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Dr Archeville

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  1. Wow, so this is what it's like to really kiss some- whoa! She's kissin' me 'cuz I'm dead! Eww! Eww!!! This gal's sick! Sick and wrong! But... gotta soldier through, t'give 'Venger time ta set up his thing. Man, the things I do... "Sure thing... Sexty," he replied in a tone more strained than usual. "Who we worshippin'? Romerog? Fulcil? Long as it ain't Snyderz; that one panders to th' lowest worshipers, no sense'a propriety...." C'mon, 'Venger, it cain't take ya too long t'set up an ambush! "Callin' up somethin'? Puttin' somethin' down? What's on tonight's agenda in worship'a yer Dark Lord?"
  2. Still need post listings for Agent A Alderwitch Avalon Basarin Carbon_Copy Doleth Galatine John Stargazer Kanly Lone Star Moira Sandman XI Synius Taar
  3. "Oh, hello fraulein," Archeville replied. "Did dey say vhen dey vould return? I haff an appointment mit dem. Vell, more accurately, mit de little bundle in your arms dere." He knelt slightly and waved at the baby. "Hello, little Jack!" he cooed in a voice several octaves higher. You remember me, ja? I haff come for anozher check-up, to make sure you are growing big und strong!"
  4. Archeville grinned and began pointing out dishes, always happy to share knowledge of... well, anything, but especially of the bounty of his homeland. "Pork is de most common, as de Spanferkel -- de suckling pig -- well shows, but ve enjoy all manner of meats. Beef, chicken, duck, goose.. game meats, such as boar und venison. In fact, dere should be... ah, ja, dere it is," he pointed to one small stew pot, "Hasenpfeffer, or rabbit stew. Und, of course, sausages -- Frankfurters, Bratwürste, Rindswürste, Knackwürste, Bockwürste, und others." "A vide selection of fish, too," he continued, indicating another section of the table. "Trout, pike, carp, herring, perch, und salmon. Und a number of potato dishes -- boiled, fried, as salad. Ve tend not to be big on ozher vegetables by demselves, instead incorporating dem into stews und vhatnot. Und an assortment of cheeses und breads, all made locally. Vell, semi-locally; dere are sixteen states in de country, each mit much to contribute. For example, dose cheeses dere," he indicated a plte with slices of yellow, reddish-brown, and black cheese, "Milbenkäse, is produced only in Würchwitz, a small village in de state of Saxony-Anhalt. Dat is in de north-eastern part of de country; ve are in Baden-Württemberg, in de south-vest." "Und to drink, a vide assortment of beers, vines, udn ozher spirits, und some coffee." The Doktor turned back to Mona and smiled broadly, "so... see anyding dat has your mouth vatering?"
  5. Doktor Archeville News Thread (2) Cry Havok! (1) A Doktor Who Makes House Calls?! (13) Entangling Alliances (5) No Mutation (1) Opposites Attract (12) Welcome to The Interceptors, Jill O'Cure (2) 2+1+13+5+1+12+2 = 36 posts to be added to Dead Head's posts to get his total monthly pp award + Vignette Dead Head A'Walkin' Amongst The Lilies (1) ... but the Exchange Rates are Murder! (2) Dead Men Do Tell Tales (2) Fresh Plots (1) Thistle and Thyme (2) 1+2+2+1+2 = 8 posts Things I'm GMing, Using an NPC in, and Non-Canon Stuff ... but the Exchange Rates are Murder! (1) Opposites Attract (8) Zombie Powder is a Helluva Drug (4) 1+8+4 = 13/2 = 6 posts to add to char totals
  6. In order to make sure the Refs accurately count all your IC posts and award you the due amount of power points, please post with a list of all the threads in which your character posted IC this month (including the News forum). Please also mark things from the Non-Canonical forum as being non-canonical, as those count 1/2 (2 posts made for your char in a non-canon thread count as 1 post for the char). And if you are GMing something, list those threads, too. GM-only posts -- as well as NPC Villain posts -- also count 1/2, and can be assigned to whichever of your characters needs a 'push' to get up in post numbers. When you make your list, please post a link to the IC threads -- preferably to the top of the page where your first post for that month appears -- so we (and the auto-count program) can jump right to it. Speaking of the AutoCounter: when you start a thread, make sure [iC] is in the title/subject line of the IC thread, and [OOC] is in the title of the OOC thread. If you make a post in an IC thread as a GM or an NPC, add [GM] in the subject line of the thread. If you make a post and [iC] is not in the subject line, the AutoCounter will not count it! Also, when you start a new thread, please mark it on the Timeline (if you have a handle here, you have an account for the Wiki, and anyone with an account can edit it). You do not have to be specific on the date, but I would like to keep track of when things are happening relative to each other. The Timeline also serves as an index for everything we've done in the nearly three years this site's been active, and it's useful to know if X happens before or after Y. Help us help you (and help us keep some measure of temporal continuity ) :mrgreen:
  7. Massive updates to my namesake character. Added some things to the character sheet which are on the Template, but were absent from my sheet. Gotta set a good example; if the Admin's sheet doesn't follow the board's standards, why should anyone else? Fluff: Fleshed out his background a bit, mostly adding things which have come up in the dozens of months I've played him. Attributes: Reduced Dexterity from 13 to 12. Feats: Added Quick Draw feat. Upgrades to Equipment (spending two unspent EPs, increasing/tweaking some things due to increased PL, adding a few things due to "unspent points" in an "array slot") Removed Scarab's Lair Teleport Beacon (will use Gadgets to mimic that, in the rare case he wouldn't just use his own Teleport powers). HQs [*:3ivc95p8]Included links to their Wiki pages. [*:3ivc95p8]Moved things around some so that the other HQ's reference the Castle (which is the first one listed, being the most expensive). [*:3ivc95p8]Increase Security System so DC is 45. This is what Doc can get by Taking 20 and using just his Enhanced Brain (when, say, he's locked out of one of his HQ's and his Electromagnetic Screwdriver is in his other coat/jammed/broken). [*:3ivc95p8]Added Self-Repairing to Hanover Home, Archestern, Fjolnirskraft, and Nichtuberall. [*:3ivc95p8]ESP: Added Rapid 5 (x100,000), replaced Simultaneous with Duration [sustained]. Added a Linked Comprehend to it; his security taps can instantly translate what they pick up. [*:3ivc95p8]Healing: changed Total to Affects Objects. Now he has things that can heal people and repair robots (technological constructs). [*:3ivc95p8]Impervious Toughness: added force screens to Haus von Archeville, the ArcheTech facilities, and Fjölnirskraft. [*:3ivc95p8]Super-Senses: Added more Communication Links to the HQs, specifically, to the ArcehTech branches (none of them had them before). Tweaked senses some, partly to take advantage of the fact radio senses are acute, radius and ranged by default. [*:3ivc95p8]ArcheTech: Added Enhanced Skills to it (so people working there actually get a benefit for doing so) and Super-Senses as at other HQs. [*:3ivc95p8]Archestern: Added Gravity Control, with enough Progression to affect the entire interior of the station; now he can make any section of it weightless or experience multiple Gs. Added a Universal Translator Field to the station, so that everyone on board can understand each other (more or less); still gets tripped up on non-Terran languages. Improved range of Defense System, though they still fall far short of being able to hit anything even in upper Earth atmosphere. [*:3ivc95p8]ArcheTech: increased ESP, so the security sensors cover the adjoining parking lots/decks as well as the interior of the facility. Added a Teleport Portal; they can only cover the city the facility is in, but the portal themselves can be big enough (25x25 ft.) for most any vehicle or being. [*:3ivc95p8]Fjölnirskraft: added a Teleporter to it (I'd inadvertently left one off). [*:3ivc95p8]Haus von Archeville/Hanover Home: added Think-Tank (commlinks with ArcheTech staff, plus several semi-autonomous AIs that help sift through data). [*:3ivc95p8]Nichtuberall: added more ranks in the Concealed feature. Aadded Concealment (mental & radio; Close Range, Selective), Enhanced Feats/Skills (Hide in Plain Sight and Stealth), and Selective Attack to the Obscure. Also added the Healing power the other HQs have. And a Dimensional ESP, so he can view parallel worlds (and the Zero Zone); it's Subtle, but does not have No Conduit, so anyone who senses him watching them can use their own dimensional Perception-range powers against him. Overhauled Utility Labcoat, stealing a few ideas from the Black Hand's Utility Belt. Powers Gravimetric Belt: Removed the two Environmental Adaptation feats, reduced Flight by one rank, removed Immovability AP (which has never been used), and with those 5pp added +1 more to Enhanced Fort save and Shield 4 to main Force Field. Since the Primary Force Field was now 5pp bigger, it boosted the other APs of it. Pseudonatural Brain: Added one rank (so now his total Int bonus = his PL), removed "Combat Mode" AP, added two combat-oriented APs (one for unarmed melee, one for general ranged attacks). Other Samples Settings/Power Stunts: Re-jiggered the sample settings for his Gadget, and for stunts off his Pseudonatural Mind (I've not updated that since I started playing here). Added power stunts for his Force Field. 5pp left unspent. I have plans for 5 of those, which will eventually become clear as certain storylines progress. DONE BY AA [floatr][img=http://www.freedomplaybypost.com/wiki/images/8/8a/DoktorArchevilleHF.png][/floatr][b]Players Name:[/b] Jon "Dr Archeville" Howell [b][u]Characters Name[/u]:[/b] Doktor Archeville [b][u]Power Level[/u]:[/b] 15 (245/250PP) [b][u]Trade-Offs[/u]:[/b] -3 Defense / +3 Toughness [b][u]Unspent PP[/u]:[/b] 5 [b][u]Status[/u]:[/b] Diamond (100pp earned) [b][u]Awards[/u]:[/b] [i]Silver[/i]: upgrading PL 7 slot to PL 10. [i]Gold[/i]: Free equipment 15 for this character. [i]Diamond[/i]: Undecided. [b][u]In Brief[/u]:[/b] German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver," trying to use his Science! for good, partly to undo the evils his grandfather did. (Usually...) [b][u]Alternate Identities[/u]:[/b] Viktor Heinrich Archeville [b][u]Identity[/u]:[/b] Public [b][u]Birthplace[/u]:[/b] Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) [b][u]Occupation[/u]:[/b] Scientist, Philanthropist, CEO of ArcheTech [b][u]Affiliations[/u]:[/b] ArcheTech (CEO and Majority Shareholder), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), The Interceptors (Founder, Secret Backer/Director), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), [i]Technische Universitat Manchen[/i]/Technical University of Munich (Alumnus, Donor), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) [b][u]Family[/u][/b]: Cynthia Bauer Archeville (Mother, Deceased); Varick Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&start=2]here[/url]. [b][u]Age[/u]:[/b] 33 (DoB: June 1977) [b][u]Apparent Age[/u]:[/b] 24 [b][u]Gender[/u]:[/b] Male [b][u]Ethnicity[/u]:[/b] German [b][u]Height[/u]:[/b] 5'10" (1.78 meters) [b][u]Weight[/u]:[/b] 151 lbs. (68.49 kg) [b][u]Hair[/u]:[/b] Golden Blonde [b][u]Eyes[/u]:[/b] Rhine Blue [b][u]Description[/u]:[/b] Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders. Though he has seen 32 winters, he looks to be only about 24 years old, having aged at roughly half the normal pace since his sixteenth summer. Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpot when teleporting in. His Electromagnetic Screwdriver makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. [b][u]History:[/u][/b] Viktor Heinrich Archeville was born in the summer of 1977 in [url=http://en.wikipedia.org/wiki/Sch%C3%B6nwald_im_Schwarzwald]Schoenwald im Schwarzwald[/url], a small town in the majestic [url=http://en.wikipedia.org/wiki/Black_Forest]Black Forest of Germany[/url] [which is in the southwestern portion of what was known as West Germany], in the state of [url=http://en.wikipedia.org/wiki/Baden-W%C3%BCrttemberg]Baden-Warttemberg[/url]. Cynthia, his lovely mother and a skilled psychologist, died in childbirth, leaving her husband Varick to raise him alone. Varick was trying to break away from the family trade of making fine cuckoo clocks and enter the burgeoning computer programming field, and so had little time for little Viktor. Fortunately for Varick , Viktor proved more than able to take care of himself, as he was walking before he was a year old, and speaking coherent sentences by age two. It has been said that the Archeville family was cursed with madness. Some say it was from a hex laid on one of the line's ancestors generations ago due to some slight, either real or perceived, or influence by Deep Ones. Some say it was from working with cuckoo clocks, or that they all worked on cuckoo clocks because they were mad. It was not a trait that showed up in all members of the Archeville line, and Heinrich seems to have been spared (though Heinrich's father, Verrill Herman Archeville, was known to have been at least a collaborator with -- and more likely a full-fledged member of -- the Nazi party, working on numerous top secret weapons projects, and was very much the stereotypical Mad Scientist; Ace Danger, Bombshell, and Captain Wonder all tangled with him during the War). Varick had hoped that by distancing himself and young Viktor away from their families ties, he could lessen the chances of Viktor going mad. Varick was initially quite worried for his son's sanity; he knew that great intelligence often came with great ego, and with great ego often comes madness. Varick tried to juggle monitoring young Viktor with trying to break into the computer programming field, but doing so did nothing but cause him to develop manic/depressive syndrome and low-grade paranoid schizophrenia. Viktor seemed hardly to notice his father's deterioration, or if he did he chose not to point it out. He made a few friends here and there, but none of his friendships lasted terribly long due to the rumors of his family's affliction (and his grandfather's past affiliations). His intellect and skill continued to grow as time passed, as did his father's madness. On Viktor's 13th birthday, Varick Archeville was admitted to an insane asylum after he attempted to kill his son (raving about how dangerous the younger Archeville was), leaving Viktor to be taken in by Child Services and await adoption. Unfortunately, adoptions are tricky at best, and near impossible if the child is in his teens, so for several years, Viktor was effectively a ward of the state... which was especially hard on him, given his grandfather's status and the stigma still associated with the [url=http://en.wikipedia.org/wiki/Lebensborn][i]Lebensborn[/i][/url]. He would visit his father occasionally, but each visit grew more and more awkward and unpleasant. His father's madness had worsened, and he was diagnosed with a heretofore unseen combination of late-onset [url=http://en.wikipedia.org/wiki/Tay%E2%80%93Sachs_disease]Tay-Sachs disease[/url] and something akin to [url=http://en.wikipedia.org/wiki/Lesch%E2%80%93Nyhan_syndrome]Lesch-Nyhan syndrome[/url]. When he was 16, Viktor enrolled in the [i]Technische Universitat Manchen[/i], the Technical University of Munich, as the University was celebrating it's 125th anniversary. While there, the barest signs of his familial madness began to make themselves apparent. He'd find himself laughing maniacally at times, or he would become annoyed almost to the point of enragement by incompetent people. He was relieved to find that by keeping his conscious mind focused on his studies, he could suppress his outbursts and in fact use that manic mental energy to make impressive leaps in logic or near-revolutionary breakthrough. Unfortunately for him, the German academic world was too stodgy to accommodate his genius (it was something akin to moving a mountain with a teaspoon just to allow him in at such an early age), so he transfered to Freedom City's Hanover Institute of Technology, where he earned a Doctorate in Mathematics and Masters degrees in both chemistry and physics by the age of 22 (Spring 1999). He could easily have done more, but he didn't want to seem too intellectually flashy. Archeville soon returned home, but now faced a conundrum. He had numerous offers from a number of technological firms, both in Germany and in other countries, but none seemed right for him. He was sure that if he didn't find some constructive way to use his intellectual skills, he would likely end up in the asylum (like his father). As time passed, he felt his intellect continue to grow by leaps and bounds, and he feared his familial madness would grow with it. For many months he busied himself with being a wandering tinkerer, helping people in need of his electrical and mechanic skills, or setting up a small repair shoppe in a quiet corner of a small German town for a few months before moving on to another quaint town, and for a time he felt truly happy in helping others. As months turned into years, though, and his intellect continued to expand further and further -- and the voices in his head became louder and more and more distinct -- he began to suspect that he was a mutant/metahuman. At first this made Archeville excited, for it meant he finally had an answer to why his mind seemed to continue expanding with no end in sight, an explanation that wasn't necessarily tied to his bloodline's condition. This excitement soon turned to dread, though, as he realized that, were his madness to overtake him -- and if it did so with as much fury and vigor as that shown by his superhuman intellect -- then he could easily become a megalomaniacal supervillain, like Doc Otaku or Mastermind or Overshadow or Professor Psion (or mutate himself into a monster like the Green Man or Megalodon). He had heard vague rumors of superhero groups beginning to form in various countries (and of an official one for the European Union), and the idea of working as a superhero intrigued him. By using his skills to combat evil and injustice as "a never-ending battle" he'd be sure to never be idle and thus not allow the madness to overtake him. He worked for a while as a crime fighter in Germany, using teleportation devices to get nearly anywhere he needed. Sometimes he'd go into a situation with nothing more than his armored labcoat, trusting in his inherent genius to be able to turn whatever items he found at the scene of the crime into some gadget that could be used to stop the villains. In between jobs, he sold some of his theoretical notes and designs to various tech firms, and wisely invested the money to form a "nest egg" that, while not making him super-wealthy, did allow him to live comfortably without requiring a standard 9-to-5 job. Eager to work with other high-tech heroes like Daedalus and Doctor Atom -- and chafing under certain bureaucratic and snobbish aspects of German academia -- Archeville returned to Freedom City in January of 2008. He plans to do great things. [floatl][img=http://freedomcity.error-403.net/images2/Doktor_Archeville.jpg][/floatl] [b][u]Personality & Motivation:[/u][/b] Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the wolrd at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind. However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occassional prototype for some truly horrifying weapons and downright bizarre technologies. Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of thier abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientiifc theories debunking their mystical origins. [b][u]Roleplayng Notes:[/u][/b] Archeville's inner conflicts are represented by two "[url=http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodAngelBadAngel]Shoulder Daemons[/url]." On his right is an [color=#008000]angelic version of Archeville[/color], in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a [color=#FF0000]demonic version of Archeville[/color], with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he [i]needs[/i] both: his Demonic!Side represents his energy, his drive, his strengh of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way. [b][u]Powers and Tactics:[/u][/b] Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others. Archeville's intellect is not the only aspect of his mind which is enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level. When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools." Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. When fully focused on doing so, he can take down most foes in seconds. (See the [url=http://en.wikipedia.org/wiki/Sherlock_Holmes_%282009_film%29]2009 [i]Sherlock Holmes[/i] film[/url] for examples.) Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it. Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His Gravimetric Belt (utilizing both antigravity and contragravity technologies) enables him to fly and can generate a very potent protective force field. The flight system can be set to allow him to teleport (via short-lived micro-wormholes) or stabilize him against unwanted movement, and the force field can be modulated to it can either cloak him from all forms of detection, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. For a time he wielded an [i]elektromagnetische pistole[/i] ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/television), but he used the parts from it to both upgrade his gravimetric belt and construct his very versatile [i]elektromagnetische schraubenzieher[/i] ("electromagnetic screwdriver"), which can harness the energies of the electromagnetic spectrum for a wifde variety of effects as well as interface with and alter or improve the function of most forms of technology. [b][u]Complications:[/u][/b] [b]Enemies:[/b] Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice. [b]Fame:[/b] Doktor Archeville is a very public figure, and has been for over a decade. [b]Hatred:[/b] Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others. [b]Obsession[/b]: To say Archeville is obsessed with science and technology is like saying the Sun is warm and the oceans are damp. [b]Reputation:[/b] Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. [b]Responsibility:[/b] Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is [i]very[/i] busy. [b]Rivalry:[/b] Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. [b]Secret:[/b] Archeville's pseudo-Multiple Personality Disorder is not widely known, and they would prefer very much to keep it that way. [b]We Are Of Two Minds On That:[/b] Archeville's divided nature makes him somewhat vulnerable to certain forms of mental influence. Uses of Mind Control that compel him to do something "Mad Scientist-y," like build Doomsday Weapons or improve some supervillain's tech, are not opposed with a bonus to resist doing something against his nature, because such acts [i]are[/i] in the nature of part of him. [b][u]Abilities[/u]:[/b] 0 + 2 + 0 + 14 + 10 + 0 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 40/32/24 (+15/+11/+7) Wisdom: 36/20 (+13/+5) Charisma: 26/10 (+8/+0) [b][u]Combat[/u]:[/b] 16 + 16 = 32PP Initiative: +15/+7 Attack: +20/+13/+8 Grapple: +8 Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed Knockback: -16/-9/-4/-0 [b][u]Saving Throws[/u]:[/b] 4 + 5 + 3 = 12PP Toughness: +18/+15/+4/+0 (Impervious 15/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt) Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4) Reflex: +6 (+1 Dex, +5) Will: +16/+9 (+13/+5 Wis, +3) [b][u]Skills[/u]:[/b] 172R = 43PP Bluff 5 (+13/+5, +17/+9 Attractive) Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int)* Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)** Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)** Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)** Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int) Diplomacy 5 (+13/+5, +17/+9 Attractive) Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)* Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha) Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Behavioral Sciences) 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Business) 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Civics) 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int) Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)* Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)* Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)* Knowledge (Any Other) 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis) Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) Perform (Oratory) 8 (+16/+8) Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Sense Motive 5 (+10; +18 w/ Enhanced Wis) Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking) * = Skill Mastery ** = Skill Mastery and Second Chance [b][u]Feats[/u]:[/b] 26PP Attractive Beginner's Luck Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich]) Connected Eidetic Memory Equipment 15 (75EP) (Veteran Reward) Fascinate (Perform [Oratory]) Improvised Tools Inventor Jack-of-All-Trades Luck 4 Master Plan 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 [quote name="Equipment"]50 + 25 = 75/75EP [b][u]Archeville's Array of HQs[/u][/b] (45+5=50ep) [u]HQ no.1[/u]: [i][b]Schloss Wissenschaft[/b][/i] ("Science Castle") (45ep) [u]Location[/u]: Near Donaueschingen, Germany. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56597#p56597]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Schloss_Wissenschaft]here[/url]. [i]Size[/i]: Gargantuan; [i]Toughness[/i]: 20; [i]Features[/i]: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a merely Huge Castle), Defense System no.1 ([b]Blast 13[/b] [[i]PFs[/i]: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 ([b]Snare 14[/b] [[i]PFs[/i]: Affects Insubstantial 2], +15 to hit), Dock, Fire Prevention System, Gym, Hangar, Holding Cells ([b]Nullify Metahuman/Mutant Powers 15[/b]), Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no.3 (Enhanced Skills/Others), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Healing), Power no.6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Workshop. [4+3+38 = 45/45] [i][u]Power no.1[/u][/i]: [b]Communication 10[/b] (audio, radio and visual; [i]Extra[/i]: Area [entire globe and the Moon]; [i]PF[/i]: Selective, Subtle) and Linked [b]Comprehend 4[/b] (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p] [i][u]Power no.2[/u][/i]: [b]Enhanced Feats 2[/b] (Contacts, Well-Connected) plus [b]Enhanced Skills 162[/b] (+6r to Computers, Craft [Artistic], Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [Structural], Disable Device, Gather Information, Investigation, Knowledge [Arcane Lore], Knowledge [Art], Knowledge [Behavioral Sciences], Knowledge [Business], Knowledge [Civics], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [History], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Streetwise], Knowledge [Tactics], Knowledge [Technology], Knowledge [Theology and Philosophy], Medicine, Notice and Search; Useable By Others) ("Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds") [2+41=43/60p] [i][u]Power no.3[/u][/i]: [b]Enhanced Skills 72[/b] (+6r to Computers, Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [Structural], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Technology], and Medicine; Useable By Others; [i]PFs[/i]: Progression 10 [up to 2,500 users simultaneously]) ("Educational Computers") [18+10=28/30p] [i][u]Power no.4[/u][/i]: [b]ESP 10[/b] (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; [i]Extras[/i]: Duration [Sustained], No Conduit; [i]Flaw[/i]: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; [i]PFs[/i]: Rapid 5 [x100,000], Subtle) and Linked [b]Comprehend 2[/b] (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p] [i][u]Power no.5[/u][/i]: [b]Healing 9[/b] ([i]Extra[/i]: Affects Objects; [i]PF[/i]: Regrowth) ("Arzthelferin") [28/30p] [i][u]Power no.6[/u][/i]: [b]Super-Senses 50[/b] (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link 6 [with Archeville's electromagnetic screwdriver, [i]Archestern[/i], [i]Fjölnirskraft[/i], [i]Haus von Archeville[/i], and two ArcheTech facilities {the corporate HQ in Freedom City, and the Berlin facility}] [radio] [6]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [[i]Flaw[/i]: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [[i]Drawback[/i]: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+6+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 46/60] [i][u]Power no.7[/u][/i]: [b]Teleport 10[/b] (200,000 miles; [i]Flaw[/i]: Limited [only to any Arche-Tech facility, [i]ArcheStern[/i], [i]Fjölnirskraft[/i], and [i]Haus von Archeville[/i]]; [i]PFs[/i]: Change Direction, Progression 6 [10 tons of cargo]) ("[url=http://en.wikipedia.org/wiki/Karl_Schwarzschild]Schwarzschild[/url] Wormwole Aperture Producer") [17/30p] [i]Note: since the teleporters do not have the Accurate extra, they can only send people to places where the user's own accurate senses (enhanced by the ESP and Super-Senses of the HQ) can perceive, in addition to only being able to send people to a few select spots. And since most of his long-range sensors are Radio-based, then if, say, the Freedom City ArcheTech HQ is in an Obscure (Radio & Visual) effect, that will block any of his teleporters from evacuating anyone from or sending anyone to that place (and he'd need to go in personally).[/i] [u]HQ no.2[/u]: [i][b]Haus von Archeville[/b][/i] (Doktor Archeville's Hanover Home) (44/45ep) [u]Location[/u]: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=40590#p40590]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Haus_von_Archeville]here[/url]. [i]Size[/i]: Huge/Small (Castle/House-sized); [i]Toughness[/i]: 20 (Imp 15); [i]Features[/i]: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System no.1 ([b]Blast 13[/b] [[i]PFs[/i]: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 ([b]Snare 14[/b] [[i]PFs[/i]: Affects Insubstantial 2], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no. 3 (ESP/Comprehend; as Power x2), Power no. 4 (Healing), Power no. 5 (Impervious Toughness), Power no. 6 (Super-Senses; as Power x2), Power no. 7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Think-Tank, Workshop. Cost 3+3+38 = 44/45ep. [i][u]Power no.1[/u][/i]: Same [b]Communication/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [74/90p] [i][u]Power no.2[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i]. [2+41=43/60p] [i][u]Power no.3[/u][/i]: Same [b]ESP/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [51/60p] [i][u]Power no.4[/u][/i]: Same [b]Healing[/b] as at [i]Schloss Wissenschaft[/i]. [28/30p] [i][u]Power no.5[/u][/i]: [b]Impervious Toughness 15[/b] (force screen; Sustained Active effect) [15/30p] [i][u]Power no.6[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i]. Communications links with Archeville's electromagnetic screwdriver, [i]Archestern[/i], [i]Fjölnirskraft[/i], [i]Schloss Wissenschaft[/i], and two ArcheTech facilities [the corporate HQ in Freedom City, and the Berlin facility] [46/60p] [i][u]Power no.7[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [u]HQ no.3[/u]: [b]ArcheTech Facilities[/b] (39/45ep) [u]Location[/u]: Worldwide. Corporate HQ is in Hanover, Freedom City, USA. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=58168#p58168]here[/url] and [url=http://www.freedomplaybypost.com/wiki/ArcheTech]here[/url]. [i]Size[/i]: Large; [i]Toughness[/i]: 15 (Imp 10); [i]Features[/i]: Animal Pens, Communications, Computer, Defense System ([b]Stun 9[/b] [[i]Extra[/i]: Range/Ranged; [i]PF[/i]: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 ([b]Nullify Metahuman/Mutant Powers 15[/b], Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Enhanced Feats & Skills; as Power x2), Power no.2 (Enhanced Skills/Others), Power no.3 (ESP/Super-Senses), Power no.4 (Impervious Toughness), Power no. 5 (Super-Senses; as Power x2), Power no.6 (Teleport), Power no.7 (Teleportal), Power System, Security System x6 (DC 45), Think-Tank, Workshop. Cost: 2+2+34 = 39/45ep. [i][u]Power no.1[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i]. [2+41=43/60p] [i][u]Power no.2[/u][/i]: Same [b]Enhanced Skills Usable by Others[/b] as at [i]Schloss Wissenschaft[/i]. [18+10=28/30p] [i][u]Power no.3[/u][/i]: [b]ESP 4[/b] (visual and auditory, 1 mile [entire interior of building & adjoining parking lots/decks]) and [b]Super-Senses 13[/b] (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [[i]Drawback[/i]: not through lead]) ("Sensor Net") [12+12=24/30p] [i][u]Power no.4[/u][/i]: [b]Impervious Toughness 10[/b] (force screen; Sustained Active effect) [10/30p] [i][u]Power no.5[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i], plus 4 additional Communication Links. Communications links with Archeville's electromagnetic screwdriver, [i]Archestern[/i], [i]Fjölnirskraft[/i], [i]Schloss Wissenschaft[/i], and six ArcheTech facilities [the corporate HQ in Freedom City, and five other facilities with similar areas of focus.] [52/60p] [i][u]Power no.6[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [i][u]Power no.7[/u][/i]: [b]Teleport 6[/b] (600 feet/20 miles; [i]Extras[/i]: Duration [Sustained], Portal; [i]Flaw[/i]: Others Only; [i]PFs[/i]: Change Direction, Easy, Progression [Portal Size] 2 [25ft x 25ft]). [28/30p] [i]Note: Portal is a +2 Extra because it's basically Duration (Instant to Concentration) & Affects Others + Self (+1). But the HQ itself can't pass through the portals it creates, thus, the Limited (Others Only) Flaw becomes viable.[/i] [u]HQ no.4[/u]: [i][b]Fjölnirskraft[/b][/i] ("Fjölnir's Power/Strength") (42/45ep) [u]Location[/u]: The Pacific Ocean. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56601#p56601]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Fj%C3%B6lnirskraft]here[/url]. [i]Size[/i]: Gargantuan; [i]Toughness[/i]: 20 (Imp 15); [i]Features[/i]: Communications, Computer, Defense System no.1 ([b]Blast 9[/b] [[i]Extra[/i]: Penetrating; [i]PFs[/i]: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System no.2 ([b]Paralyze 9[/b] [[i]Extras[/i]: Alt Save {Fortitude}, Range {Ranged}, [i]PFs[/i]: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System 3 ([b]Stun 8[/b] [[i]Extra[/i]: Range {Ranged}, [i]PFs[/i]: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}, Sedation; max range ~1.0 miles]; +15 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; Power x3), Power no.2 (Additional Limbs/Concealment/Elongation/Swimming), Power no.3 (Enhanced Feats & Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Impervious Toughness), Power no.6 (Super-Senses; as Power x2), Power no.7 (Super-Strength), Power no.8 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [4+3+36 = 43/45ep] [i][u]Power no.1[/u][/i]: Same [b]Communication/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [74/90p] [i][u]Power no.2[/u][/i]: [b]Additional Limbs 4[/b] (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), [b]Concealment 4[/b] (all auditory and all radio; [i]PF[/i]: Close Range; "Anechoic Radar Absorbent Coating"), [b]Elongation 8[/b] (1,000 feet; [i]Flaw[/i]: Only for Additional Limbs; "Manipulatory Tentacles"), and [b]Swimming 6[/b] (100 mph/87 knots; [i]PF[/i]: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/30p] [i][u]Power no.3[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at Schloss Wissenschaft. [2+41=43/60p] [i][u]Power no.4[/u][/i]: Same [b]ESP/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [51/60p] [i][u]Power no.5[/u][/i]: [b]Impervious Toughness 15[/b] (force screen; Sustained Active effect) [15/30p] [i][u]Power no.6[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i], but replace precognition & trace teleport (-4 ranks) with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [46/60p] [i][u]Power no.7[/u][/i]: [b]Super-Strength 15[/b] (effective Str 75) [30/30p] [i][u]Power no.8[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [u]HQ no.5[/u]: [i][b]Archestern[/b][/i] ("Arche-Star") (45/45ep) [u]Location[/u]: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America. [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56603#p56603]here[/url] and [url=http://www.freedomplaybypost.com/wiki/Archestern]here[/url]. [i]Size[/i]: Colossal; [i]Toughness[/i]: 20; [i]Features[/i]: Communications, Computer, Defense System no.1 ([b]Blast 12[/b] [[i]PFs[/i]: Improved Range 3 {1,200 ft. increments}, Progression 3 {100 increments}; max range ~22.7 miles], +15 to hit), Defense System no.2 ([b]Move Object 13[/b] [tractor beams, Str 65; [i]PFs[/i]: Indirect 2, Subtle], +15 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend/Flight; as Power x3), Power no.2 (Universal Translator; as Power x2), Power no.3 (Enhanced Feats/Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Gravity Control; as Power x2), Power no.6 (Healing), Power no.7 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [5+3+37 = 45/45ep] [i][u]Power no.1[/u][/i]: Same [b]Communication/Comprehend[/b] as at [i]Schloss Wissenschaft[/i], and [b]Flight 2[/b] (25mph; "Positional Adjustment Jets"). [74+4=78/90p] [i][u]Power no.2[/u][/i]: [b]Comprehend 4[/b] (languages; [i]Extras[/i]: Affects Others, 10,000-ft. Burst Area [entire satellite]; [i]PFs[/i]: Progression 8 [2,500 ft. per rank]; [i]Drawback[/i]: Comprehend takes time to process and assimilate entirely new languages into the translation matrix; "Near-Universal Translators") [16+8-1=23/30 points] [i][u]Power no.3[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i]. [2+41=43/60p] [i][u]Power no.4[/u][/i]: Same [b]ESP/Comprehend[/b] as at [i]Schloss Wissenschaft[/i]. [51/60p] [i][u]Power no.5[/u][/i]: [b]Gravity Control 10[/b] (50-to-5,000-ft. radius, Str 50, Hvy Load 12 tons; [i]Extras[/i]: Range [Perception], Selective Attack; [i]PFs[/i]: Precise, Progression 6 [500 ft. per rank radius], Subtle). [48/60PP] [i][u]Power no.6[/u][/i]: Same [b]Healing[/b] as at [i]Schloss Wissenschaft[/i]. [28/30p] [i][u]Power no.7[/u][/i]: Same [b]Super-Senses[/b] as at [i]Schloss Wissenschaft[/i], minus tremorsense (-3 ranks), add extended 2 for all radio and extended 4 to visual sensors (total of extended 4 for all radio and visual senses, for 100,000 ft. [18.9 miles] increment). [55/60p] [i][u]Power no.7[/u][/i]: Same [b]Teleporter[/b] as at [i]Schloss Wissenschaft[/i]. [17/30p] [u]HQ no.6[/u]: [i][b]Nichtuberall[/b][/i] ("Not Anywhere") (41/45ep) [u]Location[/u]: Top Secret [u]Appearance/Details[/u]: See [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=56604#p56604]here[/url]. [i]Size[/i]: Medium (House-sized); [i]Toughness[/i]: 20; [i]Features[/i]: Communications, Computer, Concealed x7 (+40 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Concealment/Enhanced Feats/Skills), Power no.2 (Enhanced Feats/Skills/Flight; as Power x2), Power no.3 (ESP Dimensional; as Power x3), Power no.4 (Healing), Power no.5 (Nullify Insubstantial), Power no.6 (Obscure), Power no.7 (Super-Senses; as Power x2), Power System, Sealed, Security System x6 (DC 45), Self-Repairing, Workshop. [1+3+38 = 41/45ep] [i][u]Power no.1[/u][/i]: [b]Concealment 4[/b] (all mental and radio; [i]PFs[/i]: Close Range, Selective) and [b]Enhanced Feats 1[/b] (Hide in Plain Sight) and [b]Enhanced Skills 20[/b] (Stealth +20) [10+1+5=16/30p] [i][u]Power no.2[/u][/i]: Same [b]Enhanced Feats & Skills[/b] as at [i]Schloss Wissenschaft[/i], and [b]Flight 2[/b] (25mph; "Positional Adjustment Jets"). [2+41+4=47/60p] [i][u]Power no.3[/u][/i]: [b]ESP 14[/b] (all, 2 billion miles [can reach Earth]; [i]Extras[/i]: Duration [Sustained]; [i]PFs[/i]: Dimensional 3 [any dimension tech-based ESP could reach, such as parallel dimensions and the Zero Zone], Rapid 5 [x100,000], Subtle) [79P] and Linked [b]Comprehend 4[/b] (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix) [7P] [79+7=86/90] [i][u]Power no.4[/u][/i]: Same [b]Healing[/b] as at [i]Schloss Wissenschaft[/i]. [28/30p] [i][u]Power no.5[/u][/i]: [b]Nullify 4[/b] (all Insubstantial effects; [i]Extras[/i]: 400-ft. Burst Area [entire HQ], Duration 3 [Continuous], No Save; [i]Flaws[/i]: Range [Touch]; [i]PFs[/i]: Progression 4 for Area, Subtle) [29/30p] [i][u]Power no.6[/u][/i]: [b]Obscure 7[/b] (mental and radio, 500-ft. radius [entire HQ]; [i]Extras[/i]: Duration [Continuous], Selective Attack; [i]PF[/i]: Subtle) [29/30p] [i][u]Power no.7[/u][/i]: Same [b]Super-Senses[/b] as at Home HQ in Freedom City, minus the Communications Links and tremorsense (-7 ranks), add extended 4 to all visual sensors (100,000 ft. [~18.9 miles] increment) and extended 2 to all radio senses (total extended 4/100,000 feet [~18.9 miles] increment). [51/60p] [hr][/hr] [b][u]Archeville's "Utility Coat"[/u][/b] (16+9=25ep) Detailed [url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=763&p=58200#p58200]here[/url]. [i]Free[/i]: Cell phone, Digital camera, Digital audio recorder, Flashlight [u]BE[/u]: [b]Blast 10[/b] (assorted explosives; [i]Extra[/i]: Area [General, Burst, 30-50-ft.-radius]; [i]Flaws[/i]: Action [Full], Unreliable [5 uses]; [i]PFs[/i]: Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; [i]Drawback[/i]: Reduced Range [5 100-ft. increments]) [16EP] [u]AP[/u]: [b]Blast 3[/b] (throwing discs; [i]Extra[/i]: Autofire [5]; [i]PFs[/i]: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) [15EP] [u]AP[/u]: [b]Corrosion 4[/b] ([i]PFs[/i]: Precise, Variable Descriptor [acids or cutting torch]) [14EP] [u]AP[/u]: [b]Dazzle Auditory & Visual 6[/b] (flash-bangs; [i]Extra[/i]: Area [General, 30-ft. Burst]; [i]Flaw[/i]: Unreliable [5 uses]; [i]Drawback[/i]: Full Power, Reduced Range 1 [5 60-ft. increments]) [16EP] [u]AP[/u]: [b]Dazzle Visual 6[/b] (pepper spray; [i]Flaw[/i]: Range [Touch]; [i]Drawback[/i]: Full Power) + Linked [b]Stun 6[/b] (pepper spray; [i]Drawback[/i]: Full Power) [5+11=16EP] [u]AP[/u]: [b]Obscure 3[/b] (25-ft. radius, Visual + Olfactory Senses, smoke pellets; [i]Extras[/i]: Independent, Total Fade; [i]PFs[/i]: Ricochet; [i]Drawback[/i]: Reduced Range 1 [5 30-ft. increments]) [15EP] [u]AP[/u]: [b]Paralyze 6[/b] (paralytic darts; [i]Extras[/i]: Range [Ranged], Secondary Effect; [i]Flaws[/i]: Unreliable [5 Uses]; [i]Drawbacks[/i]: Full Power, Reduced Range 1 [5 60ft Increments]) [15EP] [u]AP[/u]: [b]Snare 4[/b] ([i]PF[/i]: Variable Descriptor [steel-wire bolos or quick-hardening glue-goo]) [9EP] [u]AP[/u]: [b]Strike 4[/b] (assorted weapons; [i]PFs[/i]: Extended Reach 2, Improved Critical, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning, piercing, or slashing]) [12EP] [u]AP[/u]: [b]Stun 6[/b] (stun bomb v2; [i]Extras[/i]: Area [General, 30-ft. Burst], Range [Ranged]; [i]Flaw[/i]: Unreliable [5 uses]; [i]Drawbacks[/i]: Full Power, Reduced Range [5 60-ft. increments]) [16EP][/quote] [b][u]Powers[/u]:[/b] 8 + 53 + 18 + 22 + 2 + 3 = 106PP [b]Device 2 ([/b]Armored Labcoat v1.1.2, 10PP, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] [quote name="Armored Labcoat v1.1.2"] [b]Immunity 2 ([/b]Cold Environments, Hot Environments[b])[/b] [2PP] [b]Protection 4 ([/b][i]Extras:[/i] Impervious; [i]Feats:[/i] Subtle; [i]Drawbacks:[/i] Weak Point, [b])[/b] [8PP][/quote] [b]Device 13 ([/b]Gravimetric Belt v1.1.5.b, 65PP, [i]Feats[/i]: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], [i]Flaws:[/i] Hard-To-Lose[b])[/b] [53PP] [quote name="Gravimetric Belt v1.1.5.b"] [b]Flight 7 ([/b]1,000 mph / 10,000ft [~1.9 miles] per Move Action, [i]Feats:[/i] Alternate Power, Instant Up, Move-By Action[b])[/b] [17PP] [list][b][u]Alternate Power:[/u] Teleport 7 ([/b]700ft per Move Action, 200 miles per Full Action, [i]Feats:[/i] Change Direction, Change Velocity[b])[/b] [16PP][/list] [b]Enhanced Fortitude 6 + Force Field 14 ([/b][i]Extras:[/i] Impervious 11; [i]Feats:[/i] Alternate Power 3, Selective[b]) + Shield 4[/b] [39PP] [i]With Labcoat, total Toughness is +18 [Imp 15] and Defense is +12 (+4 flat-footed).[/i] [list][b][u]Alternate Power:[/u] Force Field 11 ([/b][i]Feats:[/i] Selective, Subtle[b])[/b] [13PP] [b]+ Concealment 10 ([/b]All Senses, [i]Feats:[/i] Close Range, Hide in Plain Sight, [i]Flaws:[/i] Blending[b])[/b] [12PP] [b]+ Enhanced Skills 20 ([/b]Stealth 20 [+21][b])[/b] [5PP] [13+12+5=30/36PP] [i]With Labcoat, total Toughness is +15 [Imp 4] and Defense is +8 (+4 flat-footed).[/i] [b][u]Alternate Power:[/u] Force Field 14 + Insubstantial 4 ([/b]Incorporeal; Affected by Gravitic & Magnetic Effects; [i]Feats:[/i] Selective, Subtle[b])[/b] [14+22=36/36PP] [i]With Labcoat, total Toughness is +18 [Imp 4] and Defense is +8 (+4 flat-footed).[/i] [b][u]Alternate Power:[/u] Force Field 11 ([/b][i]Extras:[/i] Impervious 4[b])[/b] [15PP] [b]+ Shrinking 20 ([/b]Miniscule, -20 STR [STR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; [i]Feats:[/i] Atomic Size[b])[/b] [21PP] [15+21=36/36PP] [i]When Minuscule, with Labcoat, total Toughness is +10 [Imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action.[/i][/list] [b]Immunity 9 ([/b]Life Support[b])[/b] [9PP][/quote] [b]Pseudonaturally Enhanced Mind 8 ([/b]16PP Array, [i]Feats[/i]: Alternate Power 5, [i]Drawbacks:[/i] Action 3 [Full][b])[/b] [18PP] [list][b][u]Base Power:[/u] Enhanced Intelligence 16 ([/b]to 40 [+15]; [i]Erhöht Intellekt[/i]/"Enhanced Intellect"[b])[/b] [16PP] [b][u]Alternate Power[/u]: Enhanced Wisdom 16 ([/b]to 36 [+13]; [i]Erhöht Bewusstsein[/i]/"Enhanced Awareness"[b])[/b] [16PP] [b][u]Alternate Power:[/u] Enhanced Charisma 16 ([/b]to 26 [+8]; [i]Erhöht Gegenwart[/i]/"Enhanced Presence"[b])[/b] [16PP] [b][u]Alternate Power:[/u] Comprehend 4 ([/b]Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages][b])[/b] [8PP] & [b]Enhanced Intelligence 8 ([/b]to 32 [+11][b])[/b] [6PP] ([i]Linguistische Analyse[/i]/"Linguistic Analysis") [8+8=16/16PP] [b][u]Alternate Power:[/u] Enhanced Feats 16 ([/b]Attack Focus [Melee] 2, Attack Specialization [Unarmed] 5, Improved Critical 2 [Unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2[b])[/b] ([i]Anatomisches Wissen[/i]/Anatomical Knowledge) [16/16PP] [i]Melee Attack +10, Unarmed Attack +20, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass or power knuckles, though the Melee Attack Focus does.[/i] [b][u]Alternate Power:[/u] Enhanced Feats 16 ([/b]Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5[b])[/b] ([i]Berechnung der Winkel und der Vektoren[/i]/Calculating Angles & Vectors) [16/16PP] [i]Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc).[/i][/list] [b]Gadgets 3 ([/b][i]Elektromagnetischer Schraubenzieher[/i] ["Electromagnetic Screwdriver"], 15PP Variable Power, Any Power, Multiple Powers At Once, [i]Feats:[/i] Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], [i]Extras:[/i] Action [Move], [i]Flaws:[/i] Easy-To-Lose 2[b])[/b] [22PP] [b]Immunity 4 ([/b]Aging, Disease, Poison, Sleep, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [2PP] [b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks][b])[/b] [3PP] [b][u]Drawbacks:[/u][/b] -0PP [b]Abilities (26) + Combat (32) + Saving Throws (12) + Skills (43) + Feats (26) + Powers (106) - Drawbacks (0) = 245/250 Power Points[/b] [hr][/hr] [u]Sample Settings for [i]Elektromagnetischer Schraubenzieher[/i] ("Electromagnetic Screwdriver"), aka [b]Gadgets 3[/b] (15PP):[/u] [list] [*][b]Corrosion 4[/b] (laser-torch; [i]PF[/i]: Precise) [*][b]Datalink 6[/b] (20 miles; [i]Extra[/i]: Area; [i]PFs[/i]: Selective, Subtle) [*][b]Drain Dexterity 15[/b] (mobility systems overloader; [i]Flaw[/i]: Limited [people in battlesuit or with cyborg limbs]; [i]Extra[/i]: Total Fade) [*][b]Electrical, Light, Magnetic, Microwave, or Radiation Control 7[/b] and associated APs as alternative settings [*][b]Electrical, Light, Magnetic, Microwave, or Radiation Control 15[/b] ([i]Flaw[/i]: Action [Full Round] or Unreliable [50/50 chance of working]) [*][b]Enhanced Flight 7[/b] (to [b]Flight 14[/b] [250,000 mph / 2,500,000 feet {473 miles} per Move action]) [*][b]Enhanced Skills 6[/b] (+6 to Notice) and [b]Super-Senses 5[/b] (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) [*][b]Enhanced Skills 48[/b] (+6 to any 8 skills that his home HQ can help with) plus [b]Super-Senses 1[/b] (communication link with home HQ) [*][b]Enhanced Teleport 0[/b] ([i]Extra[/i]: Portal on the 7 ranks of Teleport from his Belt; [i]PF[/i]: Progression 1 [10-ft. portal]) [*][b]Enhanced Teleport 3[/b] (adds to Teleport 7 from his Belt for a total of [b]Teleport 10[/b] [1,000 feet/Earth to Moon]; [i]PFs[/i]: Progression 4 [2,500 lbs. cargo]) [*][b]Illusion 4[/b] (holoprojektor; visual & radio; [i]PF[/i]: Progression 1/10-ft. radius) [*][b]Nullify 15[/b] (all effects of an electrical circuit descriptor at once [EMP Blast]; [i]Flaw[/i]: Action [Full Round]) [*][b]Power Control 15[/b] ([i]Flaw[/i]: Limited [Only technological powers]) [*][b]Super-Senses 4[/b] (analytical extended [100ft. increment] tracking detect electromagnetic radiation [radio]) [*][b]Super-Senses 4[/b] (analytical extended [100ft. increment] tracking detect physical objects [radio]) [*][b]Super-Senses 5[/b] (penetrates concealment detect metal [radio])[/list] [u]Sample Power Stunts for [b]Force Field[/b] (36PP)[/u] [list] [*][i]Electronics Disruption[/i]: [b]Insubstantial 4 ([/b]Incorporeal; Affected by Gravitic & Magnetic Effects; [i]Feats:[/i] Selective, Subtle[b]) + Nullify Electronics 7 ([/b]all at once; [i]Extra[/i]: Affects Corporeal; [i]Flaw[/i]: Range [Touch][b])[/b] [22+14=36/36PP] [*][i]Quantum Disintegration[/i]: [b]Insubstantial 4 ([/b]Incorporeal; Affected by Gravitic & Magnetic Effects; [i]Feats:[/i] Selective, Subtle[b]) + Corrosion 1 ([/b][i]Extras[/i]: Affects Corporeal [2], Aura [2], Duration 2 [4] [Sustained [2]]; [i]PF[/i]: Incurable[b])[/b] [22+12=34/36PP] [*][i]Unshielded Power Core[/i]: [b]Strike 15 ([/b][i]Extras[/i]: Area [15,000-ft. Burst, General], Penetrating; [i]Flaw[/i]: Action [Full]; [i]PFs[/i]: Progression 8; [i]Drawbacks[/i]: Full Power, Lethal[b])[/b][/list] [u]Sample Power Stunts for [b]Enhanced Intelligence 16[/b] (16PP)[/u] [list] [*][i]Analytical Foresight[/i]: [b]Super-Senses 5 ([/b]Acute Precognition; [i]Drawbacks[/i]: Action 3 [Full Round][b]) + Enhanced Intelligence 8 ([/b]to 32/+11; [i]Flaw[/i]: Limited to predicting the future[b]) + Enhanced Wisdom 8 ([/b]to 28/+9; [i]Flaw[/i]: Limited to predicting the future[b])[/b] [2+4+4 = 10/16PP] (re: Marvel's Leader, Mad Thinker) [*][i]Analytical Mind[/i]: [b]Enhanced Skills 4 ([/b]Notice +4; +14 total[b]) + Super-Senses 13 ([/b]True Sight [Vision Counters Concealment, Counters Illusion, Counters Obscure {all}, Detect Hidden], accurate for normal hearing, acute for normal olfactory[b])[/b] [1+13=14/16PP] [*][i]Debating a Vastly Superior Intellect[/i]: [b]Mind Control 15 ([/b][i]Extras[/i]: Conscious; [i]Flaws[/i]: Action [Full Round], Hearing-Dependent; [i]PF[/i]: Subtle; [i]Drawbacks[/i]: Action 2 [5 Minutes][b])[/b] [14/16PP] (re: Lex Luthor in [i]Superman: Red Son[/i]) [*][i]Deductive Observation[/i]: [b]Mind Reading 15 ([/b][i]Flaws[/i]: Full Round/1 Minute, Limited - Must Carefully & Closely [within 30 feet] Observe Subject And Their Facial Expressions; [i]PF[/i]: Subtle; [i]Drawback[/i]: Action 2 [5 Minutes][b])[/b] [7/16PP] [*][i]Deductive Reasoning[/i]: [b]Super-Senses 6 ([/b]Acute Analytical Postcognition[b]) + Enhanced Intelligence 8 ([/b]to 32/+11; [i]Flaw[/i]: Limited to postcognition/piecing together what happened[b]) + Enhanced Wisdom 8 ([/b]to 28/+9; [i]Flaw[/i]: Limited to postcognition/piecing together what happened[b])[/b] [6+4+4=14/16PP] (re: Sherlock Holmes) [*][i]Explosively Overclocking His Brain[/i]: [b]Enhanced Intelligence 26 ([/b]to 50 [+20]; [i]Extras[/i]: Linked [Quickness]; [i]Flaws[/i]: Side-Effect[b])[/b] [13PP] [b]+ Quickness 9 ([/b] to Quickness 15 [x100,000]; [i]Extra[/i]: Linked [Enhanced Intelligence]; [i]Flaws[/i]: Limited [Mental Tasks], Side-Effect[b])[/b] [3PP] [13+3=16/16PP] [u]Side-Effect[/u]: [b]Confuse 10 + Damage 10 ([/b][i]Extra[/i]: Alternate Save [Will][b])[/b] [30PP] [*][i]Hyper-Deduction[/i]: [b]Telelocation 9 ([/b]Entire Earth; [i]PF[/i]: Subtle[b]) + Quickness 9 ([/b]total Quickness 15 [x100,000]; [i]Flaw[/i]: Limited to Extended Search checks[b])[/b] [10+3=13/16PP] ("Based on vhat I know of his habits und predilections, he vould be staying at...") [*][i]Pseudonatural Rage[/i]: [b]Enhanced Feats 8 ([/b]Attack Focus [Melee] 3, Rage 5 [+10 Str, +5 Fort & Will, -2 Defense; lasts 10 rounds][b]) + Protection 8[/b]. [8+8=16/16PP] Melee attack +11, +5 damage unarmed (+7 w/ sneak attack), Defense 16, Toughness 12 [Imp 4] w/ Labcoat. [*][i]"Whatever You Do, Don't Let Him Talk To You!"[/i]: [b]Confuse 15 ([/b][i]Extra[/i]: Range [Perception]; [i]Flaw[/i]: Sense-Dependent [Hearing]; [i]PF[/i]: Incurable[b])[/b][/list] [u]Sample Power Stunts for [b]Mental Quickness 6[/b] (3PP)[/u] [list] [*][i]Lightning Calculator[/i]: [b]Quickness 9 ([/b]x1,000; [i]Flaw[/i]: Only for performing mathematical calculations[b])[/b] [*][i]Speed Reader[/i]: [b]Quickness 9 ([/b]x1,000; [i]Flaw[/i]: Only for reading[b])[/b] [*][i]Speedy Repairer[/i]: [b]Quickness 9 ([/b]x1,000; [i]Flaw[/i]: Only for Craft checks pertaining to repairing damaged items[b])[/b][/list]
  8. Looks like we're out of combat, but the dog-shovel thing seems friendly, so maybe it can help. And if not... well, I'm sure Fleur can give it a good home ;)
  9. "Well, wood's tougher'n normal human flesh," the zombie replied as Twig fell, "so it makes senses t'me that a super-tree'd be tougher'n a super-human." Dead Head looked down at the shovel-dog-thing, then back to the others. "So there's, what, four more'a those meteor things what fell? Gotta be some way we can- oh!" Maybe... jussst maybe.... The zombie knelt down and looked at the shovel-dog-thing. He spoke to it in the same light, even tone one would use in addressing any pet, even reaching out to scratch behind its 'ears'. "Who's a good boy? You's a good boy, yes you are! Do you know where those other space-rocks are? The other plant-critters? Do ya, boy?" He pointed in the general direction where he believed the meteor fragments would be, "fetch!"
  10. Someone stunts Cold Control as an AP of Sonic Control. Also, Gizmodo's 10 Greatest Fictional Inventors Of All Time.
  11. 38 hours & 40 mins left to get posts in for the month! And if you've not listed your active threads already, do it now! (It makes the Refs job a lot easier when we know where to look to count your posts.)
  12. That much Attractive breaks caps, too. She has 4 ranks in both Bluff and Diplomacy. Attractive 3 effectively adds 12 ranks to each of those skills -- but only vs. people who find you attractive, and only when you actually use your looks/sexiness to influence them -- giving her 16 ranks total. But at PL 10, the most ranks she can have in a given skill is 15 ranks [PL + 5], and the caps are 'hard,' meaning you cannot buy excess ranks and then just not use them.
  13. Did Ace's Gremlins (they make Dok go ) work? Will anyone else do anything while Dok has Bee-Keeper in (Confused) rant mode?
  14. Oy! Trevor's up! Two dead men on his granddad's lawn, one's asking him what he's planning to do with the other.
  15. I'd be willing to go with that, sure.
  16. Yeah, sorry, kinda got swamped with some RL drama.
  17. Given how bloody long this has been going, and that the goal of the thread is for Knievel to discover his resurrection power, I'm disinclined to allow that.
  18. AMC's Walking Dead trailer (premieres Halloween night).
  19. Dr Archeville

    Null

    Where does it say that? I'm not seeing it in the Drain entry in UP.
  20. 10, with -5 Attack/+5 Damage and -5 Defense/+5 Toughness.
  21. By the RAW, Penetrating has absolutely no bearing on Knockback. 10 (Knievel's Strike) - 16 (Dok's Knockback Resistance [15 from Impervious Toughness 15, 1 more from 3 more ranks of non-Impervious Toughness]) = -6, less than 0, so no knockback at all. Though I do need to make Concentration checks to see if he can maintain his Sustained duration effects (like his Force Field and Tentacle-Brain). DC is 10 + rank (24 for Force Field, 17 for Tentacle-Brain), his Concentration is.... +5 Concentration check, DC 24 (1d20+5=11) Concentration check, DC 17 (1d20+5=24) Brain's intact, but the force of Knievel's blow temporarily overloaded Dok's force field, leaving him vulnerable! (If one had to fail, it does make more sense descriptor/fluff/story-wise for it to be his force field.)
  22. 22 does just hit the Doktor, as his Defense is 22 due to his Tentacle-Brain being in "Combat Mode". Fort save vs. Radiation Blast (Damage, Alt Save [Fort]; DC 25) (1d20+9=17) fails by 8, that's a Bruise + Stun. I'll let that stand.
  23. "Von down..." Archeville was alone with Athena, the advanced computer system which stored the memories of key AEGIS agents, tracked criminal activity worldwide, and coordinated the agency’s considerable information resources. Rumor was, Athena was an actual AI. Tearing himself away, Archeville adjusted his techno-wand to perform a detailed life signs scan, seeking in particular the other Grue "Wraith" like the one that lay at his feet. He did access Athena's files for a brief moment, but only allowed himself to access the building's schematics, so he could best figure out where the other Grue was in order to teleport to it. "Match found... coordinates locked... here ve go!" Anyone at the area where the other Grue "Wraith" was would feel a slight twinge of vertigo as spacetime was gravimetrically warped. The Doktor appeared in a flash of blue-gray light, not very far from the other Grue. It was in a hallway, between rooms, and appeared to be looking for something. "Hello dere, Grue invader!," the Doktor proclaimed. "Vhat brings you here dis time? Our vater? Our vomen? Dis s, vhat, de third invasion? De last two did not go so vell, did dey? Especially dat last von -- beaten by a child, ja? Tsk, tsk, tsk... vell, I am sure von of dese days you vill find someding to appease you. But vhat is it you vant, eh? Power? Power is not an end, it is a means to an end -- vhat do you vant? Oh, perhaps you are just seeking for a place to live, but dink you can only do so through conquest? Vell, dat is not true! I mean, ja, immigration is a hassle, und dat is just local, planetary scale dings, de complexities of interplanetary immigration vould be exponentially more difficult... but surely dey can be vorked out, ja? Are you not tired of de distrust dat shapeshifters alvays face? You do not haff to play into de stereotype, you can be vhatever you choose to be -- literally!" "Immigration is soemding I alvays found fascinating, both because I am von, und in part because de continent I am from holds de most immigrants in de vorld. As of 2006, de United States accepts more legal immigrants as permanent residents dan all other countries in the world combined, vhich has helped energize de country, und...." The Doktor went on and on about immigration, hoping to at least distract the creature from whatever it was doing.
  24. In that case, Dok shall SURGE and use a standard action to use his Fascinate. Though, without his Enhanced Charisma, this may not go so well. But at least it'd make a good distraction... Perform (Oratory) check for Fascinate feat (1d20+8=11) ... screw it, I'm using an HP to re-roll that. Perform (Oratory) check for Fascinate feat; HP re-roll (1d20+8=28) 8-) 4 HP now, and will be fatigued at beginning of next round.
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