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Dr Archeville

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  1. Okay, WK got a 15 on the Fort save, which failed the DC 16 by 1. He's Fatigued: -2 Str, -2 Dex, -1 Attack, -1 Defense, and he can't move all-out. More importantly, WK got an 8 on his Reflex save, which failed the DC 21 by 13. Failure by 5+ means the target is "bound and helpless" (but also gains cover from the snare). Problem: as he pointed out, he can still do his Burst Area Blast (centered on himself) to injure the hostages. Solution: Negate WK's powers, KO him, or remove him from the area. Could A) use Cold Control from Mad Maple's Prison-Made Winter Wand to counter his fiery Blast. Blast/coup de grace him (DC 31 Toughness, then DC 26 Fortitude), hoping he rolls low enough it KOs him. C) grab him (with the Super-MAX armor he has an effective Str of 40, easily enough) and fly out the window. (But what if he's readied to go off when touched?!) D) grab him and teleport away (though that's require re-jiggering his teleportation ability to add some Progression to carry the extra weight). B & C both looks good.
  2. Notice for Dead Head = 8 Sense Motive for Dead Head = 20 :)
  3. I just realized one (potentially) big problem with taking Avalon out: he's our communications hub!
  4. Afuhrersayswhat?
  5. That's what Villain Points/GM Fiat are for.
  6. For Belphegor: and
  7. Don't guess, look up what you've got; copy & paste all the upgrades here (since we've all apparently forgotten them )
  8. "Sssooo...," Jos murmured from the couch, "we clear now?" We'd better be, after all we- "Si, demone," she said as she took the coin, "you are free from our services. Both of you." Ghost and Belphegor both felt a momentary dizziness, then a lightness, as if an invisible weight had been lifted from their shoulders. "You may be called upon again, of course," she added as she moved to the door, "since you've both proven to be... well, successful as assigned tasks. And, we know where you live, so it will be easy to find you." She opened the door, and was halfway out before pausing again. "Oh, and if I were you, I would try not to get too badly injured -- if a Charon Ambulance comes for you, you probably won't be taken to a hospital. Oh, and watch those open flames," she looked more towards Jos now, "since Kapetelis is good friends with fire chief DuMar." And then the door closed, and Jos and Ghost were in Ghost's apartment alone. $#!+ "Ummm... so, I guess I'll be going soon." Jos murmured. "We have it, father: the Coin of Ziocles! It shall bring death to our enemies, and life to us!" ~fin~
  9. Examples will help us ;)
  10. Is good, da. Of course, if we get tired of speaking in our Funetik Aksents, we can just > ;)
  11. Done. And since Avalon's not posted anything in over a month, his character is getting archived, too. So that's all of 'em. The Villain sub-forum is now gone.
  12. Archived due to player not posting anything in over a month.
  13. 1/5th in the sense that they cost equipment points, which are 5:1 with power points. So Blast 5 would cost 10 equipment points, or 2pp.
  14. Knight's 18 just manages to hit Doc. Toughness save (v. DC 26 fiery Blast) = 27! Not a singe! But the flash of flame could obscure Doc just long enough for him to switch back on his Cloaking Field, becoming invisible.... and mysteeeerious! So now invisi-Doc moves a bit, and then... Combo Attack! Ranged Fatigue 6 (from Mad Maple's Winter Wand) and (after spending that new HP to nix the fatigue of extra effort/surging) Snare 11 (from Electromagnetic Screwdriver-boosted Super-MAX armor) But can he hit, even though his attacks should be a surprise attack (and so White Knight's flat-footed and has an additional -2 to defense)? Fittingly, both attacks are the same: 22. So now Knight has to make a DC 16 Fortitude save vs. the Fatigue, then a DC 21 Reflex save vs. the Snare. Which may be harder for him, depending on how his save vs. the Fatigue effect goes.
  15. The combination of the Super-MAX armor and Archeville's own force field protected him completely from the fiery blast. He used the momentary distraction of the fireflash to switch to his cloaking field, then moved to one side of the room. "Triumph?" Archeville's voice echoed through the room, "his only triumph was in killing himself and ridding the world of his madness!" From one corner of the room, a blast of numbing cold shot out, followed immediately by a set of magnetically-charged metal bolos. Both struck the Knight, and Archeville hoped they held.
  16. "An interesting analogy," Archeville replied, "since, if a spring is compressed for a long enough time, it vill not spring back vonce released. However...." he paused to take a bite from a kosher pickle, "if you are getting stronger in dis form, it might be possible dat your body is adjusting more und more to de power mitin you, und eventually your current form vill be as powerful, or nearly so, as your other form. I- oh..." he paused again, stroked his chin, then realized he was doing so with the kosher pickle. "You do not suffer any negative effects from de change, do you?" He wiped his chin with a napkin from a coiled wire napkin holder, "A decrease in mental faculties, or a shortened temper vhile changed?"
  17. I also the for the transport, not the helicopter.
  18. D'oh! I mean.... *neuralyzes*
  19. .... it's the new spelling. Like what all the kewl kidz are doing these days.
  20. Doktor Archeville's Super-Secret Haven: Nichtuberall ("Not Anywhere") Sometimes, Doktor Archeville really needs to get away, to someplace where nothing will disturb him and no one can find him. And so, he built his ultimate refuge, a place where he could concentrate on projects without any interruptions. Location: Inside a large asteroid in the asteroid belt between Mars and Jupiter. Appearance, Exterior: Nichtuberall is entirely contained within the asteroid; there are no external indications that it is anything other than just one of the 2,000,000 other space rocks in the belt. Appearance, Interior: Nichtuberall features luxurious quarters, a well-stocked library, an automated kitchen, and enough labs for him to do most of his work; there isn't enough room for extensive testing of devices, so the labs mainly focus on theoretical work and computer modeling of prototypes. (He can save the data to the memory systems in his Electromagnetic Screwdriver and download it into one of his Earth-based computers at the first opportunity.) Miscellaneous Only Doktor Archeville knows about Nichtuberall: no humans were involved in its constructions, all robots involved in the construction were ultimately recycled into components of the HQ itself, and all information related to it was erased from his Earth-based computers (and his Electromagnetic Screwdriver) after it was completed. The only way to track it down (other than reading Archeville's mind) would be an intense analysis of the coordinate system used by the Micro-Wormhole Generator in his Gravimetric Belt, which is how he usually gets there (it takes several "jumps"). It can receive transmissions from Earth, but he never communicates back since that could reveal its location. Additionally, its distance from Earth -- 3 AU from the Sun, so 2 to 4 AU (185,911,614-371,823,228 miles) from Earth depending on their relative positions -- means standard transmissions would not reach Nichtuberall for 16.6 to 33.3 minutes. At its closest, it would require Teleport 13 to reach it in one hop from the Earth. At its most distant, it would require Teleport 14 to reach in one go. Its distant location is its best protection, but Archeville does not rely on that alone. A stealth field damps out any electromagnetic "noise" the equipment inside makes, and a "mental stealth field" built into the walls makes it so anyone scanning for him psionically "sees" nothing unusual about the asteroid. A variable phasic shield keeps nosy/wandering energy beings & incorporeal entities out. Upgrades as of April 2010 * added more ranks in the Concealed feature. * Improved security * Added self-repair drones * Concealment: added Concealment (mental & radio; Close Range, Selective), Enhanced Feats/Skills (Hide in Plain Sight and Stealth) * ESP: added ESP, with Rapid 5 (x100,000) and Duration [sustained]. Also added the Dimensional power feat, 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 * Healing: added the Healing power the other HQs have. * Obscure: added Selective Attack extra. * 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. Update: January 2011 Doktor Archeville revealed the existence of this facility to Blueshift, Push, Supercape, and Victory, after they stopped a planet-killer asteroid from impacting Earth. Upgrades as of March 2011 * Changed Healing to Affects Others Regeneration. Healing is instantaneous, Regeneration is not, so this makes it more Bacta Tank-y. June 2011 During the ArchEvil event, Blueshift, Push, and Victory fought Meta-Ceptors on Nichrüberall. What remained of the satellite was given to given to the Freedom League. Nichtüberall was used by members of The Lab as a secure place to study Gorgon nanites in Fall 2011. It is currently mothballed, but may be used as a long-range early-warninng system to warn of extrasolar threats.
  21. Doktor Archeville's Satellite: Archestern ("Arche-Star") The International Space Station (ISS) is a lofty and worthy goal... but it is taking too long to get going! The Freedom League built and had in orbit the Lighthouse in about one year (assuming the reports that they only started work on it shortly after the Grue Unity Invasion are true), but the ISS has been worked on for a decade, and still won't be partly operational for another two years, and another four after that before it's fully operational. And the ISS is a far simpler structure than the Lighthouse! Out of his desire to help the scientific community (and prove he could do something others could not or would not), he designed Archestern, a research facility in geosynchronous orbit. He finished most of the designs and began assembly in 2005, got it into orbit with help from the Freedom League and Dark Star, and (with Ace Danger's help) got the okay for it from the United Nations and UNISON (though, as with the Lighthouse, not all nations were okay with it). Location: Archestern is parked in geosynchronous orbit (approximately 22,000 miles above sea level) over South America (mainly Ecuador, Colombia, and Brazil). However, it is possible for ArcheStern to move, albeit at a very slow pace. Appearance, Exterior: Archestern presents a profile similar to an eight-pointed star. It has a large central area that's disk shaped, and radiating from it to the eight points of the compass are wedge-shaped "rays." The central disk is referred to as the Core; the eight arms are the North, Northeast, East, Southeast, South, Southwest, West, and Northwest wings. Appearance, Interior: The Core contains most of the station's key facilities, including gravity generation systems, the security room, and the bridge. The gravity generator (a masterwork resulting from Dr. Archeville's extensive research into gravitics) allows the station to maintain Earth-normal gravity (1.0G) without having to be spun; controls in the Core can vary the gravity throughout the station (or only in selected parts of the station) from 0.0 to 4.0G. From the security room, all internal and external cameras can be monitored, electronic locks controlled, and personnel communicated with. The bridge is where Doktor Archeville and crew operate the controls that fly the station; though it normally remains in a stationary orbit, it is possible to move it as a very slow pace. The bridge also contain the controls for Archestern's communications equipment and sensors. The North Wing contains Dr. Archeville's personal quarters, his dining hall and kitchen, and his laboratories. His large, luxurious room occupies the tip of the wing and has large "windows" made of transparent Archeneum that allow him to gaze out on the magnificence of space. The laboratories aren't as extensive as those in Schloss Wissenschaft or Archeville's Hanover Home due to a lack of room aboard the station, but there's more than enough to keep Archeville occupied. This is where he does most of his work on astronomy, astrophysics, and related subjects, since it's much easier to view the universe without an atmosphere getting in the way. The East Wing contains quarters and living spaces for Archestern's crew and guests. The lounges are small and focus almost entirely on video entertainment; there isn't room for things like billiard tables. The South Wing of Archestern primarily contains the unglamorous but absolutely necessary systems required to keep the space station running: the power generator (a binary cold fusion system, supplemented by numerous solar panels on the sunward side of the station); the heating plant and ventilation equipment; and the main life support systems. (Smaller backup life support systems are in the Core and each Wing except the West Wing, capable of sustaining life in that particular section but not elsewhere.) Additionally, the South Wing features Archestern's teleportation platform. The West Wing contain the landing/launch bay at its "tip," and the rest of the wing consists of hangars and repair bays for space vehicles. The Northeast, Southeast, Southwest, and Northwest Wings contain laboratories and workstations ArcheTech uses (and rents out to other companies), to take advantage of the low- and zero-gravity environments which are ideal for manufacturing some types of electronic components and chemicals, the clearer view of the universe for astronomy and astrophyiscs work, and the top-down view of the Earth for meteorological research. Miscellaneous Archestern mounts a telescope even better than the Hubble Space Telescope. (Hubble has roughly x8,000 magnification, Archestern's has x10,000.) Archestern typically carries 60 man-years worth of food and other supplies. Upgrades as of April 2010 * Improved range of Defense System, though they still fall far short of being able to hit anything even in upper Earth atmosphere. * Improved security * Added self-repair drones * Comprehend: 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. * ESP: added Rapid 5 (x100,000), replaced Simultaneous with Duration [sustained] * Gravity Control: 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. * Healing: changed Total to Affects Objects. Now he has things that can heal people and repair robots (technological constructs). * 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. Upgrades as of March 2011 * Changed Healing to Affects Others Regeneration. Healing is instantaneous, Regeneration is not, so this makes it more Bacta Tank-y. June 2011 Following the ArchEvil event, the Freedom League & Miss Americana (in her new role as CEO of ArcheTech) gained custody of ArcheStern.
  22. Doktor Archeville's Mobile Undersea Base: Fjölnirskraft ("Fjölnir's Power/Strength") The seas have always held a special fascination for Viktor Archeville: their bounty, their mystery, their power. "We know more about the moon than we do about the deep sea," Greenpeace says. Archeville had advised and worked on assorted oceanographic missions before -- designing sensors and propulsion units, going over data, examining new sea life, and so on -- but he knew he could do better. So he decided to build a gigantic submarine, one capable of going faster, deeper, and staying under longer than any other, and which would have less of a "footprint" that would disturb the native life. The result, two years later, was the launching of Fjölnirskraft, currently the largest submarine in world history. Location: Fjölnirskraft roams the Pacific Ocean. She'll dock wherever she's allowed, but Archeville also has a private shipyard on a small, barren island east of the Marquesas capable of handling most routine repairs and refueling. The Archeneum hull plating and skeletal structure of the kraft allow it to cruise at deeper average depths than most submarines. A Los Angeles-class nuclear submarine can dive to depth of 1,480 feet (450 meters) before beginning to risk hull collapse from the pressure; Fjölnirskraft can dive to depths of up to 2,460 feet (750 meters) without undue strain. Appearance, Exterior: Manufactured primarily of Archeneum (a metal with approximately the weight of aluminum but a hardness & durability ten times that of osmium steel), the hull of Fjölnirskraft is, like other submarines, primarily tube-shaped, though the kraft is somewhat wider aft (rear) than fore (front), giving it shape like an elongated egg... or a turkey baster. However, when the eight manipulatory tentacles from the bow & the two from the sides all emerge and extend tot heir full length, it takes on the appearance of a gargantuan eyeless squid. Appearance, Interior: The front third of the Fjölnirskraft is taken up by laboratories and workshops dedicated primarily to oceanography/the marine sciences. The middle third is the habitation area, including the galley and infirmary. Between the habitation area and the laboratories is the command deck, and below the command deck is Archeville's personal quarters. The rear third contains the "cold fusion" power plant (see below) and the life support systems. Miscellaneous Archeville decided to keep the tradition of naming vessels after deities of the sea. According to Norse mythology, Fjölnir is the son of Freyr (son of the sea god Njörðr) and Gerðr (daughter of Ægir, a jötunn [nature spirit/giant] and king/personification of the seas), and thus the grandson of two sea-deities. Fjölnir is also another name for Odin (the chief god of the Norse pantheon), found in Grímnismál when the god revealed himself to Geirröd, and in Reginsmál when he was standing on a mountain addressing Sigurd and Regin; Snorri also mentions it as an Odinic name in Gylfaginning. The Fjölnirskraft generates power through a ultra-efficient "cold fusion" reactor that can pump out twice the power of a conventional fusion reactor but requires almost no shielding (which helps lighten the sub considerably). The power plant generates more than enough powers to meet the kraft's day-to-day needs, which, combined with its mostly robotic crew (see below), means it can stay underwater for approximately six months without having to even approach the surface. The Fjölnirskraft uses a magneto-hydrodynamic (MHD) propulsion system, a major advantage compared to propellers or pumpjet propulsion. The MHD engine uses magnetic energy to force water through tubes, an effect sometimes described as an "underwater jet engine." There are six MHD "jets" total, three each on the port (left) and starboard (right) sides, along the rear 2/3rds of the kraft. The MHD system allows the Fjölnirskraft to attain speeds far beyond those of standard submarines; conventional submarines typically run at 20 knots and max out at around 35 knots, but the Fjölnirskraft can reach over double that. Additionally, the MHD engine makes almost no noise, rendering it nigh-unnoticeable by wildlife (and modern sonar systems). To improve the kraft's stealth profile, Archeville has covered the hull with an anechoic radar absorbent coating, and has acoustically isolated machinery and other noise-causing objects inside the hull by mounting them on vibration-dampening platforms. The Fjölnirskraft contains ultra-advanced communications and sensory gear. It uses powerful active and passive sonars, including a spherical array in the bow, a conformal sonar array mounted around the bow, and several types of towed sonar arrays built into tubular shrouds around the hull. The Fjölnirskraft's communications equipment can receive and broadcast over the full frequency spectrum, from ultra-high frequency (UHF) to extremely low frequency (ELF). Unlike virtually every other sub in the world, the kraft doesn't need to approach or break the surface to use its communications systems (which would be too disruptive for long-term deep sea projects); they work just as well hundreds of feet below the surface as the do on top of it. After careful consideration, Archeville did decide to give the Fjölnirskraft some weaponry. Torpedoes were right out, though: too "low-tech", too unreliable. Instead, he went with 16 energy beam projectors, spaced evenly around the hull, specifically designed and tuned by him to fire underwater with minimal loss of energy. They can also be set to "paralyze" or "stun" mode. Similar projectors are mounted on the inside of the ship, to deal with any intruders or unruly specimens. Also usable as a weapon -- but primarily intended for specimen retrieval -- are the Fjölnirskraft's tentacles, eight at the bow and two along the sides. When retracted the bow tentacles form a spiral cover over the front of the kraft, and the two at the sides lie flat against the hull, so when not in use the super-sub is as streamlined as any other submarine. The super-submarine also contains a dock/hangar for other, smaller vehicles. The Fjölnirskraft has a crew of a couple hundred at most, and often runs with just a few dozen, not the thousands which would be expected for a ship of this size and complexity. This is possible for two reasons. One, the kraft is highly automated, and Archeville's technology rarely breaks down under standard use. Second, basic tasks that can't be automated -- everything from keeping the ship clean to routine maintenance -- are performed by robots. Human personnel only have to perform tasks that Archeville isn't willing to relegate to robots. This of course does not include the "guest" scientists who make use of the kraft's facilities for their own research. Due to its relatively small crew, the Fjölnirskraft requires less in the way of life support systems. These systems include carbon dioxide "scrubbers" to remove that gas from the air, and carbon monoxide "burners" which do the same for that gas. Another system breaks water molecules into hydrogen and oxygen to replenish the air supply; filters, dehumidifiers, and similar equipment keep the air fresh. The sub also has a water distillation facility to produce all the water it needs. The kraft typically carries enough food and other supplies to travel for 180 days in comfort without surfacing. Upgrades as of April 2010 * Improved security * Added self-repair drones * ESP: added Rapid 5 (x100,000), replaced Simultaneous with Duration [sustained] * Healing: changed Total to Affects Objects. Now he has things that can heal people and repair robots (technological constructs). * Added "Force Screen" (Impervious for Toughness) * 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. * Teleporter: it now has one. Upgrades as of June 2011 During the ArchEvil event, Fjölnirskraft was boarded by Deep Ones and used to invade Freedom; Gabriel & Ironclad fought them off. What remained of the vessel, along with the rest of ArcheTech, was given to Miss Americana and the Scarab.
  23. Doktor Archeville's German Castle: Schloss Wissenschaft ("Science Castle") On the day Archeville turned 16, he was given a doozy of a birthday present: his own ancestral keep! It wasn't much to look at, just a five-story tower straining under more than a century of neglect, but it was in an exquisite location overlooking the majestic Danube river. He spent a few months working on fixing it up, but slowed when he started his college career. After graduation, he revisited the tower with many, many plans for it. Not only would this be his new home while in Germany, it would be a center for his company (still some years from completion) and a place of learning for all who were determined enough to make the trip. Location: Schloss Wissenschaft sits in the Black Forest of Germany. Originally a small keep awarded to one of Archeville's ancestors in the 16th century, it stands on a hill overlooking the junction where the Brigach and Breg rivers join to form the Danube river. The closest town is Donaueschingen, a regional rail hub. Appearance, Exterior: The keep had started as a 5-story tower with a basement/storage cellar. Archeville restored and expanded it, turning what had been a simple keep into a sprawling 110-room castle with an expansive subterranean substructure. Appearance, Interior: The ground floor contains the grand entry hall (with a large art gallery off to the side), a lavish reception hall (with a large and well-stocked kitchen off to the side), classrooms (see below), staff lounge and dining room (for non-robot staff), and a robot repair/recharge area. 2nd floor holds a ballroom, a large meeting room, a formal dining room, servant's quarters, expensively furnished guest rooms, music room, museum, communications center, robotics laboratory/workshop, business offices, and a balcony overlooking the lands. 3rd floor holds R&D laboratories (primarily life sciences), an infirmary (with state of the art quarantine chamber, pathology lab, and cryogenic storage), more living quarters (primarily for scientists and technicians who show exceptional talent and receive training from Archeville himself), a national surveillance center, and aircraft hangar/helipad. 4th floor contains R&D labs (primarily physical sciences) and a global surveillance center. The castle's massive central tower contains floors 5-10. (The reception room in the ground floor, ballroom on the 2nd floor, and R&D laboratories on the 3rd and 4th floors make up and expand out from the lower levels of the tower.) Most of the 5th floor is take up by the gym and Combat Simulator Holo-Chamber (which he can use to show famous battles from history, with himself in the the role of one of the commanders), and the 6th floor contains Archeville's living quarters (sitting room, bedroom, and bath, all luxuriously appointed with the best in carpeting, furniture, and decor). The 7th floor holds private laboratories and workshops for personal projects (with their own dedicated power supply, a tabletop cold fusion generator), and the 8th floor holds labs for studying "unusual" items (which includes nonterrestrial, extradimensional, and "magical" items). The 9th and 10th floors are Archeville's massive library/reading room. In addition to Archeville's personal elevator, the 8th-10th floors are connected by a massive spiral staircase. Beneath the castle are numerous subterranean layers of considerable size; altogether they are about three times as big as the entire above-ground castle. The basement holds wine cellars and miscellaneous housewares; it can be accessed via elevators in the kitchens and Archeville's personal elevator (which runs through the central tower). The first sub-basement is contorted with small winding passageways, and the hangar, with access to the surface coming through the courtyard of the castle or via a ramp leading out behind the castle. The second sub-basement contains all sorts of power inhibiting devices designed to detain and imprison metahuman villains (or unruly experiments), as well as several research & testing laboratories (including his primary psionics/psionic tech R&D laboratories). The third sub-basement contains more laboratories and workshops (primarily robots and alternative energy sources), nestled in a maze of corridors. The fourth sub-basement holds more secret laboratories/workshops (including an extradimensional research laboratory), and a highly efficient fission reactor. Beneath this, an underground offshoot of the Danube River runs through a number of large caverns, and the current of the river powers three backup hydroelectric generators. See here for more. Miscellaneous: Exterior granite walls are supported by titanium/vanadium steel bracing, supplemented with force screens. Schloss Wissenschaft is highly automated, with a permanent staff of only 50 humans and 300 robots. Archeville could streamline operations more -- less humans and less robots via more automation -- but he chose not to because people coming there expect to see robots, and appreciate seeing other humans. Most of the ground floor is open to the public at all hours ("if you can reach the place," he figures, "you deserve at least a little something.") The classrooms contain scores of "teaching computers" that can answer a number of questions; they are free for anyone to use, though they only display in German. These "teaching computers" have fully interactive file libraries on anatomy, astronomy, biology, botany, chemistry, ecology, geology, medicine, physics, and zoology; they can also teach algebra, calculus, trigonometry, drafting, and electrical and mechanical engineering. Upgrades as of April 2010 * Improved security * ESP: added Rapid 5 (x100,000), replaced Simultaneous with Duration [sustained] * Healing: changed Total to Affects Objects. Now he has things that can heal people and repair robots (technological constructs). * 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. Upgrades as of March 2011 * Changed Healing to Affects Others Regeneration. Healing is instantaneous, Regeneration is not, so this makes it more Bacta Tank-y. Update: June 2011 On June 17th, 2011, the day Archeville's evil side completely took over, Schloss Wissenschaft was destroyed by UNISON Agent Mark Lucas.
  24. Leon, Jack and Blink all clearly made out a figure approaching the clearing, from the west -- so not from Freedom City, unless it had doubled back -- but could not make out its features due to all the shadows. Three things could be made out from where it stood, at the edge of he clearing: there was a green glow at its face (a glowstick around its neck?), it had something with a long handle strapped to its back, and it was whistling a vaguely familiar tune. "Hey fellas!" it called down to Leon & Jack in a gravelly but upbeat voice, with a noticeable Southern drawl. "how y'all doin'? What all's goin' on here?"
  25. Psst... that should be in the IC thread ;)
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