide computer overrider) {15/15} [*][b]Datalink 2 ([/b]100 feet; [i]Extra[/i]: Area; [i]PFs[/i]: Selective, Subtle[b])[/b] {6} [b]+ ESP 2 ([/b]all senses, 100 feet; [i]Extra[/i]: Duration [Sustained]; [i]Flaw[/i]: Medium [machines]; [i]PF[/i]: Subtle[b])[/b] {9} (computer & security sensor override) {6+9=15/15} [*][b]Drain Dexterity 15[/b] ([i]Flaw[/i]: Limited [people in battlesuit or with cyborg limbs]; [i]Extra[/i]: Total Fade) (mobility systems overloader) {15/15} [*][b]Drain Toughness 10 ([/b][i]Extras[/i]: Affects Objects, Linked [Blast], Range [Ranged]; [i]Flaws[/i]: Limited [Objects], Limited [Electronics][b])[/b] [10PP] and [b]Blast 10 ([/b][i]Extra[/i]: Linked [Drain]; [i]Flaws[/i]: Limited [Objects], Limited [Electronics][b])[/b] [5PP] (Electromagnetic Pulse Blast) {10+5=15/15} [*][b]Drain Toughness 10 ([/b][i]Extras[/i]: Affects Objects, Area [Burst, General], Linked [Strike]; [i]Flaws[/i]: Limited [Objects], Limited [Electronics][b])[/b] [10PP] and [b]Strike 10 ([/b][i]Extras[/i]: Area [Burst, General], Linked [Drain]; [i]Flaws[/i]: Limited [Objects], Limited [Electronics][b])[/b] [5PP] (Electromagnetic Pulse) {10+5=15/15} [*][b]Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 7[/b] and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {14/15} [*][b]Enhanced Flight 7[/b] (to [b]Flight 14[/b] [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/15} [*][b]Enhanced Skills 6[/b] (+6 to Notice) and [b]Super-Senses 5[/b] (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) (Goggles Do Something Useful) {1.5+5=6.5/15} [*][b]Enhanced Skills 48[/b] (+6 to any 8 skills that his home HQ can help with) plus [b]Super-Senses 1[/b] (communication link with home HQ) {12+1=13/15} [*][b]Enhanced Teleport 0[/b] ([i]Extra[/i]: Portal on the 7 ranks of Teleport from his Belt; [i]PF[/i]: Progression 1 [10-ft. portal]) (mass transit mode) {15/15} [*][b]Enhanced Teleport 3[/b] (adds to Teleport 7 from his Belt for a total of [b]Teleport 10[/b] [1,000 feet/Earth to Moon]; [i]PFs[/i]: Progression 4 [2,500 lbs. cargo]) {10/15} [*][b]Illusion 4[/b] (holoprojektor; visual & radio; [i]PF[/i]: Progression 1 [10-ft. radius]) {13/15} [*][b]Power Control 15[/b] ([i]Flaw[/i]: Limited [Only technological powers]) (universal remote) {15/15} [*][b]Strike 15[/b] ([i]lichtsäbel[/i]) {15/15} [*][b]Super-Senses 4[/b] (analytical extended tracking detect electromagnetic radiation [radio]) (tricorder) {4/15} [*][b]Super-Senses 4[/b] (analytical extended tracking detect physical objects [radio]) (tricorder) {4/15} [*][b]Super-Senses 5[/b] (penetrates concealment detect metal [radio]) (metal detector) {5/15}[/list] DONE BY SHAENTHEBRAIN
  15. Archeville let out a huge sigh, a mix of relief and exasperation at having to deal with all this 'magic.' But getting to the science behind all this could wait: for now, he had a very injured woman to tend. He turned and gave a small smile and a shrug, and gestured back to the couch. "And now that that is over, let me take a look at those ribs. And collarbone. And throat. And eye... socket. And while I do, I shall tell you of the world. You are now in a place called Freedom City, in the United States of America, about... twelve hundred leagues from Scandinavia. The year, as the modern reckoning goes, is 2011, a thousand years after Erik the Red and Leif Ericson drew breath. Ah, wait, no, they were probably after your time. 4500 years after the Sphinx was- ah, you have no idea what Ancient Egyptian architecture is. This is going to be trickier than I thought."
  16. "No!," he blurted out, reflexively brandishing his Screwdriver. "That is," he lowered the gadget, holding up one hand in a gesture of 'calm the heck down,' "I was on the scene, I can answer your questions." He looked both mages in the eye before voicing his defense, laying on all the charm he could muster. "She was bound in some pocket dimension, along with the Fenris Wolf, for a long time. Centuries, at least, based on how surprised she and the Wolf were to learn that the Aesir had left this dimension, and of the..." His mind raced to find an appropriately neutral term, "widespread popularity of Christianity. And when she learned what the Nazis did in the name of the Aesir, of what the ubersoldaten known as Donar did," he glanced at her then back at the mages, "she vowed to restore their honor. Her people's honor. Which is something I can certainly appreciate." "Now, smart as I am," he continued, "I know I am clueless about a lot of what you people do. But I do know people who are knowledgeable about such matters, such as Weissehexe, the White Witch of Germany, and Heyzel, the Angel of Freedom, and Phantom, the Chosen of Heshem. From them I know of the arrangement made by your predecessors and the ultrater- the gods," he 'corrected,' attempting to keep this on their level, "to let humanity develop on its own. And I am sure that, as with any other contract, there are loopholes in this 'Pact' which wise men such as yourselves could employ in order for this woman to remain here and do the good and heroic works she so dearly wishes to do."
  17. "Allow me, please," he replied, smiling. Connecting his wand-like Electromagnetic Screwdriver to its port on the glowing Gravimetric Belt, he gave his teleportation system enough processing capability and power to carry both of them and her wonder-weapon. "Though you should know that, in this day and age, I am called a Scientist, not a Wizard." The sensation was not unfamiliar to her. At first it felt like the charge in the air that preceded a thunderstorm. A pinprick of grey-blue light appeared between them, which rapidly expanded to completely engulf them, then just as quickly shrank back down into nothing. When she could see again, they were in a different place: the wizard's study (his CEO office at ArchTech). Before her, a great glass wall, looking out upon the city below; at a guess she would say they were over 200 feet in the air (12th floor). Before the great window, an equally great desk, with a high-backed chair behind it, and two smaller ones before. On the left wall, numerous large tomes, and a small alchemical workspace (the wet bar), with another group of chairs, a couch, and a small table between. Set into the right wall were numerous flat, square scrying crystals (tv screens), each showing a different image. Some showed scenes from the site of their battle, while some showed other parts of the world, scenes of conflict or of tribal chieftans meeting to broker deals (local & global news). A few displayed some murky underwater realm (live feeds from the super-submarine), one showed a starry night sky (live feed from the satellite). And one showed the earth as from the view of a bird, though this bird must be higher than any she had ever seen! (also a live feed from the satellite, which is over South America.) Behind her, a grand set of dark wood double doors. "If you would sit here, please," he indicated the couch, "while I gather what I need to tend your injuries."
  18. 4 February 2011 Four days ago I was in space, with Blueshift, Push, Supercape, and Victory. We destroyed as asteroid near Pluto, one the size of the state of New Jersey, which, if left unchecked, would have collided with Earth in six years, killing everything. The mission was a success, with only some minor hiccups along the way. However, I keep thinking about one thing: the way we got there. The Freedom League's Pegasus-class Space Plane, created by Daedalus (based on his earlier Icarus-class spacecraft, the one he and Pseudo used for their 1975-1993 off-world 'sabbatical'), can reach speeds of 8,046 kph (Mach 6.6, or 5,000 mph) in atmosphere, and 25c (25 light years/year, or roughly 1 ly [10,000,000,000,000 kilometers] per 2 weeks) in space via the stardrive he developed. With it, we were able to reach the asteroid (which was, I reiterate, near Pluto) in about ten minutes. Now, this is a fine speed for intra-system jaunts, but for traveling to other systems, this is woefully inadequate. At its maximum speed, a Pegasus would take almost two months to reach our nearest stars (4.3 ly away), Alpha Centauri A/Alpha Centauri B/Proxima Centauri. (I suspect he discovered some wormholes -- either a natural network, or one set up by other sapients -- to get around quicker. Or was towed by something faster!) He should be able to design and construct something faster, but why has he not? Two reasons come to mind. One, he has not placed it as a big priority, given everything else on his plate, and this is something with which I am woefully familiar. Two, even were this not the case, he sees little need to go faster: space is almost incomprehensibly huge (almost, except for meta-intellects like he and I), and there is so little we know about it, so he would want to take some time to explore things, like the explorers in the Age of Discovery. However, you cannot explore the furthest stars if your grandchildren would be dead of old age before getting to it! But he seems unwilling (or unable?) to improve upon it, and few others seem truly interested in doing so (though that may be changing), so I suppose it falls to me. (Fitting, given how much German scientists helped NASA in the first place...) First issue to tackle is how to go about achieving FTL travel. Conventional science tells us that even reaching the speed of light (299,792.458 kilometers/second in a vacuum) is impossible: as an object of non-zero mass approaches the speed of light, c, its mass increases asymptotically, requiring more energy to accelerate it. An object of non-zero mass traveling at the speed of light would have infinite mass, and would require infinite energy to propel it. There is also time dilation, the observed difference of elapsed time between two observers which are moving relative to each other, or being differently situated from nearby gravitational masses, an effect arising from the nature of spacetime described by Einstein's theory of relativity. Additionally, from the spacecraft's viewpoint, images of the outside universe become compressed toward the axis of motion; light from ahead becomes "blue-shifted" toward more energetic frequencies, while light from behind becomes "red-shifted" down the spectrum Speed (c) Mass Increase Time Dilation 0.0000 1.000 1.000 0.1000 1.005 0.995 0.2000 1.021 0.980 0.3000 1.048 0.954 0.4000 1.091 0.917 0.5000 1.155 0.866 0.6000 1.250 0.800 0.7000 1.400 0.714 0.8000 1.667 0.600 0.8660 2.000 0.500 0.9000 2.294 0.436 0.9900 7.089 0.141 (1 week:1 day) 0.9990 22.366 0.045 (3 weeks:1 day) 0.9999 71.433 0.014 (1 year:5 days) Example 1: When traveling at 86.6% c, a traveler has twice as much mass as they do on Earth, and experiences time at half the rate as those on Earth. 12 hours experienced while traveling = 24 hours passes on Earth. Example 2: A traveler leaves Earth for Alpha Centauri, turns around and comes right back, going at 99.99% c the entire time. The travelers will experience a mere 44 days, while their friends and family on Earth will see 8.5 years! How to get around this? Daedalus obviously found a way, as have the Grue, the Lor, the Star Knights, and other extraterrestrial civilizations. I have even worked on the problem before, though, as happens so often, my skills (and interests) were called elsewhere. But now I am making this one of My Next Big Things, so here are the ideas that are already bubbling up in my mind: Change the craft's inertia and/or mass: This would be useful for any type of flight, as elementary physics tells us that if mass decreases but force remain constant, acceleration increases, and that acceleration can be maintained with less force. Changing the mass to zero would allow a craft to move at the speed of light; changing to an imaginary mass (as tachyons have) would allow it to move faster than light. This could be achieved by shunting the mass to a different dimension (as many size-shifters do), or by altering the effect of gravity on the craft and its crew, or converting the craft & its crew into energy or some form of exotic matter (like tachyons). Drawbacks: This does not actually provide thrust/movement, merely a way to make thrust more efficient. Warp Drive. Stretching space in a wave which would cause the fabric of space ahead of a spacecraft to contract and the space behind it to expand. The ship would ride this wave inside a region (a "warp bubble" of flat space); since the ship is not moving within this bubble, but carried along as the region itself moves, conventional relativistic effects (such as time dilation) do not apply in the way they would in the case of a ship moving at high velocity through flat spacetime relative to other objects. Drawbacks: Several. The warp bubble is difficult to maintain and keep 'affixed' to the craft. (Solution: ???) Energy requirements are, well, astronomical, as it must be applied constantly for as long as the drive is engaged. (Solution: Hawking radiation from a tamed singularity? Zero point power?) When particles in the interstellar medium intersect with the bubble of moving spacetime at FTL velocities, Hawking radiation will turn the temperature up to 1032 Kelvin; the temperature at which protons and neutrons break down into a quark-gluon plasma is a mere 1012 Kelvin. (Solution: deflector screens/shields.) Electromagnetic waves cannot penetrate the bubble, so the crew would be flying blind. (Potential solution: Psychic navigators? Superluminal sensors? 'Wormhole Windows' in the bubble?) Hypderdrive: Translate to a different dimension (possibly the Zero Zone, or some other "hyperspace"), one where the laws of relativity are distorted, bent, or nonexistent. Travel at FTL speeds there, then pop back into this universe at your destination. Energy requirements should be less than that of a Warp Drive, since you would only need to engage the hyperdrive when entering or exiting hyperspace; a small expenditure may be needed to remain in hyperspace. A similar technique, a "Skip Drive," would use short hops between this dimension and another, like a stone skipping along the surface of a lake. This would limit exposure to the other dimension (and allow more interaction with this one), but power requirements would be massively huge. Drawbacks: Differences in the physical laws from those of this universe may damage the ship & crew. Hostile natives in this other dimension. Impossible to view anything in this universe between departure and arrival points with conventional sensors; must rely on navigation beacons that can be detected from both universes and/or transdimensional sensors. Jump Drive: Instantaneous (or nearly so) movement between systems via teleportation, most likely using artificially-generated wormholes (as created/used by my Gravimetric Belt and the transporters at ArcheTech) or some other 'space folding' technique. Power use would possibly be less than even the Hyperdrive, since 'porting between spaces in one universe is easier than 'porting between universes. "Stutter drive" refers to a system whereby many small 'ports are made rather than one long one. These would allow travelers to actually see the spaces between points A and B! Drawback: As with any other form of teleportation, accurate targeting. Most likely some other means of reaching destination, to set up a 'receiving beacon' or gate there, would need to be employed. Gate Network: Similar to the systems listed above, but using an external network of gates. The gates could link to (or create) wormholes, or permit access to some hyperspace dimension, or transform any matter going through it to (or coating it in) an exotic form that can travel at FTL speeds. Main benefit here is that it opens FTL travel to nearly anyone (anyone who can get to the gates), not just those who have FTL drives on their craft. Drawbacks: Depending on how the network is arranged, one gate may only lead to one or a small handful of other gates. Or it could be set as a giant railroad switching station where one can lead to any one, assuming you know how to navigate around the hub. If made from artificial wormholes, there could well be someone in charge of the place; hopefully they would be friendly! I will start by using one of the older Pegasus space-planes as a base; it will likely lose much of its cargo space to the new engines (and sensors). I should talk to the folks at Star Island, see about studying the wreckage of the Grue craft left from the last invasion. Archeville's Spacecraft: {fluff} See also Shaen's Ridiculous HQs. Notes: In 3E (and in keeping with out new House Rules), Blackstar has Space Travel 3 (intergalactic) Bogatyr II (from Atlas of Earth Prime) has Space Travel 1 (interplanetary) Captain Kraken's Star Scourge has Space Travel 3 (intergalactic) Catalyst (from Hero High Revised) has Space Travel 1 (interplanetary) the Freedom League's Pegasus Space Plane has Space Travel 2 (interstellar) Star Knights have Space Travel 3 (intergalactic) in the Cosmic Handbook but Freedom Cikty's Star Knight has Space Travel 2 (interstellar) in Freedom City 3E. Addendum: Set reminders for meetings with Jack of all Blades, Colt, and Dynamo. ================================================================================== Archeville's Ship, Completed 2019 [link] Weltraumwohnmobil = "Space Mobile Home" Alternate Name: Synthia Bower, in honor of his mother (Cynthia Bauer), also from "synthetic" meaning artificial, and "bower" referring to a private apartment or remote dwelling. Size: Awesome/Gargantuan (interior space battleship size, exterior private jet/fighter jet size) {5p} Strength: 60 (lt load 17 tons, med load 34 tons, hvy load 51 tons, drag/pull 256 tons) {0p} Defense: 6 {0p} Toughness: 15 {0p} [5+0+0+0 = 5P] FEATURES [24P] Alarm 2 (DC 25) Communications Computer Dual Size 2 (STR & Toughness based on interior, Defense based on exterior) Navigation System 3 (+15) Remote Control Rooms 14 (Garage, Gym, Hangar, Holding Cells, Infirmary 2 [MW], Library 2 [MW], Laboratory 2 [MW], Living Space, Personnel, Workshop 2 [MW]) (3e introduced the option of allowing Dual Size for Vehicles, but it’s ranked, each rank lets the outside be one size category smaller than the inside. You use the STR and Toughness based on the interior size, but Defense is based on the exterior size.) POWERS [14 + 12 + 18 + 10 + 4 + 43 + 37 = 138p] Defensive Screens 6 (12 points; PFs: Alternate Power 2) [14p] BE: Concealment 6 (“EM cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 12 (Stealth 12 [+12]) {1pp} {9+3=12/12p} AP: Impervious Toughness 12 (“force screen”; Active Sustained effect) {12/12p} AP: Morph 5 (“holographic field & IFF spoofer”; +25 to Disguise, any vehicle of the same type & size; PF: Covers Radio) {11/12} Energy-Matter Converters 5 (10 points; PFs: Alternate Power 2) [12p] BE: Corrosion 3 (“recyclers”) {9/10p} AP: Create Object 3 (“replicators”, 3 5-10 ft. cubes, Toughness 3; Extra: Duration [Continuous]; Flaw: Permanent; PFs: Innate, Precise, Progression, Subtle) {10/10} AP: Transform 1 ("replicators", Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 3 [10 lbs.]) {10/10p) Flight 9 (5,000 mph) [18P] Immunity 10 (life support, starvation & thirst) [10P] Super-Movement 2 (Space Travel 2 [interstellar]) [4P] Super-Senses 43 (Accurate, Analytical, and Extended 3 [10,000 ft. {1.89 miles} increment] on all Radio senses [12], Analytical, Extended 3 and Radius for all Visual senses [10]; communication link [with Doktor Archeville; radio] [1]; danger sense [radio] [1], detect geological data [radio] [2], detect life forms [radio] [3], detect weather [radio] [2], distance sense [1], infravision [1], low-light vision [1], radio (with accurate, this is also radar) [1], time sense [1], trace teleport [radio] [1], ultravision [1], uncanny dodge [radio] [1], x-ray vision [4]) [12+10+1+1+2+3+2+1+1+1+1+1+1+1+1+4 = 43P] Weapons Systems 12 (24 points; PFs: Alternate Power 5, Improved Range 3 [range increment of rank x 100 feet], Indirect 2, Progression [Range] 3 [max range = rank x 1,000 feet]) [37p] BE: Blast 12 (“surveying & prospecting lasers”) {24/24} AP: Dazzle Radio & Visual 8 (“EM Sensor Overloader”) {24/24} AP: Drain Toughness 16 (“EMP Blasters”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {16p} + Blast 16 (“EMP Blasters”; Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {8P} {16+8=24/24p} AP: Illusion 12 (“sensor ghosts”; radio group; PFs: Precise, Progression [Area] 8 [2,500 ft. radius]) {21/24} AP: Move Object 12 (“tractor beam, narrow”; STR 60) {24/24p} AP: Move Object 8 (“tractor beam, wide”; STR 40; Extra: Area [General, Burst, 40 ft. radius]) {24/24} Cost: Size 5 + Str 0 + Toughness 0 + Features 24 + Powers 138 = 167 EP (Equipment 34)
  19. Pixie!Grim's strafe seemed to land a solid hit on the hotheaded hater, but as she wheeled around she saw that his aura of eerie white flames (which had done a number on her hands) turned in on him for a moment, cauterizing the wound! He glared at her through the eyeholes in his peaked hood, and rose into the night sky on waves of superheated (super-hated?) air. [bg=#FFFFFF]"What the **** are you? Some kinda ****in' bug! Ya know what bugs get, right? Bugs get zapped!"[/bg] A bolt of white flame flew from his outstretched fist, but luckily for the tiny Grimalkin it missed (though only by a few inches!). Mutt charged forward, silent as the grave and invisible as the Reaper, as was his natural state of being, his spiritous paws carrying him up into the air in defiance of gravity and all other laws of nature (as mankind understood them). He lunged with his mighty jaws at the unaware super-bigot... but missed by a country mile! [bg=#0040FF]I'm a scouter, not a fighter![/bg] [bg=#000000]"Hold, revenant!,"[/bg] the one conscious cultist intoned to Dead Head in a very gravelly voice, rising from the spot Dead Head had sent him sailing on demonic wings made of some weird crimson energy. [bg=#000000]"You shall not stop us from defiling these corpses and summoning the Daeva Aeshma! All shall fall to his bloody mace!"[/bg] At that, a mace-shaped construct of crimson energy flew from the cultist's hand, smashing into Dead Head's chest, blowing a hole clear through him -- a hole which just as quickly healed over! The cultist's sneer fell, and he took to the air. [bg=#000000]"Y-you shall see!"[/bg]
  20. "As much as I can, though not nearly as much as I would like!," he chuckled. "Running this company -- particularly learning how to delegate, and how not to micromanage -- has been one of the most difficult things I have ever done. But, it is also one of the most rewarding, as the output, the discoveries, make it so worthwhile! Of course, the fact so many who work here are the type who prefer to keep their own schedule -- you cannot put genius on a timeclock! -- makes it a bit harder for me to... contribute as much as I may like. I also try to confine my own scientific work to my personal laboratory at home, to 'satisfy the itch' and keep my hands off other people's projects. Though just because my hands are off," he tapped the side of his nose, "does not mean my eyes are off." "Far too many supervillains have arisen in places such as this, due to a lack of adequate monitoring, both of their work and of their emotional and mental states," he continued as he turned down one intersection. In the distance, Erin could hear the gaggle of high school children. "Which is why I keep apprised of of all projects, and why all ArcheTech branches have top-notch, on-site counseling services. And mandatory annual psychological tests," he added, glancing over to Erin, "which are completely covered by our health insurance."
  21. At Dragonfly's gesture, he palmed the puck and traced a crescent moon on one side with his thumb. As he did, short spikes emerged from around half the edge. At her word, he flung the half-spiked puck about a half foot to her left, spinning like a blinged-out wheel as traveled along a graceful arc until it struck the edge of a corner of the keyboard with its non-spiked edge. Ricocheting off, and no no longer spinning, it headed straight for the paper triangle, spearing it on one of the spikes and carrying it to the ceiling, pinning it to one of the noise-dispersing tiles. Archeville smirked. "Mainly use it to pin or disarm opponents. Or win prizes for dates at carnivals."
  22. "Oh, my, yes," he said as he lead them down the right hand corridor. Along either side were transparent doors (glass? Some sort of super... glass? Who knew?!), through which she could see assorted scientists at work. Some worked at computers or on dry erase boards, while others worked with chemicals under fume hoods or tended to small plants and animals. He smiled and waved at them all as he passed; those who were not absorbed in their work smiled and waved back. "There are staff entrances at the sides and rear, near the loading docks, accessed via keycard and biometric scan. We have a helipad on the roof, and the windows can be opened, if needed, to let in flyers." Archeville paused ever-so-briefly, remembering a surprise picnic lunch Mona had brought to his 12th-story office window. "We have two teleportation systems set up -- one that only goes within and between ArcheTech facilities, and one that can go to almost any spot in the city -- but we try and keep their use to a minimum, due to power requirements and the disruption they cause to certain equipment and experiments." "Although, in cases where an injured Metahuman is brought in for treatment, we prefer to use antigrav stretchers to bring them in, on the off chance their injuries lead to an uncontrolled expression of power which interferes with the teleportation system."
  23. He nodded in acceptance of their refusal. "There are six which I use regularly, and another dozen or so in the 'beta stages' of testing." As he spoke, his tone shifted from the calm, serene one to a clipped, focused one. The brain scans showed a shift in the sensory areas, and enhanced activity in the coordination and reflex memory regions. He reached into one of his labcoat pockets, and retrieved what looked like a hockey puck. His hand fidgeted with it, walking it across his knuckles and tossing it in the air a few times. "This one is optimized for combat, specifically ranged combat."
  24. "Indeed so," he said with a nod to the angel and a slight lifting to his voice. He turned back to Thrude, smiled as warmly as he could, and offered his right hand to her, "if you would allow, I will treat your wounds, and provide you with food, drink, and a place to rest for the night. I can also provide you with news about the world, and how it has changed since last you set foot on it." "And for longer term lodgings, I am sure I can find several options for you." As the words left his mouth, one option sprung to mind, a place housing homeless metahumans with PR problems, and where he had some pull.
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