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Dr Archeville

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  1. Punching! With intent to do knockback! Attacking the stunned KC (Defense 12). All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage). Sneak Attack (+2 Damage). DC 34 Toughness save (15 + Str 12 + 2 Sneak Attack + 5 Power Attack) if it hits. (1d20+15=22) Damage 17 (not factoring in sneak attack) - KC's Knockback of -2 flat-footed = 15 = 50,000 feet (if this punch stun him), but let's just say he's punched through a few walls and out of the Supers Museum.
  2. Indeed. Also, the room's on fire! Could be some heat and suffocation dangers. Will the building's sprinklers be enough to handle it? Who knows... Free Action: Reconfigure Weapons Array to Enhanced Strength Standard Action: Attacking the stunned KC (Defense 12) Charge (-2 Defense, +2 Attack). All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage). Sneak Attack (+2 Damage). DC 35 Toughness save (15 + Str 12 + 1 Claws + 2 Sneak Attack + 5 Power Attack) if it hits. (1d20+17=29) Also Lethal.
  3. The Hall of Mysteries burned all about Kid Cthulhu! A mannequin of Eldrich was wreathed in flame, and picture frames all along the walls cracked from the heat. The sprinkler overhead burst to life, but they seemed to do little to the intense blaze. The figure continued its grim silence, though the soft whirring sounds coming from it indicated some form of mechanism. KC thought he saw some of the red lights on it shift around, but he was not certain. It arched its fingers slightly, getting the talons at the end into attack position, then dashed with incredible speed towards the prone Kid, leaping up slightly to deliver a devastating blow!
  4. Indeed, Chevalier cannot beat that, so no hiding for him. Time for Doom! Free Action: Snap down faceplate Free Action: Activate Force Field Standard Action: Cone of Death, i.e., Area [Cone] Strike 15. Descriptor: fire, the ultimate cleanser! Need a DC 25 Reflex save. Pass, you'll then need to make a DC 22 Toughness save. Fail, you'll need to make a DC 30 Toughness save. This is Lethal damage, as he's trying to burn down the Hall of Mysteries, too.
  5. Kid Cthulhu did see a large figure, though one might wonder why he saw it, since the armor did include a cloaking feature. Was this more of Evil!Archeville's hubris, or of Good!Archeville trying to warn the pseudonatural superhero who walked into certain doom? Th figure stepped forward, revealing itself to be a large dark gray metallic figure with red light seeping out at the seams. A golem? A robot? A cultist in a suit of armor? Blake Salazar would ponder these questions later, but for now, he was more concerned with the jets of intense red flame shooting out of the figures palms, engulfing not just him but half the Hall of Mysteries!
  6. Light Magic Examples: Dagger, Green Lantern Alan Scott/Sentinel, Halo, Jade FC Examples: Beacon, Lady Liberty (sorta), die Weiße Rose/White Rose, der Weiße Dorn/White Thorn Light has long been a symbol of hope, goodness, truth, and all that is right. For millennia, before the advent of electric lights turned night into day, people huddled close around campfires, hearths, and other sources of light and warmth to keep the darkness at bay, and in doing so formed close bonds with one another. Mystics have sought the "higher" light that is the source of all things; many are said to be "illuminated" or "en-light-ened" by their studies. In the Freedom City multiverse, The Light occasionally chooses a champion (or champions) to wield its power for the greater good. Their purpose is to enlighten, guide, heal, and protect against the forces that would threaten to snuff out the light within humanity and the world. In ancient Egypt, the hero Pharos wielded the power associated with Ra and the Sun. During the dark days of the Second World War, the German twins White Rose and White Thorn were the chosen Light-Bearers, yielding their power to Langston Albright, the hero known as Beacon, shortly after the war's end. There have been many others, and Albright searches even now for his successor, the next Light-Bearer. Additionally, the Spirit of Liberty -- which empowers Lady Liberty -- is associated (in some way) with The Light. Why Take This Path: To guide, to heal, to push back the darkness. However, some pervert these teachings and take to the Light not to guide, but to lead, burning away all that they consider "dark." Common Personality Types: Beaming, effulgent, lighthearted, radiant, sunny -- those who take to the Light tend to be the centers of attention, just as the campfires of old were. Eager to help, eager to please, eager to see all get along, followers of the Light tend to be everyone's friend. But some focus on fighting back the darkness, on making sure their friends do not need to be healed in the first place; they scour the shadows for evil, and make implacable opponents. There is, paradoxically, a dark side to some who follow the Path of Light. All sunshine makes a desert -- untempered, unrelenting light can be as damaging as any flame. And the first archangel to fall, whose pride and arrogance would not allow him to bow before mankind, was known as Light-Bearer or Light-Bringer... Powers: Light magics would be a common sight to those experienced with metahumans. Blinding or burning beams of light, protective fields of light energy, flight or teleportation as the mage converts some or all of his body into light -- all this and more are in the repertoire of those who follow & study the Light. But more esoteric abilities exist as well, ones that deal with the more metaphysical qualities of light (healing, revealing that which is hidden, nullifying certain effects representing metaphysical aspects of darkness/shadow, etc.). Nonmagical Variants: Mutant and technology-based light manipulators are fairly common in comics, so many of these abilities can be taken by such characters. BASIC POWERS Brightest Day: Calling forth The Light to illuminate an area as bright as a sunny day at high noon, eliminating all concealment offered by natural darkness. This can also be used to counter certain Darkness powers, as well as harm creatures specifically vulnerable to intense light. Environmental Control (Light) [cost 2pp/rank] OFFENSIVE ATTACKS/SPELLS Burning Bright: For every pacifist healer-mage of The Light, there's one who has no qualms about taking the fight to those who would do others harm. This is the primary weapon of these warrior-mages, a beam of light so intense it burns like fire. Blast [cost 2pp/rank] Hands of Light: This spell generates large hands composed of light, which can be used to pick up and manipulate targets. Move Object [cost 2pp/rank] Images: Light can be used to entertain, via life-like (or cartoonish) images. Such images would not truly fool someone in most cases, as they lack sound, scent, or tangibility, but misdirection is not something favored by followers of The Light anyway. Illusion (Visual) [cost 2pp/rank] Light of Revelation: This spell creates a burst of light, centered on the caster, that nullifies all concealment, obscuring, and illusory effects. Nullify Conceal/Obscure/Illusion (Extra: Area [burst]; Flaw: Range [Melee]) [cost 2pp/rank] Rainbow in the Dark: This spell crates a prismatic blast that negates darkness powers. An alternate version of the spell creates a rainbow dome, negating darkness powers in an area around the caster. Nullify Darkness Powers [cost 2pp/rank] Alternate version has the Area [burst] Extra and Range [Melee] Flaw. Stars In Your Eyes: One of the first offensive spells most mages of The Light pick up is one that generates a blinding flash of light in a foe's eyes. It does no lasting damage, but can often provide a vital distraction. Dazzle (Visual) [cost 2pp/rank] Sun Sword: Another preferred combat spells for warrior-mages of The Light, this spell creates a sword of blazing 'solid light.' Lacking much appreciable weight, the sword does not benefit from the strength of the wielder, only the strength of their magic. Strike (PF: Improved Critical) [cost 1pp + 1pp/rank] Sun Sword, Greater: A much-improved version of the Sun Sword spell, capable of seriously damaging if not outright destroying most targets. Corrosion (PF: Improved Critical) [cost 1pp + 3pp/rank] Some versions may have a Flaw on the Drain Toughness portion, Limiting it to only draining undead and other beings associated with der Schattenwelt. This version costs 1pp + 2pp/rank. DEFENSIVE EFFECTS/SPELLS Eyes of Light: Long exposure to, or perhaps eyes partially made of, light makes a character less vulnerable to its blinding effects. Sensory Shield (vision; Flaw: Limited [only vs. light-based effects]) [cost 1pp/2 ranks] Invisibility: For the most part, followers of The Light are bright, shining beacons for others, so the very concept of doing things stealthily is alien to them. But a few -- mostly those who have turned to more selfish uses -- can warp and deflect light around them to make them invisible. Some can do so only in regards to standard vision, and so are still detectable by infravision or ultravision, but others can warp all light around them. Concealment 2 (visual; PF: Close Range) [cost 5pp] ~or~ Concealment 4 (all visual; PF: Close Range) [cost 9pp] Sun Shield: A protective (and very noticeable) field of light surrounds the caster, protecting his body from harm. Force Field [cost 1pp/rank] MOVEMENT EFFECTS/SPELLS Lighter Than A Feather: Most Followers of the Light are able to surround themselves in a buoying aura of Light, allowing them to soar through the air. Flight [cost 2pp/rank] Movin' At The Speed of Light: Some Followers of The Light can convert thier bodies into a beam of light, which streaks across the sky to their destination. Teleport [cost 2pp/rank] SENSORY EFFECTS/SPELLS Light of Law: When this pure, streaming beam of white light illuminates someone, they are compelled to answers all questions asked of them truthfully. Most pacifistic followers of The Light find such mental usurpation unpalatable (and information and confessions gleaned in such a manner will not hold up in most modern courts), but many do see the need for it. Mind Control (Extra: Conscious; Flaw: Limited [only to make the target tell the truth as they understand it]) [cost 2pp/rank] Revelations of Light: Mages who study the light often find ways to bend and warp it in order to see where others cannot, such as into a darkened room, behind themselves, or see things far (sometimes very far) off. Note that this is actually an assortment of spells/enhancements; a mage may have as many or as few of these as desired. ESP (Visual) [cost 2pp/rank] Super-Senses 6 (darkvision [vision counters obscure darkness}], extended vision, radius for all vision, ultravision) [cost 6pp] See Invisibility: Though loathe to warp light in order to conceal themselves, many light-mages known the signs of when another does so. Super-Senses 2 (vision counters concealment) [2pp] MISCELLANEOUS EFFECTS/SPELLS Body of Light: This spell allows a light-mage to convert their body into pure light, thus allowing him to pass through solid objects that aren’t opaque (like glass or plexiglass) as well as through tiny spaces of air (such as through a pipe or between the bars of a jail cell). Insubstantial 3 (light energy) [cost 15pp] Positive Energy: The Light can be used to heal others, infusing them with a warmth and vitality that makes all pain and infirmity melt away. Healing [cost 2pp/rank] Solid Light Constructs: A group of spells that allows a mage to form objects from 'solid light,' which all glow brightly. Create Object [cost 2pp/rank]
  7. "Chevalier" had already doubled back, and had actually reached the Super-Museum before Kid Cthulhu. He had smashed through a roof window, and an alarm was sounding; police would be there within approximately four minutes. Surely he would know to bypass that, though, would he not? Ah, but all quasi-genocidal megalomaniacs needs an audience, to make sure their deeds are known... but perhaps there was something more. Could it be the part of Doktor Archeville, the hero, was still inside, struggling to act, to stop his Other Side, and had let the alarm go off to insure that police and paramedics would get there in time to better save Kid Cthulhu's life? Whatever the reasons, "Chevalier" waited, in the Hall of Mysteries, the section of the Supers Museum dedicated to the mystical and supernatural heroes, like Eldrich, Horus the Avenger, and the second Siren. The faceplate lifted up; moonlight glinted off black scales. "Ssssss...."
  8. And now... DOOM! "Chevalier" can easily double back (he flies 25x faster than KC) and get to the Super Museum before him, smashed a window in, and is there, waiting, and cloaked. Alarms are going off. (Why did he do that, realizing it would set off an alarm? Partly b/c he wants words to get out about beating KC and the beatings on other 'reality deviants' to come, but partly b/c Good!Dok wants to make sure cops & paramedics get there in time to save KC's life!) In fact, you should probably do a quick edit in your last post to indicate KC finds a broken window at the roof (though still no sign of cultists), and alarms going off.
  9. The OOC thread for Dok's study of Kid Cthulhu, and later Evil!Dok's thrashing of Kid Cthulhu.
  10. Indeed. Push is up!
  11. ... grr. *ahem* And what about the Features (oily secretions), Immunity (aging), Regeneration, Speed, and Super-Senses?
  12. The Linked Paralyze on his "Armor Piercing Shot" lacked the Ranged extra. I've added that, but that meant keeping both effects at Rank 9. Your Omni-Shot is odd. The Obscure's only at rank 1, so it's only 5 feet, and its range is a lot less than the range of the Blast it's linked to. I've updated Marlin's shots, though the distances/areas you calculated are incorrect. Also, Extended for Super-Senses just multiplies it by 10, it doesn't use the Progression Table, so Extended Vision 3 = visual range increment is 10,000 feet (~2 miles). Also, providing Code Blocks and DC Blocks, while not strictly necessary, makes the Refs happy :)
  13. So the form with Insubstantial and Elongation and Slithering is the Fleshy, Humanoid Form, and the form without those is the Oily Blob Form? Also, Noticeable is not a valid Drawback for Insubstantial, since that power is Noticeable by default.
  14. Doktor'd, but she's overcapped. Attack w/ Strike of +9 plus Damage 11 (Strike 8, +1 Str, +2 Sneak Attack) = PL 10 Doktor'd
  15. "It is... you?" Archeville said incredulously. "Or an unreasonable facsimile thereof. Fascinating!" He knelt down and examined it, this way and that, though (through extraordinary willpower) he did not touch it. "Honestly, Lynn, I am surprised you could do this! Are you actively, directly dictating its motions? Or-" The Doktor's face fell for a brief moment, but he quickly re-composed himself. He waved one hand in front of the GrimDoll's face, "hello, little one! Can you speak?"
  16. "Leave that to me!," Archeville exclaimed. He handed the memory module to Rift, then began making adjustments to his Electromagnetic Screwdriver. "I would normally teleport the creature back to ArcheTech, but since I do not know the full extent of its injuries or the nature of its components, teleportation may make things worse. So instead..." From one end of the Doktor's techno-wand, a wide, flat wedge of deep purple 'solid light' was projected, making it look very much like a spatula. He wedge it under Rift's mattress, then made further adjustment, causing the spatula head to expand until it supported the entire mattress, and the wounded cyberbat atop it. "There we go, nice and steady... I used the darkest color light I could so as to disturb it as little as possible, and the slight amount of heat my Screwdriver's solid light constructs give off should provide a comfortable warming effect." Archeville carefully, slowly lifted the makeshift gurney up, "alright, so far, so good. Though, if it starts getting too agitated, I can expand the 'lift' into a cage or dome." Minutes later, they were back at ArcheTech.
  17. "Well, shoot," he said with a big grin, "I'd be willin' ta try it again, here an' now, if'n ya want!" The detached hand scurried back to dead Head, up his leg, around and up his back, down his arm, and back to its home wrist. Americana's scanners for the most part detected nothing but dead room temperature meat, but she did find one scanner that did pick up faint but definite activity: her psionic energy scanner. The readings were vaguely similar to readings she'd seen in assorted ArcheTech archives regarding experiments in psionic powers, particularly telepathy and telekinesis, but the level of energy detected here was atypically low for the level of activity she was witnessing. Of course, those experiments at ArcheTech were all about a subjects using their abilities on some external target, not on themselves, so perhaps (if this was solely a psionic phenomenon) high levels of psychic energy were not required for what Dead Head was doing. Or perhaps they were being amplified in some other, as-yet-detectable manner. The (still-naked) zombie stood, "so whatcha say?"
  18. "Good lad," Archeville said in a soothing tone as he continued fiddling with his techno-wand, "keep talking, tell us all you can. It helps us, and lets us know that brain of yours is working." "Ah, yes, I see it now: skintight gravitic energy field. This..." he looked up to his staff, "complicates things." "Can't you just... shut it off?" the nurse asked. The Doktor cocked his head slightly. "Possibly, and I would not hesitate to try under most circumstances. But," he glanced back and forth between the assembled staff and their patient, "shutting down his abilities may compromise other systems, enough for this infection to get a stronger hold. We will have to find another way in." "Now, where is that anti-tumor medication?" "Here, sir!" "Excellent; hand it over, I have another idea. Now, young man," he looked Powerhouse straight in the eye, "I have two very, very important questions for you: do you still need to eat? And do you still need to breathe?"
  19. Possible edit: Quinn, did you want that new complication to be in effect now?
  20. Friday, November 26th, 2010. If anything, the Beaudrie Opera House seems even more crowded! Die Walküre (The Valkyrie) the second opera in Wagner's Der Ring des Nibelungen (The Ring of the Nibelung) Begins at 8:00pm, estimated run time 3 hr 15 min ACT I During a raging storm, A Man seeks shelter at the house of the warrior Hunding. Hunding is not present, and The Man is greeted by Hunding's Unhappy Wife. The Man tells her that he is fleeing from enemies. After taking a drink of mead, he moves to leave, claiming to be cursed by misfortune. However, Hunding's Unhappy Wife bids him to stay, saying that he can bring no misfortune to the "house where ill-luck lives." Returning, Hunding reluctantly offers The Man the hospitality demanded by custom. His Unhappy Wife, increasingly fascinated by the visitor, urges him to tell his tale. The Man describes returning home with his father one day, to find his mother dead and his twin sister abducted. He then wandered with his father until he parted from him as well. One day he found a girl being forced into marriage and fought with the girl's relatives. However, his weapons were broken and the bride was killed, and he was forced to flee to Hunding's home. Initially The Man does not reveal his name, choosing to call himself 'Wehwalt', Woeful. When Wehwalt finishes, Hunding reveals that he is one of Wehwalt's pursuers. He grants Wehwalt a night's stay, but they are to do battle in the morning. Hunding leaves the room with His Unhappy Wife, ignoring her distress. Wehwalt laments his misfortune, recalling his father's promise that he would find a sword when he most needed it. Hunding's Unhappy Wife returns, having drugged her husband's drink to send him into a deep sleep. She reveals that she was forced into a marriage with Hunding. During their wedding feast, an Old Man had appeared and plunged a sword into the trunk of the ash tree in the center of the room, which Hunding and his companions had all failed to remove. She expresses her longing for the hero who could draw the sword and save her. Wehwalt expresses his love for her, which she reciprocates, and as she strives to understand her recognition of him, she realizes it is in the echo of her own voice, and reflection of her image, that she already knows him. When he speaks the name of his father, Wälse, she declares that Wehwalt is really Siegmund, and that the Wanderer/the Old Man left the sword for him. Siegmund now easily draws the sword forth, and Hunding's Unhappy Wife tells him she is Sieglinde, his twin sister. He names the blade "Nothung" (or needful, for this is the weapon that he needs for his forthcoming fight with Hunding). As the Act closes he calls her 'bride and sister', and draws her to him with passionate fervour.
  21. Cobalt Templar failed by 3, he is Shaken (-2 attacks, saves, and checks). Ironclad failed by 8, she is frightened and flees; if unable to flee she remains but is shaken. And she gets +1 HP. Everyone else is fine. Initiative time; to speed things up let's just keep the same initiatives from the fight. Initiative (1d20+1=4) hrm 16 -- Ironclad -- uninjured, fatigued, frightened, 3 HP 13 -- Dragonfly -- uninjured, 0HP 13 -- Push -- uninjured 4 HP 9 -- Cobalt Templar -- uninjured, shaken, 0 HP 9 -- Dead Head -- uninjured, fatigued, 2 HP 9 -- Mutt -- uninjured, 0 HP (minion, uses DH's HPs) 3 -- Horned One -- uninjured
  22. Dead Head (and Mutt), Dragonfly, and Push all felt a shiver up their spine, but were able to shake it off. Cobalt Templar and Ironclad fared considerably worse. Corbin Alphonse Hughes suddenly flashed back to the time he first discovered his ring's power, and the fear he felt when his father walked in. As he relived passing out from those first exhaustive efforts, his ring's power faded. Jessica Anne Parker was seized by the sudden and absolute certainty that Blake Salazar's home had just been broken in to by violent, strung-out punks, and they were beating him to death.
  23. You gonna keep that, or use one of Ironclad's 2 HPs to re-roll? EDIT: If you don't re-roll, the effect is a significant enough setback that you'll gain an HP.
  24. "Much appreciated, monsieur," Chevalier said with a slight bow. "And eef you are ever een need of help against dze Yellow Sign culteests, please, do not heseetate to call!" Chevalier's left forearm began beeping, and blinking lights seeped out of a few of the panels. He flipped the open and studied the readouts. "Speak of le Diable! I have dzees tied into certain police scanners, with some programs for feeltering out events of eenterest. And according to dzees, dzere have just been two break-eens, one at dze Never-Ending Story in Reeverside, and one at dze Super Museum in Midtown; in both cases figures in dark robes were seen. I believe I can fly faster dzan you," his synthesized voice shouted over his thrusters, "so let me go to dze fardzer place -- dze book store -- while yo go to dze Museum; hopefully I can join you dzere later!"
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