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Dr Archeville

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  1. Knowledge checks are reactions; he knows what he knows as soon as you call for that Knowledge check. Now, he can't act on that knowledge until he goes, that's true.
  2. None of those hit, and even if they had, DH's Impervious 10 would have protected him. Knowledge (Arcane) check (1d20+5=25) booyeah!
  3. Archived due to player absence.
  4. Archived due to player absence.
  5. Archived due to player absence.
  6. Archived due to player absence.
  7. Much like in HERO -- you get what you pay for.
  8. Partially correct: per our House Rules, Defensive Roll rants +2 Toughness per rank. So right now, he's at +10 Toughness (+2 flat-footed), and +10 Defense (+5 flat-footed), and thus hits PL 10 caps Defensively. (Also, his Knockback is currently -5, -1 if flat-footed.) The attack will need to be dropped, since caps in M&M are what you build to; having +15 Attack & +7 Damage is verboten for a PL 10 char. Also remember our House Rule that at least 1/3rd of your total Attack bonus must come from 'base' Attack. So 'base' Attack 5 + Attack Focus (Melee) 10 is okay, but 'base' Attack 1 & Attack Focus (Melee) is not. Lowering 'base' Attack to 4 and Attack Focus (Melee) to 8 (total melee attack +12) would let you hit PL 10 Attack/Damage caps (+12 attack + 7 Damage = 19 / 2 = PL 9.5), and free up 4pp (2 from lowering 'base' Attack by 1, 2 from knocking off 2 ranks of Attack Focus [Melee]). You could use one of those points to buy Ranged for his Tactile sense, so it can actually work the way you describe his whiskers working. Also, you're still listing Regen from Unconscious, which (per our House Rules) is not allowed.
  9. 25 hours left to get those Vignettes in!
  10. "Well, we do want to be thorough," he chuckled, "and besides, knowing how unusual the schedules of people like us can be, there is no telling when I would get the chance again to run such tests!" "As for the results," he continued, looking over the projected holographic readouts of the tablet he held, "well, it is going to take us some time to make heads or tails of this. Especially the boodwork." "But, I will call you as soon as I have anything concrete," he extended his hand to Kid Cthulhu, "and if there is anything else you need, or begin experiencing anything unusual, please, do not hesitate to call! Or even drop by! My personal office is on the top floor, I usually leave the blinds open so heroes in dire need can fly right up and tap on the glass. Oh, and go see Phantom about safeguarding that book!"
  11. When Eddie had thought out loud during the anvils bit, he was hushed again by the person behind them. But when he and Elizabeth looked back during the intermission, they saw no one there. Scene 3 opened in Nibelheim, where Alberich has enslaved the rest of the Nibelung dwarves with the power of the ring. He has forced his brother Mime, the most skillful smith, to create a magic helmet, the Tarnhelm. Alberich demonstrates the Tarnhelm's power by making himself invisible, the better to torment his subjects; the Tarnhelm can also change the wearer's shape, and teleport him long distances. (In an impressive display of theatrical wizardy, the baritone portraying Alberich actually did fade from view when he activated the Tarnhelm, though he did not go completely invisible.) Wotan and Loge arrive and happen upon Mime, who tells them about Alberich's forging of the ring and the misery of the Nibelungs under his rule. Alberich returns, driving his slaves to pile up a huge mound of gold. When they have finished, he dismisses them and turns his attention to the two visitors. He boasts to them about his plans to conquer the world. He demonstrates the power of the Tarnhelm, by transforming into a giant snake. Loge pretends to doubt his skill, and goads him into demonstrating that he can also transform himself into a small animal, a toad. While he is a toad, the two gods quickly seize him, tie him up, and drag him up to the surface. When Eddie rose, he still saw that the seats immediately behind Elizabeth and him were empty.
  12. Electronic and Mechanical would be the way to go for making robots and vehicles.
  13. Toughness save, DC 29 (1d20+20=40) "Ha! I expel decompositional gas in your general direction!"
  14. "Oh, I have several new research projects I intend to start this evening," he said in a low, conspiratorial voice as they approached the table. Ever the gentleman, he pulled out her (appropriately oversized) chair for her before seating himself across from her. Mona's eyes -- once she actually looked at the table -- were drawn to the centerpiece first, consisting of blue, lavender, pink, and white flowers. "Nigella damascena, better known as 'love-in-a-mist,' due to the flowers being nestled in a ring of lacy leaves. It was one of the first flowering plants to be grown via aeroponics in space. Those," he pointed to the blue, lavender and white ones, "are a type known as 'Persian jewels', while those," he indicated the pink ones, "are 'Persian roses'." The trio of servants uncovered the last of the dishes, then removed themselves to another part of the station. Apples, apricots, carrots, eggplant, grapes, plums, pomegranates, quince, raisins, and tomatoes, in a variety of cuts and combinations, all arrayed as tastefully visually as they were tasteful to the tongue. "Ah, I am very glad to see the pomegranates turned out so well! We had been having some problems with them, getting the nutrient sprays and the light levels juuust right." But with just the two of them, alone in the northern wing of his space station, Archeville found his hunger for food had gone completely out the airlock. Between playing footsie with her under the tables, leaning forward to hand-feed her peeled grapes and baby tomatoes, and a smoldering, ravenous gleam in his eye, she probably picked up on it, too.
  15. "Carcassonne? Have not been there in...," he paused for half a moment, "actually, I do not believe I have ever been there!" "Well, if you are here to be tested in a scientific manner," he said with a renewed vigor, "let us begin!" Some hours later, Kid Cthulhu was exhausted, and missing what he felt was half his blood. Archeville had run him through x-rays and MRI and CAT scans, ran him on treadmills, had him fly through hoops (literally!), and a dozen other tests. Every test left him with more questions than answers, and sparked ideas for further tests, but he had to keep reminding himself they needed to finish the basic tests first.
  16. Darkness/Shadow Magic Examples: Cloak (Marvel), Dusk (Marvel), The Shade (DC), Shroud (Marvel) FC Examples: Baron Samedi, Nacht-Krieger, Taarvon the Undying "In the beginning, there was darkness," or so many creation myths state. It was here before; it is here now, at the edges; and it will return after the stars burn out. Followers of this magical discipline -- the Doctrine of Eternal Night, Nyctomancy, Umbramancy, or simply Shadow Magic -- hold that darkness is the only truly eternal concept in the multiverse, and as such must be the greatest. Mater, light, life -- all are fleeting. But darkness, and only darkness, is eternal; even the gods die. It is not flashy, though some consider it beautiful. The Freedom City multiverse has a special relation with this phenomenon. There is a dimension of darkness, dubbed der Schattenwelt ("shadow-world") by the Thule Society in Nazi Germany. It is a realm of endless, inky blackness; not just the absence of light, but darkness made manifest. The Schattenwelt is a source of power for wielders of its dark energies, in particular the Nazi super-soldier Nacht-Krieger. Some sorcerers call upon the Shadow World for power, but such power comes at a price, for the darkness of der Schattenwelt has a predatory, life-draining nature. It is almost alive, and it "hungers" for light to consume, including the "light" of living souls. So far as anyone knows, such victims are snuffed out by the eternal darkness, consumed by nothingness and oblivion. Mystic texts describe forbidden rituals for sacrificing souls to the Shadow World for power or even exchanging one's own soul for pure darkness, becoming a conduit for the power of shadow. There is some evidence of a connection between certain undead creatures and der Schattenwelt, particularly life-drainers like vampires and "unliving shadows." Thule necromancers used its power to animate zombies, and Thule adept Wilhelm Kantor used the power of der Schattenwelt to endow Nacht-Krieger with his shadow-powers. Why Take This Path: Like Necromancy, many seek this path for power, though rarely as overtly as others. Darkness magic is often (though not always) subtle; people looking for the flashiness of fireballs need not apply. Common Personality Types: Like necromancers, many shadow mages are given to brooding and grim moods, rarely showing any of the 'lighter' emotions. Patience is also a common trait -- all things fall to darkness, in time. Conversely, some shadow mages are decadent epicures and hedonists, feeding their own hungers as much as possible before the Eternal Night falls on it all (or before it falls on them and prevents them from taking any more). There are lights even amongst this darkness, though. Some may try to use the knowledge to make villains confront their "inner darkness" and see the destructiveness of their ways, or help others overcome certain phobias. Powers: Being able to create darkness (Visual Obscure) is the foundation power of this discipline, but many of their spells and powers only work in darkness. (Note that if your in-darkness-only abilities can work in the darkness you yourself create, that's not a Flaw or Drawback!). Many shadow powers work on more than a physical level, targeting the "shadows of the mind" or confronting a target with their own "inner darkness." Sympathetic magic (affecting someone by manipulating something similar to or tied to the target, like a doll containing some blood or hair from the target) is also common; changing a thing's reflection -- or shadow -- changes the thing itself. Nonmagical Variants: Comics, especially Marvel, have several non-magical darkness manipulators (Black Mamba, Blackout, Cloak, Darkstar, Nightwind, Silhouette), so many of these would be viable as Mutant powers. Though der Shattenwelt can only be accessed by magical means, perhaps your Darkness powers come from absorbing light and heat from the area, or by channeling particles/energy from some sort of antimatter universe, one where the laws of physics are flipped (cold and dark are carried by certain particles, and heat and light are the absence of those particles). BASIC POWERS Darkness: This spell creates an area of darkness, through and into which only the caster can see. Obscure Visual (PF: Immunity [own power]) [cost 1pp + 2pp/rank] All-Consuming Shadows: This spell creates an area of darkness that blocks everything, save the caster's own senses. Obscure All (PF: Immunity [own power]) [cost 1pp + 4pp/rank] Penumbra: This spell creates an area of shadows, not as obscuring as complete darkness but enough to offer some concealment (i.e., it offers partial concealment, not total). The caster can see through and into it normally. Obscure Visual (Flaw: Partial; PF: Immunity [own power]) [cost 1pp + 1pp/rank] Selective Darkness: This spell creates an area of darkness, but you can choose who can and cannot see through and within it. Obscure Visual (Extra: Selective Attack) [cost 3pp/rank] OFFENSIVE ATTACKS/SPELLS Blinding Blast: This spell combines the effects of Darkblast and Nightmask to generate a bolt of darkness that slams into a foe, then clings to their eyes and blinds them. Blast (Extra: Linked Dazzle Visual [note]) [cost 4pp/rank] Confront Your Inner Darkness: This spell can make a target become so terrified of the darkness they are in that their mind turns inward, and examine their inner selves. For some, this can have a transformative effect as they become disgusted with the full truth of their inner nature, but for others it merely reinforces their beliefs and mindset. Transform (bad person to good person [3pp/rank mental transform]; Extra: Alternate Save [Will], Duration [Continuous], Mental, Range [Perception]; Flaw: Limited [only in darkness/shadows], Unreliable [could turn bad person into a worse person]) [cost 3pp/rank] Dark Chains: This spell conjures bands of darkness that imprison the limbs as well as vision. Snare (PF: Obscures Sight) [cost 1pp + 2pp/rank] Dark Leeching: This spell summons the terrible power of der Schattenwelt to feed on the life force of a target. Victims who survive often find that their hair has turned grayer and their skin more pale. Drain Constitution (Extra: Range [Ranged]) [cost 2pp/rank] Option: Darkness Within Darkness, a version works only within existing darkness. Add the Limited Flaw (only in existing darkness); cost is reduced to 1pp/rank. Dark Maelstrom: In place of a bolt of darkness, the shadow mage projects a roiling field of it about him. Strike (Extra: Area [burst, General]) [cost 2pp/rank] Dark Mirror: Similar to Confront You Inner Darkness, but less invasive, as it merely creates illusions of the target's evil acts in an attempt to "scare them straight." Mind Reading (Extra: Action 2 [free for surface, move for probe]; Flaws: Limited [only in darkness/shadows], Limited [only to find thoughts and memories of the target's evil and selfish conduct]) plus Illusion (all senses; Extra: Duration [sustained]; Flaws: Limited [only in darkness/shadows], Limited [only to confront target with visions of their evil and selfish conduct], Phantasms) [cost 3pp/rank, or 1pp/rank for the Mind Reading & 2pp/rank for the Illusion] Darkblade: This spell conjures a sword (or other melee weapon) from pure darkness. The Variable Descriptor feat can be used so this effect represents multiple shadow weapon-creation spells. Other feats, like Extended Reach (for whips or polearms), Improved Critical (for swords), Improved Disarm and Improved Trip (for whips), and Split Attack (for a pair of shadow-daggers) can also be added. Strike [cost 1pp/rank] Darkblast: This spell conjures forth a bolt of darkness that hits with physical force. Blast [cost 2pp/rank] Languor: This spells summons multiple shadows to pile on top of a target's shadow, which weigh them down. Paralyze (Flaw: Slow) [cost 1pp/rank] The Magic Fades: This spell reaches into der Schattenwelt and pulls forth some of the limitless hunger there, and direct it at an ongoing magical effect, which it consumes. Nullify (any magical effect) [cost 2pp/rank] Nightmask: This spell creates a bolt of darkness that clings to the target's eyes, blinding them. Dazzle Visual (note: Will save for secondary saves) [cost 2pp/rank] Shadow Puppets: This spells conjures either bands of darkness that wrap around and move targets, or numerous shadow-creatures that move items. Move Object [cost 2pp/rank] Option: A Damaging version can represent shadow-bands that can crush targets, or shadow creatures that can do more than just move things. Shadow Stab: This spell temporarily grants a dagger or other piercing implement the ability to pin someone to the spot by stabbing their shadow and pinning it to the ground or wall. Removing the implement frees the target's shadow, but the magic of the spell makes doing so as difficult as breaking free from any other Snare. Snare [cost 2pp/rank] Shadow Theft: This spell removes a target's shadow and places it in your hand, leaving their body a mindles husk you can command. Mind Control (PF: Mind Link; Drawback: Noticeable [target has no shadow]) [cost 2pp/rank] Soul Puppet: With this spell, the shadow mage steps into a target's shadow and merges with it, allowing her to assume control of their body. Possession [cost 3pp/rank] Shadow Touch: The caster's touch fills the target with chilling, hungry darkness from der Schattenwelt. Strike (Extra: Alternate Save [Fortitude]) [cost 2pp/rank] Schattenumhang ("Shadow-cloak"): This spell, developed (though some say rediscovered) by Thule occultists, wraps the caster in a shroud of energy from der Schattenwelt, draining the life of anyone who so much as brushes against them. Drain Constitution (Extra: Aura, Duration 2 [sustained]) [cost 4pp/rank] Terrors in the Dark: This spell instills a terrible fear of unseen things in the darkness, though they must already be in darkness to be affected. (Even if the target has Darkvision, the spell still fills them with a fear of something that even they cannot see in the dark.) Potent enough versions of the spell send the target into a catatonic state; recovery depends on how much Slow Fade you buy. Drain Charisma (Extra: Range [Ranged]; Flaw: Limited [target must be in exiting darkness]) [cost 1pp/rank] DEFENSIVE EFFECTS/SPELLS Eyes of Darkness: This spell surrounds the caster's eyes with darkness (or turns them into orbs of darkness), protecting them form light-based blindness. Sensory Shield (vision; Flaw: Limited [only vs. light-based effects]) [cost 1pp/2 ranks] Merge with Shadows: The caster of this spell becomes invisible when in darkness or shadows. Concealment 4 (all visual; Flaw: Limited [only in darkness/shadows]; PF: Close Range) [cost 5pp] Shadow Armor: Darkness coalesces around you, forming protective armor that absorbs or deflects most blows. Force Field [cost 1pp/rank] Shadow Shield: Shadows conceal you, making you harder to hit. Shield [cost 1pp/rank] Shadow Wall: This spell creates a field of solid darkness, to shield many people or to hedge in foes. Create Object [cost 2pp/rank] MOVEMENT EFFECTS/SPELLS Pass Into Shadows: This spell transports the caster to der Schattenwelt, the Shadow-World. Super-Movement 1 (dimensional [der Schattenwelt]) [cost 2pp] Shadowstep: The shadow mage can teleport from one place to another, as long as both locations have a patch of darkness or shadows big enough to conceal her. Teleport (Flaw: Medium [darkness/shadows]) [cost 1pp/rank] Shadow Portal: The caster opens a portal form one patch of darkness to another. People can travel either way through it, or fire attacks through to targets on the other side. Teleport (Extra: Portal; Flaw: Medium [darkness/shadows]) [cost 3pp/rank] Shadow Road: Similar to Shadowstep, but the caster can bring along allies. The departure and arrival points must have enough darkness or shadow to encompass the entire group. Teleport (Flaw: Medium [darkness/shadows]; PF: Progression 3 [x10 mass]) [cost 3pp + 1pp/rank] Umbral Flier: This spell creates great bat-like wings of shadow to sprout from the caster, allowing her to fly. Flight [cost 2pp/rank] Option: Some shadow mages can fly only in existing darkness/shadows, and have the Limited Flaw; cost is 1pp/rank. SENSORY EFFECTS/SPELLS Darksight: This enhancement allows a shadow mage to see normally in the dark, even darkness created by an Obscure effect (although other Obscure descriptors, such as fog or blinding light, affect you normally). Super-Senses 2 (darkvision [vision counter obscure {darkness}]) [cost 2pp] Eyes of the Shadows: The caster can send her senses outward, using any shadow or area of darkness (which must be at least as big as her head) as a "lens" through which to view the area. ESP (visual; Flaw: Medium [darkness/shadow]) [cost 1pp/rank] Option: Remove the Medium Flaw is able to see through any shadow or area of darkness, no matter how small. The Shadows Know: The caster of this spell can hear as well as see from any sufficiently large shadow or area of darkness. ESP (auditory and visual; Flaw: Medium [darkness/shadow]) [cost 2pp/rank] Shadows of the Past: This spell reveals to a shadow mage the shadows of past events. Super-Senses 4 (postcognition) [cost 4pp] Shadows of Things to Come: This spell reveals to a shadow mage the shadows of things to come. Super-Senses 4 (precognition) [cost 4pp] Shadowsight: A lesser version of Darksight, allowing a person to see twice as far in low light conditions as normal, but not in true darkness. Super-Senses 1 (low-light vision [vision counters obscure {darkness; Limited}]) [cost 1pp] True Shadowsight, v1: This potent enhancement allows a shadow mage to see normally in any Obscure effect. Super-Senses 5 (vision counter obscure [all]) [cost 5pp] True Shadowsight, v2: This version of the enhancement allows a shadow mage to be mentally aware of her surroundings, even when she cannot see them. Super-Senses 6 (acute accurate radius ranged mental sense) [cost 6pp] Voice of the Shadows: Similar to Eyes of the Shadows, except this allows the shadow mage to hear whatever is said in the area as if she herself were there. ESP (auditory; Flaw: Medium [darkness/shadow]) [cost 1pp/2 ranks] MISCELLANEOUS EFFECTS/SPELLS Body of Shadow: The caster can transform he body into pure shadow, becoming immune to most harm and able to slither across walls and ceilings. Powers/spells of light and darkness affect her normally. Alternate Form 8 (Concealment 4 [all visual; Flaw: Limited {only in darkness/shadows}; PF: Close Range], Immunity 9 [life support], Insubstantial 4 [incorporeal; affected by darkness and light effects], Super-Movement 3 [slithering, wall-crawling 2]) [cost 40pp] Me And My Shadow: This spell allows a caster to separate her shadow from herself, creating a dark, shadowy twin that has all her powers. While the power is active, the mage herself casts no shadow. Duplication, at a rank equal to your power point total (minus the cost of Duplication) divided by 15. [cost 2pp/rank]
  17. I should be around most of Friday, but Saturday and Sunday I'll be visiting family.
  18. "Focus on th' Head Cultist!," Dead Head called out as he charged towards him, "he's doin' some sorta ritual! Best we- dangit!" The revenant had charged up with his shovel ready to knock out the cultist, but a towering flesh golem interposed, and the shovel struck the patchwork's midsection. "Oh, as if burnin' bodies weren't bad enough!" he shouted at the Cultist, "y'all gotta go an' make these?" Mutt charged towards the Head Cultist from a different angle, hoping to flank him, but a second flesh golem interposed, throwing one arm up into the spirit-dog's mighty jaws of doom.
  19. "I'm game fer that, sure," he smiled, "though it might be a while 'fore I can do that. 'Till then, though, if'n ya wanna scan me while I move a separated body part 'round, I'm fine with that." Dead Head looked around the laboratory again, then back to Miss Americana. He cocked his head to one side as he studied her, absentmindedly chewing on his lower lip. "So, uh, if'n ya don't mind me askin'," he started, "what's yer story? Yer smart, yer purty, and ya can fly an' shoot beams'a light outta yer fingers. How'd that all happen?"
  20. Joan's keen reporter's eye noted that Archeville's eyes went a bit wide, and her keen reporter's sense indicated that it wasn't just a detached clinical reaction to her own issues. "Nothing more for me, frau Collier," he replied while retrieving a small spiral-bound notepad from his labcoat pocket and jotting down something, "but dere is somevon else I vould like you to see. A specialist I feel could help you as much as I can help you." He tore the sheet off the notepad and handed it to her. It had a name and two phone numbers. Joan recognized the name from a report she'd come across on some of Freedom's more unbalanced supervillains: it was Dr. Jeremy Philips, great-grandson of Howard Philips, the man who'd willed the Philips family estate to Dr. Reginald Carter so it could be used as a hospital for the treatment of the insane. "Physically, you check out fine, und dere is no sign of instability, dough I vould not completely rule out any future mutations; I vould like to see you for regular check ups at least vonce every three months. I am far more concerned mit your psychology. I do not know if de records you sent me are missing any annotations, but de lack of notes on post-traumatic psychiatric care und therapy to help accept de radical changes to your body are deeply concerning to me, und if you did have such care before, I still believe you are in need of continued therapy."
  21. ... the 30 was for Mutt's attack. The one DH attacked got 26, and if Sneak Attack does figure in, then that fails by 1 and so that first golem takes an injury.
  22. The body stopped dead in its tracks. [bg=#000000]"Oh...,"[/bg] the head intoned. [bg=#000000]"See... tha hing is..."[/bg] he began, sounding very much like a man who'd been boasting all night in a bar to his date, only to later reveal he did not truly measure up, [bg=#000000]"I used ta be able ta do that, but since Papa Ghede vacated mah head, I ain't been able ta work the mojo like I used to."[/bg] The body walked back to the table, and she noted that he did keep at least one eye on it to guide where it went, [bg=#000000]"lost a lotta mah mojo, truth be told. Ain't nearly as scary as I used t'be, can only separate one body part at a time, an' I cain't animate tha dead no more. Can still hear an' communicate with 'em, though, an' mah body restores itself quicker'n before, so it ain't a total loss. An' I got ol' Mutt there!"[/bg] The dog had been following the headless body as it returned to the table, almost tripping it, but it made it back without incident. It picked up the head, turned and sat on the exam table, and placed the head neatly back on. [bg=#000000]"Got two friends hel[/bg]pin' me re-learn tricks on how ta do all that, though, so I should be able ta do so again in not too long. 'Least, that's the plan, anyway. But, yeah, I'm fine with you scannin' me while I do what tricks I can still do," he said, nodding.
  23. "But you have been to Phantom's house," he said, brows knitting in thought. "Have you not tried going back there? Leave a note? She and her husband have not gotten back in touch with me since... that night, but I assumed it was because I such a... poor house guest," he said with a slightly nervous chuckle. "And, yes, I do have a little experience with 'mysticism,' but it is just that, little experience. Though I do hope to expand on that," he said, smiling with returned confidence, "and I hope you will agree to be a part of those studies." "'Lakes of Hali', eh?" he repeated, glancing again at the bag containing the dread tome. "Is that a location mentioned in your book? Or in other such books?"
  24. Actually, I'd meant that DH and Mutt attack in the Head Cultist from two different angles, so two different Flesh Golems interpose. And there's nothing in Interpose that says it makes the interposing person immune to damage from Sneak Attack. But GM Fiat could be used to make that the case. EDIT: Forgot to add in the +3 bonus from Dragonfly's Master Plan, but DH & Mutt hit anyway, so no difference.
  25. Retiring is easy, you just tell us you want to either Archive hir or NPC hir (and if so, which Tier NPC Slick'd be in). Killing off is also (hypothetically) easy, and I add in that qualifier because it's not actually been done here before. Just come up with a Dying Moment of Awesome for the character, and you can either do it as a Solo thread, or see if you can get some Ref to help you run it.
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