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Freedom City PBP: A How-To Guide
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Everything posted by Dr Archeville
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2 June 2010 Today is my birthday, and on this day I once again look back upon what I have done, and what I can do. I am constantly tinkering with my Gravimetric Belt, seeing just what I can do with my gravity-manipulating device. I also constantly test myself, stretching my mental abilities and figuring out novel ways to apply them to the myriad situations which I encounter. [goto=Belt]Belt[/goto] [goto=Brain]Brain[/goto] [anchor]Belt[/anchor] One of the most basic functions of the belt is the precise manipulation of gravity to permit flight. Thee same systems can warp gravity into a short-lived wormhole, allowing me to teleport from point to point. Sample Power Stunts for Gravitic Movement Array (16PP) Area Attack, v1: Damage 0 (Extra: Area [burst, Targeted] on up to 15 ranks; PF: Progression [Area] 1) {16/16PP} Area Attack, v2: Damage 0 (Extra: Area [burst, Targeted] on up to 15 ranks, Selective Attack; Flaw: Action [Full Round for Damage effect]; PF: Progression [Area] 1) {16/16PP} Area Attack, v3: Damage 0 (Extra: Area [burst, Targeted], Autofire, and Selective Attack on up to 5 ranks; PF: Progression [Area] 1) {16/16PP} A series of rapid teleports to strike several targets near-simultaneously. Gravitic Brakes: Immovable 16 In addition to flight, I can use the anti- and contrgravitiy waves to counter the 'broad' force of any impact I take. Not an enhancement to the protective force field per se, but rather a means of resisting unwanted movement (such as that from, say, a charging rhinoceros). Gravitic Plough: Immovable 8 (Extra: Unstoppable) And sometimes I want to move someone else; what a surprise it is when a big, beefy powerhouse finds they're been pushed back by a ram from a 'scrawny nerd'! Passengers: Flight 4 (100 mph / 1,000 feet per Move Action; Extras: Affects Others + Self, Area [General, 20-ft. Burst]) By widening the field of effect, I can bring others along with me. The potency/speed is greatly reduced (a mere 10% normal), but it is still enough to get several nearby innocents quickly out of immediate danger, or carry several allies into battle. Wormhole: Teleport 4 (400 feet per Move action, 1 mile per Full Action; Extras: Portal) Wormhole, Long Range: Teleport 5 (5 miles per Full Action; Extras: Portal; Flaw: Long Range only) By widening the wormhole aperture, I can create an actual portal big enough for others to go through. The other most basic function of the Gravimetic Belt is the generation of a protective force field. Physical blows are deflected downward, and most projectiles stop and fall harmlessly to the ground; energy attacks are dispersed. A linked secondary field, generating a low-level, variable amplitude force-field, offers protection against many types of exotic attacks (such as Drains and Transforms). The first alternate use for the field I developed was a cloaking field, using gravitic manipulation to warp electromagnetic energy (such as visible light and radio waves) around me. I later worked out how to use gravity manipulation to cancel out sound waves (in part by 'stiffening' the air molecules immediately around me so vibrations cannot propagate), which also lead (along with refinements of the Belt's life support field) to working out how to mask my scent. I eventually added in some psionic shielding as well, though only of the kind to conceal me from casual scans, not deep probes. The Interphase Field was next. By a combination of warping spacetime about myself and altering my own mass, I can become completely intangible, much like Dark Star, though my appearance does not take on a wraithly translucency as do most other insubstantial metahumans. I am not wholly untouchable in this form, though: I must be wary of other gravitic effects, as well as magnetic ones (which cause wild spikes in the interphase field). In time I was able to work it so I could make only part of myself intangible, such as a hand or my head, though it feels quite unsettling doing so. My most recent addition, a Shrinking Field, was based off some of my grandfather's work. Inwardly-focused gravitic fields compact me while also effectively decreasing my mass, allowing me to shrink small enough to walk between human cells. This has been a huge boon in biomedical and nanotechnological research! There is one significant drawback to these systems: they are 'touchy' and require near-constant attention. Though it does not take a great deal of my (phenomenal) mental power to do so, situations where I cannot devote that fraction to monitoring them (such as if I am stunned by a blow in combat) can result in the fields shutting off. Which would be catastrophic if it happened while I was shrunk and performing surgery inside someone! Sample Power Stunts for Gravitic Defensive Systems (36PP) Basic Gravity Alteration, Close: Gravity Control 15 (Str 75, Hvy Load 400 tons, 75-ft. radius; Extra: Selective Attack; Flaw: Range [Touch]; PF: Precise, Progression [Area] 3 [750-ft. radius], Selective, Subtle) [36/36] Basic Gravity Alteration, Far: Gravity Control 8 (Str 40, Hvy Load 3 tons, 40-ft. radius; Extras: Range [Perception], Selective Attack; PF: Precise, Progression [Area] 1 [80-ft. radius], Selective, Subtle) [36/36] My first attempts at generating a controlled, sustainable force field met with many failures -- fields that attracted projectiles towards me with increased acceleration, or which deflected them wildly -- though I still learned much from them. Pinning down speedsters or other gadgeteers with several hundred tons, or holding powerhouses helplessly in the air, is a tactic I have seen Dark Star use to great effect many times, and I can use my Belt to do the same. Dwarfstar Form: Shrinking 4 (Small; Extras: Compression, Normal Strength; PF: Normal Toughness) [21] + Linked Density 5 (total Density 9; +18 Str, Imp Toughness 4, Immovable 3, Super-Str 3) [15] [21+15=36/36PP] Str 28/+9; Attack +9, Grapple +16; Defense +9, Toughness +8 (Imp 8) w/ Labcoat, Knockback -10; 2'11" (0.89 meters), 189 lbs. (85.6 kg) An offshoot of the Shrinking Field, reducing my size but not my weight (in fact, slightly increasing my weight). Gravitic Mastery, Close Area: Move Object 8 (effective Str 40, Hvy Load 3 tons; Extras: Area [40-ft. Burst, General], Damaging, Selective Attack; Flaw: Range [Touch]; PFs: Precise, Progression [Area] 1 [80-ft. radius], Selective, Subtle) [36/36PP] Gravitic Mastery, Ranged: Move Object 5 (effective Str 25, Hvy Load 800 lbs.; Extras: Area [25-ft. Burst, General], Damaging, Range [Perception], Selective Attack; PFs: Precise, Progression [Area] 3 [250-ft. radius], Selective, Subtle) [36/36PP] Up or down, towards or away, I can tweak my Belt's Field to create and alter gravitic fields oriented in any direction. I can even make things implode! Of course, the primary drawback is that while doing so my Field is not protecting me. Gravity Alteration, Personal: Super-Strength 18 (effective Str 100, Hvy Load 12,500 tons) [36/36PP] Similar to my wide-area gravity alteration function, but focused immediately around me and only affecting the item(s) I (and the field) are in physical contact with. Great for moving bulky equipment, or grappling foes (who find their weight reduced to that of a paper doll!). Interphase Electronics Disruption: Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) + Nullify Electronics 7 (all at once; Extra: Affects Corporeal; Flaw: Range [Touch]) [22+14=36/36PP] My initial attempts at the Interphase Field had a common but very unwanted side-effect: I disrupted electrical systems whenever I passed through them. Not a desirable effect in my home! After a great deal of trial and error I was able to work out a way to become intangible without also disrupting electrical systems, but I can deactivate those safeguards in case I need to quickly shut down something. Interphase Quantum Disintegration: Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) + Corrosion 1 (Extras: Affects Corporeal [2], Aura [2], Duration 2 [4] [sustained [2]]; PF: Incurable) [22+12=34/36PP] One of my more deadly developments, and one achieved by accident (or so I hope). While working on how to prevent the electronics disrupting side effect of the Interphase Field, I found the field could (in some way I am still not entirely sure of) weaken the weak and strong nuclear forces, which are what hold atomic and subatomic particles together, weakening and eventually disintegrating whatever I passed through. On the upside, once I figure out how it does that, it will be a cornerstone for the Theory of Everything! Unshielded Power Core: Strike 15 (Extras: Area [General, 15,000-ft. {2.8 miles} Burst], Penetrating; Flaw: Action [Full]; PFs: Progression 8; Drawbacks: Full Power, Lethal) [36/36PP] Sometimes you need to blow something up, or hit a big area with a lot of power. During the Grue Invasion of 2010, I took the battle to their orbiting space fleet, getting in several good hits by disconnecting the safeties from my Gravimetric Belt and unleashing... well, a lot of energy on them. [anchor]Brain[/anchor] My mind: the most potent tool and weapon at my disposal! But how to explain it? The effects of superhuman strength or agility or endurance are all easily described, even if the exact mechanism varies; they are physical things, which most people can more easily comprehend than abstracts like thought. And it does not help that intelligence itself is a somewhat broad and poorly-defined term, with dozens of theories on the nature of it. Intelligence -- though it may be more accurate to use the broader term "a Mind" -- contains many components: acquisition, retention/memory, performance, and transfer/teaching; mathematical and logical reasoning (including abstract pattern recognition); linguistic communication and musical faculty (sensitivity to sounds, rhythms, tones, and music); spatial visualization; interpersonal intelligence (sensitivity to others' moods, feelings, temperaments and motivations, and their ability to cooperate in order to work as part of a group); intrapersonal intelligence (introspective and self-reflective capacities, intuition, understanding of self); and even kinesthetic (control of one's bodily motions and the capacity to handle objects skillfully). Most metahumans who have an "enhanced mind" typically have just a few of those components at a superhuman level (and so, in a way, are super-savants). Not me -- all aspects of my mind are enhanced. Or, rather, can be enhanced. A human brain, even a metahuman one, has its limits; a biological structure of this size and complexity can only hold so much. (I have worked on nano-scale self-replicating bioceramic structures based on neural networks which match or exceed these limits.) However, I can send my mind into a variety of mental or emotional states, yet retain awareness of the state (and am able to restore my original condition). By doing so, I can apply my mind in any way I could need or want. It takes a bit of time to 'change gears,' though, like a ballerina's kinesthetic knowledge, my ability to do so has become more efficient and effortless with practice. (Well, that is not wholly true, as I do not have complete control over my mind and its emotional states. If I did, I would not have to keep worrying about my Other self. Nor would I wake up to find I have sketched out blueprints for horrendous doomsday devices while half-asleep.) A complication: my brain looks completely normal to most scans. Of course, most non-metahuman brains look the same despite differing levels in intellect, but among metahumans, those with enhanced intellect do frequently show some physical alteration to the brain. The only difference in mine are a slightly increased number of dendrites, the branches between my neurons, but nowhere near as many as seen in Metahumans with psionic abilities. My best hypothesis is that this small change allows my brain to access some other dimension -- perhaps something like the 'astral plane' some psionics speak of -- which funnels more power into my mind. This is the main reason I have been reluctant to alter myself with mutations or cybernetics -- I do not know how they would interact with my fantastic brain. Sample Power Stunts for (Pseudonaturally) Enhanced Mind 8 (16PP) Activate Post-Hypnotic Suggestion: Mind Control 15 (Extras: Conscious; Flaws: Action [Full Round], Sense-Dependent; PF: Subtle) [16/16PP] Setting up post-hypnotic suggestions is easy enough, though time consuming. They can take days, weeks, or even months to put in place (depending on their complexity and how well it meshes with the subject's existing personality), but once in place, a simple audio or visual trigger can set it off. I prefer to use trigger phrases rather than trigger words, or video clips rather than images; the longer the trigger, the smaller the chance of it being set off prematurely. Analytical Foresight: Super-Senses 5 (Acute Precognition; Drawbacks: Action 3 [Full Round]) + Enhanced Intelligence 8 (to 32/+11; Flaw: Limited to predicting the future) + Enhanced Wisdom 8 (to 28/+9; Flaw: Limited to predicting the future) [2+4+4 = 10/16PP] My perception and deductive faculties can be focused so precisely that they border on the precognitive. People's routines and predilections can be analyzed, though the more long-term their plans are, the harder it is for me to make accurate predictions. re: Marvel's Leader, Mad Thinker Calculating Angles & Vectors, v2: Damage 0 (Extras: Area [burst, Targeted] and Selective Attack for up to 8 ranks) {16/16} Analyzing the weak points of a group, how they move and react to their targets and each other, I can predict where they will move and make sure to place a flurry of strikes in the appropriate locations. Bad Trip: Super-Senses 15 (Aura Reading [Ranged Detect Mood {mental}, Ranged Defect Physical Condition {mental}, Psychic Awareness], True Sight [Vision Counters Concealment, Counters Illusion, Counters Obscure {all}, Detect Hidden]) [15/16PP] I have partaken of certain recreational drugs in the past, mostly during my college days. (I did not spend all my time studying, I did party some!) A few times, I saw the most peculiar things, as if the truths of the world had been unveiled before me. OOC Note: LSD and secret magical/pseudonatural heritage are a bad combination. Debating a Vastly Superior Intellect: Mind Control 15 (Extras: Conscious; Flaws: Action [Full Round], Hearing-Dependent; PF: Subtle; Drawbacks: Action 2 [5 Minutes]) [14/16PP] When I put my mind to it, I can talk most anyone into doing most anything. Again, not psionic power, merely a great deal of applied psychological knowledge, a great deal of social manipulation, like what victims of Stockholm Syndrome experienced. Which, yes, does make this sound like evil and selfish ability (and it is one I use very sparingly), but if it ends a hostage situation without anyone getting hurt, so much the better. re: Lex Luthor in Superman: Red Son (though one use was more a Visual-Dependent Triggered Stun) Deductive Observation: Enhanced Wisdom 12 (to 32/+11) + Mind Reading 15 (Extra: Insidious; Flaws: Action [Full Round], Limited [Must Carefully & Closely {within 30 feet} Observe Subject And Their Facial Expressions], Limited [surface Thoughts]; PF: Subtle; Drawback: Action 2 [5 Minutes]) [12+4=16/16PP] My mental abilities do not include telepathy, but I can often figure out what people are thinking -- even without directly interacting with them -- through a combination of careful observation and my vast psychological knowledge. Deductive Reasoning: Super-Senses 6 (Acute Analytical Postcognition; Drawbacks: Action 3 [Full Round]) + Enhanced Intelligence 8 (to 32/+11; Flaw: Limited to postcognition/piecing together what happened) + Enhanced Wisdom 8 (to 28/+9; Flaw: Limited to postcognition/piecing together what happened) [3+4+4=11/16PP] My perceptive powers and skill with criminalistics, criminal psychology, and deduction give me quite the faculty for reconstructing crime scenes. I do need to be at the crime scene, or in the presence of a person or significant object involved with the crime, to do so -- I cannot make bricks without clay. re: Sherlock Holmes Explosively Overclocking My Brain: Enhanced Intelligence 26 (to 50 [+20]; Extras: Linked [Quickness]; Flaws: Side-Effect) [13PP] + Quickness 9 ( to Quickness 15 [x100,000]; Extra: Linked [Enhanced Intelligence]; Flaws: Limited [Mental Tasks], Side-Effect) [3PP] [13+3=16/16PP] Side-Effect: Confuse 10 + Damage 10 (Extra: Alternate Save [Will]) [30PP] Most athletes strain their bodies to new heights, and Many metahumans do the same with their powers, pushing themselves to the point of self-harm. I can do the same with my fantastic brain, with equally unpleasant side-effects. This state also makes it more difficult to work with others -- at this level of cognition, conventional languages are imprecise and unwieldy for my needs. Glib Linguist: Comprehend 3 (Languages 3 [Read/Write/Speak/Understand All Languages]) [6PP] & Enhanced Charisma 10 (to 20 [+5]) [10PP] [6+10=16/16PP] I can communicate best when I do not need to think about it, i.e., when speaking in a language I already know backwards and forwards. While I can, with some practice and preparation, communicate in almost any language, doing so requires me to apportion a considerable amount of my brainpower to doing so. This is fine if I am trying to disarm a foreign explosive device, less so if trying to win over a potential investor. But, as always, I figure out a way to split my mind between real-time translation and all the tricks I know to make friends and influence people. "He's Probably At...": Telelocation 7 (200 miles; Extra: Insidious; PF: Subtle) + Enhanced Quickness 3 (x10; Flaw: Limited [one task {extended searches}]) [15+1=16/16PP] Note: requires 10 mins with existing Quickness 6 [total 9], or 1 min with Quickness 9 [total 12]. People follow patterns and routines, and a knowledge of these allow me to predict where a person might be at any given moment. Of course, by the time I get to where I calculate they would be, they may have moved on. Hitting the Weak Spot for Massive Damage, Melee: Strike 15 (PF: Accurate) {16/16} Hitting the Weak Spot for Massive Damage, Ranged: Blast 15 (Flaw: Action [Full Round]; PF: Accurate) {16/16} +10 Attack, Damage 15 (17 w/ Sneak Attack) = PL 14; descriptor is "whatever weapon is in hand" +8 Att/Dam 16 (18) = PL 13. +12 Att/Dam 14 (16) = PL 14. +14 Att/Dam 13 (15) = PL 15. +16 Att/Dam 12 (14) = PL 15. All structures have weak spots, and I can often exploit them. Ranged versions take slightly longer to calculate, due to the increased number of variables between the target and myself. Hitting the Weak Spot for Massive Damage, V2, Melee: Enhanced Strike 14 (PF: Variable Descriptor 2 [any]) {16/16} Hitting the Weak Spot for Massive Damage, V2, Ranged: Enhanced Blast 7 (PF: Variable Descriptor 2 [any]) {16/16} (A souped-up version of Power Attack -- rather than using his Enhanced Mind to hit more accurately [increased Attack], he's using it to hit more any vital/weak spots more precisely [as if trading Attack for Damage].) Hyper-Awareness: Enhanced Skills 28 (Notice +12 [17r {+22} total], Search 16 [16r {+23} total]) + Super-Senses 9 (accurate for normal hearing, acute for normal olfactory; detect concealed weapons [visual; Extra: analytical], detect weakness [visual; Extra: analytical], detect physical condition [visual; Extra: analytical]) [7+9=16/16PP] People rely largely on their vision to sense their environment, but sounds and smells can carry just as much, if not more, information. I have trained myself so that, with a moment's preparation, my auditory and olfactory senses are used as equally as my vision, and I take in everything, no matter how small or seemingly irrelevant. This increased sensory input, coupled with my super-fast processing and analyzing, allows me to diagnose their general health, detect any weaknesses or vulnerabilities a target may have, and detect if they are concealing any weapons on their person. "Let's Talk": Enhanced Charisma 12 (to 22/+6) + Mind Reading 15 (Extra: Insidious; Flaws: Action [Full Round], Limited [Must Converse with Subject], Limited [surface Thoughts]; PF: Subtle; Drawback: Action 2 [5 Minutes]) [12+4=16/16PP] "Suave, sophisticated, and scintillating" is a phrase I have heard used to describe me, particularly when I use my personal magnetism to pry secrets out of others without them even knowing about it. All I need do is talk to the subject for a few minutes, and I can learn many things they might not otherwise divulge. Logic Bomb v1: Confuse 15 (Extra: Range [Perception]; Flaw: Sense-Dependent [Hearing]; PF: Incurable) [16/16PP] Logic Bomb v2: Stun 15 (Extra: Range 2 [Perception]; Flaw: Action [Full], Limited [Daze only], Sense-Dependent [Hearing]; PF: Subtle) [16/16PP] Swap Hearing-Dependent for Sight-Dependent as needed. Just as I can talk most people into doing anything, I can also set up 'logic bombs' inside someone's mind that shorts out certain cognitive functions. This is a gamble, though, as the final effects are hard even for me to predict. Alternatively, I can attempt a full-scale temporary shut down of their conscious mind. OOC Note: Part of the descriptor for this is also "unconsciously flooding the target's mind with preternatural energies/sensations". Pseudonatural Rage: Enhanced Feats 8 (Attack Focus [Melee] 3, Rage 5 [+10 Str, +5 Fort & Will, -2 Defense; lasts 10 rounds]) + Protection 8. [8+8=16/16PP] Melee attack +11, +5 damage unarmed (+7 w/ sneak attack), Defense 16, Toughness 12 [imp 4] w/ Labcoat. In my early teen years, I had a lot of anger issues. At times, I even went into a berserk fury! But with the wisdom of age (and antipsychotic meds), those are long past... I hope. although, if I could harness it... Rapid Reprogramming v1: Power Control 15 (Extras: Conscious, Effortless; Flaws: Limited [technological powers only], Range 2 [Touch]) [15/16PP] Even if stripped of my gear, I can still put up a good fight against battlesuits or cyborgs, provided I can reach their gear. I can do a lot by inserting an on-the-fly coded virus, or simply accessing their external controls. Rapid Reprogramming v2 / Wire Pulling v1: Nullify 15 (all effects of a technological descriptor at once; Flaw: Range [Touch]; PF: Selective) [16/16PP] Rapid Reprogramming v3 / Wire Pulling v2: Nullify 7 (all effects of a technological descriptor at once; Extra: Duration [Concentration]; Flaw: Range [Touch]; PF: Selective) [15/16PP] Or I can reprogram it to lock them out of their systems. Or just start yanking wires and hope for the best! A Series of Unfortunate Events: Blast 10 (Flaw: Action [Full Round]; PFs: Indirect 3, Subtle, Variable Effect 2). [16/16PP] Alternatively, Snare, with the same rank and modifiers. I have always had a soft spot in my heart for Rube Goldberg's contraptions. I can do one better, though, in that I can use whatever is around me to set off something which may knock out or ensnare someone. re: Fringe, season 3, episode 3 ("The Plateau") My mind woks fast -- remarkably fast! Though it is not just that I can think fast -- I can also hold multiple trains of thought simultaneously. Which is quite a useful trait when I am working on inventing some new bit of technology, as I can work on multiple systems in my head simultaneously. Sample Power Stunts for Mental Quickness 6 (3PP) Bullet Time, Defensive v1: Enhanced Feats 3 (Defensive Roll, Dodge Focus 2) Without Belt/Force Field, but with Lab Coat, Defense is +10 (+4 flat-footed), Toughness +6 (+4 flat-footed) = PL 8 Bullet Time, Defensive v2: Enhanced Feats 3 (Defensive Roll 3) Without Belt/Force Field, but with Lab Coat, Defense is +8 (+4 flat-footed), Toughness +10 (+4 flat-footed) = PL 9 My mind cannot go as fast as my body, but with a bit of preparation, I can dodge or roll with most attacks. Bullet Time, Offensive: Enhanced Feats 3 (Attack Focus [ranged] 3) Ranged attack +11, or +16 if also using Calculating Angles & Vectors. Taking a few moments -- relatively speaking, that is -- to aim can make all the difference. Lightning Calculator: Super-Senses 3 (direction sense, distance sense, time sense) Calculating trajectories and parabolic arcs are child's play! Time can easily be determined by observing the angles of sunlight (presuming I know where I am). Speed Reader: Quickness 9 (x1,000; Flaw: Only for reading [can possibly use this setting to Take 20 on Knowledge checks in 3.6 seconds/1 Action]) Sometimes I must absorb a great deal of information very quickly, faster than I normally do. With effort and extreme concentration, I can boost my data extraction & comprehension rates tenfold. Parts of this post were inspired by/stolen from Understand, a novelette by Ted Chiang.
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... but the Exchange Rates are Murder! [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
Surprise round, actually, and DH is letting Midnight take the lead. -
Technically, no, you'd still need a Standard Action to manipulate an object. And the Power Dampers (the prototype ones, at least) were going to be presented to her after dinner at the Castle ;)
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He can use that to detect exactly how far they are from him (and that they are the critters he fought, not some other preternatural critter), but it won't let him see them or what they're doing, or where they are. I.e., he can tell one is 3 miles east, but not if it's hovering over the ocean or playing volleyball on the beach; he could tell one is 5 miles south, but not if it's terrorizing people in the streets or sneaking into a movie theater. If you want to actually see them, see what they're doing and what's around them, you'd need some sort of ESP effect, and do an extended search. Is that what you wanted, or just the radar-like 'ping'?
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Characters Name: Chevalier ("the Knight") Power Level: 15 (250/250PP) Trade-Offs: -1 Defense / +1 Toughness Unspent PP: 0 In Brief: Scourge of the Supernatural! Defender of the Innocent! Alternate Identities: Jean-Louis Baudet Identity: Secret Birthplace: Marseille, France Occupation: Many and Varied; supernatural hunter Affiliations: None Family: Amelie (sister, whereabouts unknown) Age: 39 (DoB: July 1971) Apparent Age: N/A Gender: Male Ethnicity: French Height: 6'2" (1.88 meters) in armor Weight: 225 lbs. (102.06 kg) in armor Hair: None Eyes: Unknown; concealed by lenses [floatr][/floatr] Description: Chevalier's powered armor has an electric blue framework, and golden helmet, pauldrons, breastplate, belt/trunks, gauntlets, and boots. Panels on the hands, arms, and body reveal the presence of various weapons, and the ports in the soles of its boots and along the back are obviously jets. He sometimes wears a scarlet hooded cloak over it all. History: Born in Marseilles, France, Jean-Louis Baudet took to the responsibilities of parenthood at an early age, when his parents died in a boating accident, leaving the 17 year old alone to care for his decade-younger sister. Trust funds and a few investments alleviated some of their financial worries for the first year or so, but Jean-Louis needed work, so he took odd jobs here and there. He always made sure to keep little Amelie's spirits up, and never let her in on just how close they came to losing everything (which was often). This all came to a horrific end one chill night in October 1998, when an evil sorcerer broke into their home and attacked. The mystic babbled and ranted, but not anything Jean-Louis could understand for a motive, but he knew he was a threat, so he fought back with all his might. But he was no match for the vile sorcerer's mystical might, and he fell to the blasts, his sister's screams of terror the last sound he heard. Or so he thought. He awoke days later in a hospital, rescued by police and a few low-level superheroes responding to the call. There was no sign of his sister, but Jean-Louis knew she was still alive, somewhere. He began his own search, redoubling his efforts when the police called it off after several months. In his searches, he found and fought many minor supernatural menaces (other evil sorcerers, minor demonlings, werewolves, vampires, and so on), aided by the web of contacts (and the unusual equipment they provided him) which he had made in his many years doing all sorts of odd jobs. Many times he came close to meeting his own end, the worst being the time he tangled with a pyromaniac summoner and his fire elementals. Though Jean-Louis stopped them, the massive burns and the damage to his lungs he sustained seemed to put a end to his battle. Instead, it merely strengthened his resolve, and he and his allies fashioned a wearable life support unit upon which armor and weapons and other systems could be attached. Inspired by the armored forms of Roland and Charlemagne's paladins, Jean-Louis took the name Chevalier ("the Knight"). Following leads the the sorcerer had fled to Freedom City, and with a young woman whose description matches that of his sister, Chevalier has come to America. And just in time, for the streets of Freedom are flooding with the undead. Personality & Motivation: Chevalier affects a standoffish attitude most of the time and has a strong fatalistic streak. He tends to assume the worst-case scenario, believing this keeps him from having to deal with unpleasant surprises; if anything good or lucky happens around him, he's likely to sigh and mutter that it won't last. Some may think he does this intentionally, or at least exaggerates his own fatalism, to avoid others getting close to him. Chevalier cannot live for long outside of the suit, and never removes any part of it. He declines all offers to heal him; he will not take the time to do so, and he uses the near-constant pain as a driving force, to make sure no one else suffers as he has at the hands of supernatural evil. Quote: "No further, foul creatures! This city is under my protection, and you have made a grave error coming here." Powers and Tactics: Chevalier's advanced suit of powered armor incorporates many of the standard battlesuit features: durable plating enhanced by a force field, strength enhancements, life support, flight systems (jets in the boots and back), and a suite of advanced sensors and communicators. Tiny cameras studded all over the armor allow him to see in all directions about him, and radar and sonar systems allow him to pinpoint beings invisible to technological visual sensors (like some vampires). It is also equipped with all manner of anti-supernatural weaponry, such as a powerful flamethrower and UV lights, projectiles of assorted materials (iron, silver, wood), and retractable plates and spikes of those materials over his fists, knees, and other striking surfaces, as well as an assortment of conventional (though potent) energy blasters, including freeze rays and sonic cannons. Psionic scramblers in the helmet protect him from mind control, and has helped against enchantresses who attempted to show him his heart's desire, but failed when they could not read his mind. One notable flaw in the armor's design is that the reinforcing force field cannot withstand sustained fire, losing effectiveness over time until shut down and recalibrated/recharged. Chevalier's primary assets in most crisis situations are his discipline, common sense, and experience. He works well in a team (though he does not like doing so), and knows how to utilize his tactical resources to best advantage. If he gets the opportunity, he reads up in his extensive files about any target he expects to encounter. Whenever possible, e stakes out the high ground in a battle, deploying himself and any other fliers to corral and pin down opponents with fire from above. Abilities: 4 + 2 + 0 + 14 + 8 + 0 = 28PP Strength: 34/14 (+12/+2) Dexterity: 12 (+1) Constitution: 24/10 (+7/+0) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 18 + 16 = 34PP Initiative: +7 Attack: +9 (ranged), +15 (Blast or melee); +9 out of armor Grapple: +19, +34 in Armor w/ Enhanced Str; +13 out of Armor Damage: +2 (unarmed), +3 (claws/fangs), +12 (enhanced Str punch), +13 (enhanced Str claw), +13 (Blast); +2 more w/ Sneak Attack Defense: +12 (+8 Base, +4 Shield), +4 Flat-Footed Knockback: -15/-8/-1 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +16 (Imp 14 [Fades]); +2 without Armor (+0 Con, +2 Protection from Deep One form; +7 Con and +7 Protection from Armor [imp 14, Fades]) Fortitude: +4/+11 (+0 Con, +4; +7 more Con from Armor) Reflex: +6 (+1 Dex, +5) Will: +8 (+4 Wis, +4); Immunity (half) to mental effects in Armor Skills: 140R = 35PP Bluff 10 (+10) Computers 14 (+21, +27 at HQ)* Craft (Chemical) 14 (+21, +27 at HQ)** Craft (Electronic) 14 (+21, +27 at HQ)** Craft (Mechanical) 14 (+21, +27 at HQ)** Craft (Artistic or Structural) 0 (+7, +13 at HQ) Disable Device 14 (+21, +27 at HQ)* Disguise 0 (+0; +30 w/ Morph) Gather Information 5 (+5, +11 at HQ) Knowledge (Earth Sciences) 7 (+14, +20 at HQ) Knowledge (Life Sciences) 7 (+14, +20 at HQ)* Knowledge (Physical Sciences) 7 (+14, +20 at HQ)* Knowledge (Technology) 14 (+21, +27 at HQ)* Knowledge (Any Other) 0 (+7, +13 at HQ) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 4 (+8, +14 at HQ) Notice 5 (+9, +15 at HQ) Search 0 (+7, +13 at HQ) Sense Motive 5 (+9) * = Skill Mastery ** = Skill Mastery and Second Chance Feats: 21PP Beginner's Luck Benefit 5 (Access to ArcheTech, Access to the Freedom League, Wealth 3 [Filthy Rich]) Eidetic Memory Environmental Adaptation (Aquatic) Improvised Tools Inventor Jack-of-All-Trades Master Plan Online Research Quick Draw Second Chance 3 (Craft [Chemical, Electronic, Mechanical] checks) Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology]) Sneak Attack Speed of Thought Powers: 96 + 6 + 4 + 2 + 3 + 2 + 2 + 4 + 2 = 123PP Device 24 (Armor; 120 points, Hard to Lose) [96PP] Communication 5 (radio, 5 mile radius; PF: Subtle) [6PP] Enhanced Constitution 14 (to 24/+7) [14PP] Enhanced Feats 10 (combat computer; Accurate Attack, All-Out Attack, Attack Focus [Melee] 6, Improved Aim, Power Attack) [10PP] Immunity 16 (disease, heat [environmental], mental effects, poison, radiation [environmental], suffocation 1, vacuum; Flaw: Limited [1/2 effect] on disease, mental effects, and poison) [10PP] Combined with his own Immunities, he has full Life Support. Movement Systems 5 (10pp; PF: Alternate Power) [11PP] BE: Flight 5 (250 MPH / 2,500 feet per round) [10/10PP] AP: Teleport 3 (300 feet / 1,000 feet; PFs: Change Direction, Change Velocity, Subtle, Turnabout) [10/10] Protection 7 [7PP] Super-Senses 13 (Radius for All Vision, Infravision, Radar [Accurate Radio sense], Sonar [Accurate Ultrasonic Hearing], Special 2 [negates "dazzled in daylight" drawback), Tine Sense, Ultravision) [13PP] Variable Defense Field 5.5 (11 points; PF: 1 Alternate Power) [12PP] BE: Impervious Toughness 14 (note: Sustained Active effect; Flaw: Ablative/Fades) and Shield 4 [7+4=11/11] AP: Concealment 10 (all senses; Flaw: Blending; PF: Close Range) [11/11] Weapons Systems 15 (30 points; PFs: Affects Insubstantial 2, Incurable, Variable Descriptor 2 [any technological], 2 Alternate Powers) [37PP] BE: Blast 13 (PFs: Accurate 3, Split Attack) [30/30] AP: Enhanced Strength 20 (to 34/+12) and Super-Strength 5 (with own Super-Str 2, effective Str 69) [20+10=30/30] AP: Strike 15 (cone of variable death; Extra: Area [General, 150-ft. Cone]) [30/30] 6+14+10+10+11+7+13+12+37 = 120/120PP Immunity 7 (aging, cold [environmental], disease, poison, pressure, sleep, suffocation 1 [drowning]; Flaws: Limited [1/2 Effect] for Disease and Poison) [6PP] Morph 6 (one form [Doktor Archeville], +30 Disguise; PF: Metamorph [to Doktor Archeville]; Drawback: Action 3 [Full Round]) [4PP] Protection 2 (scaly skin) [2PP] Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Strike 1 (clawed hands & feet, sharp teeth; PF: Mighty) [2PP] Super-Senses 2 (darkvision) [2PP] Super-Strength 2 (effective Str 24) [4PP] Swimming 2 (5 mph / 50 ft per Move action) [2PP] Drawbacks: -2PP Disabled (dazzled [-1 on attack rolls and Notice and Search checks] in daylight; minor, common; -2 points) DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 17/27 Toughness Damage Claws/Fangs Melee DC 18/28 Toughness Damage Blast Ranged DC 28 Toughness Damage +2 more to DC from Sneak Attack Cone Strike Area DC 25 Reflex DC 30/22 Toughness Damage Abilities (28) + Combat (34) + Saving Throws (13) + Skills (35) + Feats (21) + Powers (123) - Drawbacks (2) = 250/250 Power Points (0 left) :arrow: So, yeah, this is Evil!Doktor Archeville, unleashed in all his :twisted: glory. :arrow: His transformation owes as much to Batman Beyond: Return of the Joker as it does to Lovecraft's Deep Ones. His color scheme is in fact a flip of Joker's -- black skin, red hair, green lips, wearing predominantly gold and blue. :arrow: Perhaps he could show up in some Vignettes, blasting away undead nasties with his lance-flammes (flamethrower)
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Ariel & Caliban (PL12 NPCs, Tier 1)
Dr Archeville replied to trollthumper's topic in Non-Player Characters
Fluff look good. Numbers add up. (And I fixed a few minor formatting errors.) :approved: -
Representative Aaron Walsh (PL8 NPC, Tier 2)
Dr Archeville replied to Avenger Assembled's topic in Non-Player Characters
Bureaucracy-Man! Fluff's good, numbers add up. :approved: -
:twisted: Fluff's good, numbers add up. :approved:
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Archived at player request.
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... but the Exchange Rates are Murder! [IC]
Dr Archeville replied to Dr Archeville's topic in North Bay
Dead Head take a cue from Midnight and assists in snuffing out the candles with his dead, waterlogged fingers. Trevor was really glad he had a gas mask. Creeping forward, the corridor makes a sharp turn to the left after about fort feet, leading straight into a small (roughly 15x15) chamber serving as a guard post. Two figures, one in black robes and one in red, were conversing quietly; the black robed one sat cross-legged on the cavern floor while the other leaned against a wall. Against the far wall, facing out, were three pale figures, wearing tattered clothes (one in a jogging outfit, two in decent suits). Their eyes glowed with a faint red light; the room itslef was illuminated by several lit candles and two large torches set into the walls. They did not appear to see Trevor. -
No, Dok did not mean to snub anyone; I will be editing my last post.
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"Ah, I do indeed know of your grandfazher, frau Parker," Archeville replied to Jessica, "dough I haff not yet had de pleasure of meeting mit him. ArcheTech is involved in some government vork -- American und ozhers -- mostly legacy projects from de ozher companies it vas built from, such as Darts, Inc. I do believe Dawes und I haff even bid on a few of de same projekts, mostly communications equipment. Vill he be joining us today?" He glanced over at other attendees, ones he had not yet greeted, and gave Jessica a slight bow. "Do excuse me; de duties of a host are never done!" The Doktor resumed moving about, now towards Dr. Volk and her bodyguard/guest/project, Victory. Along the way, he 'accidentally' bumped into Professors Fried and Quill, interrupting the droning Liebniz and giving the two a chance to escape. "Hello, Doctor Volk -- so good to see you again," Archeville greeted her warmly, especially in such improved conditions! Haff dings at AEGIS gotten back to normal since I vas last dere?" He turned and offered his hand to the cyborg next to her, "hello, welcome! If I had known you vere coming, I vould haff reserved a larger space for us!"
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A Doktor Who Makes House Calls?! [IC] [Closed]
Dr Archeville replied to Dr Archeville's topic in North Bay
Wander did recall that when she knocked down the two creatures to the road, they bubbled and hissed as if contact with it was anathema to them. Maybe it really would be that easy! "Vhat vere sey doing when you encountered sem?," Archeville asked while still fiddling with his techno-wand. His tone was much less snappy, "did sey appear intelligent, or were sey mindlessly attacking, as beasts? Did sey make any attempt at communication, mit you or with each other?" "As for tracking, vell... mitout knowing more about dese things, de best I can do is track flying, man-sized beings." Archeville gave them both a "and we know how little that would narrow things down in this city" look. "Vhich I vill do, und start eliminating de signals from known fliers until I pick up only de unidentified ones. But..." He looked back at the be-tentacled hero, "you said you are familiar mit dese types of things, ud mit 'magic'. Do you haff any sort of... like.. 'detect magic' spell?"- 121 replies
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That does indeed hit. Toughness save (DC 34); includes -1 from Bruise (1d20+7=11) Fails by 23, he's out cold! You've got another move action, and... well, I was going to say "don't forget you can use extra Effort to surge and get another standard action," but that'd set off her "Terminus Energy Generator" complication, wouldn't it? :twisted:
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A Doktor Who Makes House Calls?! [IC] [Closed]
Dr Archeville replied to Dr Archeville's topic in North Bay
"Sey could get to panic rooms specifically designed to protect people from out-of-control beasts," he snapped back, "or to de teleporters dat could get sem out of de city. Und vhile sey did dat, de protocols in place specifically for dealing with out-of-control nasties or uncontrolled metahumans -- like de robotic drones und de trained security guards equipped mit an assortment of advanced equipment -- vould start attempting to contain or destroy sem. Sey vould probably haff found it harder to burst out of ArcheTech's force field-enhanced bulletproof vindows dan de vindow of dis library," he tossed the book at Kid Cthulhu, looking back and forth between them, "und I vould not haff to vaste time explaining all dat!" As Archeville paced and gesticulated, the unusual layout of the room cast odd patterns of shadows on him. Surely that's all it was, right? His skin wasn't really shifting, just a trick of the light; when he'd paused in a shaft of moonlight, he looked completely normal. The Doktor huffed as he drew out his Electromagnetic Screwdriver and began adjusting its controls, muttering something about encrypted channels and city-wide sensor sweeps.- 121 replies
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The following takes place on October 23rd, 4:32 PM, in the Southside. Names have not been changed to protect the innocent. They're superheroes, they can deal with it. The street was a warzone. Broken bits of masonry and even a few burning cars were littered up and down a five-block distance, all down a single street. Ironclad had heard the emergency ‘all officer’s’ call over her suit’s systems not five minutes ago – and the call had been immediately countered in favor of calling in the STAR squad, the city’s official response to when superpowers ran literally riot. Ironclad had mobilized faster than anyone though, and now hovered over the scene, a very unofficial response. But even she was taken aback by the sheet scope of destruction here. What could cause so much mayhem in such a short time? Her answer came by way of a Buick, aimed straight at her and tossed from street level. She tried to dodge, but the heavy mass of steel smashed her out of the sky and Ironclad plummeted out of the sky, impacting on the street and leaving the read surface even more cracked and broken. Ironclad picked herself up from her crater, sensors already scanning for a threat. There was only one other thing moving on the street and it was coming straight for her. The heroine raised her armored head and saw a man, walking down the middle of the street with a stiff gait. He was shot, and hugely muscled – grotesquely so, in face. His muscles were enormous, with thick veins that pulsed with every little movement. It was a disgusting parody of human musculature, pumped up to eleven. Almost lost against all that were three white patches, on both biceps and on his neck. Ironclad climbed to her feet and set herself. “Max,†she said, speaking loudly. “You’re on three patches of that junk. Man, your body must be burning up right now, huh?†The big man smiled at her, there was a shimmer in the air, and suddenly he was right in front of her. He gripped her by the neck and lifted Ironclad easily. “I spiced it up,†he said, grinning. “A bit of Zoom, just to put a kick in it.†Ironclad grunted, kicking her feet in the air, clutching at the big man’s arm, and his smile grew. “My name’s Cass, and I’m gonna choke the life out of you.†The heroine balled both hands into fists and put them against the druggie’s chest. “Stand in line,†she hissed. She fired both wrist blasters at once; she was ready for the blast and counteracted with her flight systems, but Cass had no idea it was coming and ended up flying all the way to the other end of the street. Ironclad covered for a moment, letting the big man get to his feet, and then she charged. She accelerated to better than highway speeds in half a second, and when she reached him she was going even faster. Somehow though, Cass was even faster. Just before she impacted, he grabbed her and swung her into a building, using the heroine’s own momentum to drive her deep. She crashed through brick and wood and plaster, and lay in the impact crater, unmoving. Cass picked his way through the debris slowly, obviously relishing having the heroine at his mercy. Ironclad waited until just the right moment, and then fired a shot from each blast hitting two precise spots on the ceiling. The structure had been weakened by the heroine’s ballistic journey through it, and now the whole front of the building slid down in a massive wave of brick and timber, burying Cass. Ironclad relaxed in her crater, breathing in quick gasps – but when the rubble shifted, she stopped breathing entirely. The debris parted in a loud slide and the big man stood, a little worse for wear but steady on his feet. He freed himself from the last of the rubble and took a step towards the heroine – and then paused, the wide grin fading to an odd, distant look, like he was listening to a song only he could hear. He took a few short, gasping breaths, clutching at his over-muscled chest, and then simply fell over. Ironclad stood slowly and advanced on the ganger. She kneeled at his side and felt for a pulse, not surprised when she didn’t find one. “Winners don’t do drugs,†she said, “because drugs make your heart explode.†She walked clear of the ruined building, already calling emergency services, but she stopped old when she saw that a dozen or more mean dressed, in jeans and leather jackets and not much else. The charged up her wrist blasters and hovered a few inches off the ground. “If this is Round Two,†she said to the new group,â€let’s get this done.†The tension stretched between the two sides, until one of the gangers stepped forward. He was a black man, tall and thin. In addition to the jacket and jeans, he wore a tattered top hat and his face had an inverted cross painted over his lips, nose, and cheekbones in white facepaint. He touched a finger to the brim of the hat and spoke respectfully to the heroine. “Los Diablos Rojos thank you for your service in destroying Il Diavoli Neri’s enforcer. If you should ever want a good time,†he smirked, “just drop us a line.†With his speech concluded, the hated man spun and walked down the street, turning a corner and disappearing. In ones and twos, the other gang members pulled their own vanishing acts, until Ironclad was along on the street. The heroine checked all her sensors, slowly powering down her weapon systems and lowering herself to the ground. She was alone on the street, but she nerves were still jangling. After a moment she asked the empty lane, “Does anyone want to explain what just happened here?â€
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"You know, I have not seen either The Incredibles or Sky High. Heard a lot about them, but never actually watched. Of course, when I do watch a movie," he continued as he claimed a spot on the couch, "I am either working on something -- two or three somethings, more likely -- or watching them at an accelerated rate. I am sure you," he gestured towards Dynamo, "have done something similar before, yes?" Yeah, Archeville was a lot more casual than usual. Heck, this was the first time he'd ever shown even an inclination to hang out with the team, much less stay for movies and popcorn! "Oh, and Vince," he looked up towards the ceiling, "let us view the movies as they are, without alteration, okay? I am still cleaning my copy of Casablanca." He looked back at the others, "he had Godzilla playing the Peter Lorre role."
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A Doktor Who Makes House Calls?! [IC] [Closed]
Dr Archeville replied to Dr Archeville's topic in North Bay
"It vould seem you are de only one who can," Archeville replied, trying to sound supportive. "You are de only one here experienced mit dese sorts of things, and who knows vhat sey are going to do out dere if ve do not stop sem. At de very least," he held the tome out to the be-tentacled hero, "you seem familiar mit dis book, und could find someding in it to figure out vhat sey are, what sey vant, and how ve can destroy sem or send sem back." The Doktor glanced over a his little black bag, his scattered instruments, then to Erin. "If I had had any idea someding like dis could haff happened, I vould haff never come here in de fist place, and insisted sey come to von of my facilities!"- 121 replies
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Archeville shook the spots from his eyes again, then opened the controls for his Gravimetric Belt. Only mildly hindered by his resin-covered hands, he was able to adjust the force field for two new functions: to use gravitic waves to distort incoming intense bursts of light (such as those from a blinding flash), and to expand in the presence of physical contact (be it from bonds or grapplers) in such a way that the offending substance could not get a grip. As soon as it was set, the field flickered off, then back on at a micron-thin layer atop his skin, expanding outward and sloughing off Binder's resin, freeing him from the entanglement. The Doktor turned to his bound Staff, and went to and touched each on reassuringly, "" He turned back to the door, remembering which way Binder banked as he flew out, and remembering his words. Plans began to form, as he went over the mental images he had of his foes, of all their weak spots and vulnerable areas, and how best to exploit them. The Castle's defenses, temporarily unable to track Blackstar and Radium due to the radiation pulse the latter had emitted screwing with the sensors, switched to another target. Slick held a piece of Archeville's personal technology, which labeled him a prime target. Fast as the speedster was, the targeting routines were faster and better, and the young friction manipulator ran face-first into an energy blast, flipping head over heels before crashing to a stop on his back.
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Cyclone lets our more pained yelps, and remains fairly limp, but the murmurs Fulcrum hears indicate he's not been rendered unconscious. Looking around the stunning countryside, she senses no other troubles... but what of the Castle? What are the other five members of Wissenschafts-Geschwader, the Science Squad, doing in Scholss Wissenschaft... and was her date/host alright? The other five members were quite busy. Slick, still holding onto Archeville's Electromagnetic Screwdriver,r aced around the Castle, keeping an eye out and remaining in radio contact with the others. Binder jetted to the 4th floor laboratories, and, seeing that Slick and Thunderbolt had already KO'd the staff, began downloading files. Thunderbolt materialized in those labs, but Binder ordered him down to the Castle's power cores, which he did after some grousing. Radium leaped down the hole he and Blackstar had made in the courtyard, entering the hangar below, and set off a radiation pulse to take out the few staff and guards who had not fled; Blackstar followed him down, and began searching among the computer systems for something...
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20 -- Blackstar -- Bruised 18 -- Fulcrum -- Unharmed -- 3 HP 16 -- Slick -- Unharmed 14A -- Binder -- bruised, stunned, fatigued 14B -- Dok -- Unharmed, blind, Entangled (Snare 12) -- 3 HPs (will be fatigued at beginning of action next round) 11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned 4 -- Thunderbolt -- Bruised x2, -1 Con 4 -- Radium -- Unharmed Slick Runs around, keeping an eye on things. Binder Jets up to the Labs on the 4th floor, begins downloading files. 20 -- Blackstar -- Bruised 18 -- Fulcrum -- Unharmed -- 3 HP 16 -- Slick -- Unharmed 14A -- Binder -- bruised, stunned, fatigued 14B -- Dok -- Unharmed, blind, Entangled (Snare 12) -- 3 HPs (will be fatigued at beginning of action next round) 11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned 4 -- Thunderbolt -- Bruised x2, -1 Con 4 -- Radium -- Unharmed Dok Free Action: HP to nix fatigue Free Action: HP to get a Fort save now to shake off blindness Fort save, DC 21, to shake off Thunderbolt's Visual Dazzle (1d20+4=21) w00t! Free Acton: Extra Effort to adjust Force Field to the following Force Field 8 (Extra: Impervious 7; PF: Selective) + Linked Immunity 10 (dazzle effects, entrapment effects [grapples, snares, bonds]) Total Toughness +12 (Imp 11) The Snare slides off him. Full Action: Extra Effort to Switch Brain to "Melee Combat Mode". Will be fatigued at beginning of action next round. Castle Defenses Takes a shot at Slick Attack vs. Slick (Defense 20), DC 27 Toughness save if hit (1d20+14=24) Toughness save, DC 27 (1d20+6=11) Fails by 16, he's KO'd! 20 -- Blackstar -- Bruised 18 -- Fulcrum -- Unharmed -- 3 HP 16 -- Slick -- Unconscious 14A -- Binder -- bruised, stunned, fatigued 14B -- Dok -- Unharmed -- 1 HP (will be fatigued at beginning of action next round) 11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned 4 -- Thunderbolt -- Bruised x2, -1 Con 4 -- Radium -- Unharmed Cyclone Is stunned, can do nothing. Thunderbolt Transmits himself (reluctantly) down to Castle's power core, and awaits further instructions. Radium Leaps down hole in courtyard, to the hangar below. Radiation pulse to KO staff. Begin round 7 20 -- Blackstar -- Bruised 18 -- Fulcrum -- Unharmed -- 3 HP 16 -- Slick -- Unconscious 14A -- Binder -- bruised, stunned, fatigued 14B -- Dok -- Unharmed -- 1 HP (will be fatigued at beginning of action next round) 11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned 4 -- Thunderbolt -- Bruised x2, -1 Con 4 -- Radium -- Unharmed Blackstar Leaps down hole in courtyard, to the hangar below. Searches for something...
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A Doktor Who Makes House Calls?! [IC] [Closed]
Dr Archeville replied to Dr Archeville's topic in North Bay
"'Nameless Cults'? Wait, no," Archeville pondered, pacing, eyes darting to and fro. "'Unspeakable Cults'... 'Unutterable Cults'... 'Inexpressible Cults'... 'Upronounceable Cults'... no, no, de case is all wrong, it should be." He suddenly stopped, and locked his eyes on Kid Cthulhu's. "De book is not mein to give, you would need to speak Taylor. But, can you use it to stop dose things? Or at least to track dem?"- 121 replies
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Vignette for October 2010: Unbalanced
Dr Archeville replied to Dr Archeville's topic in Freedom City Stories
Wande'rs Vignette is up! (See first post for link) And here's how it's all going to end. Well, in broad, semi-vague strokes. Dead Head (and several other heroes) track down and confront Hades and his agents/cultists (and monsters and undead nasties) in their large cavern ritual chamber, interrupting the Halloween eve ritual right around the time Baron Samedi and his crewe (of living and undead) busts in. Big three-way battle, with the brainwashed Daedalus just sorta sitting there (he's brainwashed enough to accept Hades, but not fight for him). Before the ritual began, Hades' agents had the Android!Daedalus lead the rest of the Freedom League on a wild goose chase. During the fight, they'll have the android explode, in the hopes of A) killing or at least injuring them and severely demoralizing them ("Holy crud, Daedalus just exploded!"), so they'll be too distracted to realize what's really going on. And then Dead Head's head asplodes, as Papa Ghede -- who's been resting inside DH all this time, recovering form the wounds received fighting the preternatural horror Malador & Samedi tried summoning over a decade ago -- pops out and lends a hand. The PC's beat the two Death-Gods back, and Ghede departs to report to both the Voodoo and Greek Pantheons and resume his other duties. (Dead Head'll still be animate, but several PLs lower; I'm undoing the Player Reward used to bump his PL 7 slot to PL 10). Vignette Ideas * Your PC is with the League, on Android!Daedalus' wild goose chase. Perhaps you realize an odd pattern (or lack of a pattern) to the leads he's having you chase down. Perhaps you're there when he explodes, and try to figure out what happened. * Your PC is at the big showdown itself. Mowing down mooks? Trying to snap Daedalus out of it with arousing speech? Facing down Samedi and/or Hades? Also, a reminder: PM your Vignette to me and to me only. -
Time: October 31st, 2010 (Sunday). Morning. Erin woke from uneasy dreams, nightmares still pulling at her even as she roused in the gray light of dawn. That was hardly unusual, but the strange thing was the smell that seemed to linger in her nostrils. It smelled like home, but not in a good way. The very faintest whiff of old death, of bodies rotting aboveground, of things that had no place in the Freedom City Erin knew. Sense memory, she decided, trying to shake it off. Dr. Marquez said that the sense of smell was the scent most responsible for triggering memories, so maybe memories could trigger remembered scents, as well. She dug out the tiny bottle of perfume Alex had gotten her for Christmas and sprayed just a little on her wrists. Her mother's signature scent chased away the vestiges of the bad smell, and made her feel a little better. Erin had way too much work to do today to be distracted by bad dreams and weird smells. Even as she washed up and dressed, Erin felt like there was something going on, something she was missing. The feeling made her very antsy. Missing something was a very dangerous problem in her line of work. It was a bad enough feeling that before she went to breakfast, she leapt up to the roof of the dorm and took a look around, but there was nothing there, nothing but the normal noises and sights of the city. Except... the smell was still there. She closed her eyes, and for a second, she was back on EZO1, looking out on the city she'd learned well in her months alone there. No city noise there, just the whisting of the wind through broken windows and the shrieking of seabirds with plenty of nesting spots and more than enough to eat. And, of course, every so often there would be a shriek that was more human, and then she would have to go kill something. By the time she'd gotten to Freedom City, she'd considered it a mercy to put those starving, mindless, violent creatures out of their misery. She'd hoped for a long time that she would find living people, and for weeks she'd called out as she'd run through the empty streets, hoping to attract the attention of any real humans. It had gotten her plenty of attention, but no other survivors. Opening her eyes, Erin snapped back to the busy, noisy, brilliantly alive present. This wasn't her world, she reminded herself for the millionth time. Maybe there was a factory doing something weird that was putting the smell in the air, but that didn't mean she needed to let it drive her crazy. And maybe it was just the time of year. It had been October when she'd left her dead world behind, her last view of that place had been in this weather, and this light. It was hard to believe that was two years ago now. Sometimes it seemed like a million years ago. Other times, when she woke up from a bad dream, it might as well have been yesterday. She didn't want to have to go back to Dr. Marquez and admit that she was having some kind of nose hallucination, that was for sure. She'd been making progress steadily for months now, and she didn't want anything to get in the way of that. She needed to get better if she wanted a job with the Freedom League when she graduated. Any setback now could mean the difference between being a hero and living in her truck come next June. But there were people she could talk to now besides the doctor. People, well, one person, who she could talk to about anything, and maybe it was time for her to actually talk about it with him. Jumping down from the roof and landing neatly on the dead front lawn, she went to look for Trevor.
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Vignette for October 2010: Unbalanced
Dr Archeville replied to Dr Archeville's topic in Freedom City Stories
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