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Dr Archeville

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  1. Artificer Heroditus glanced back at Ben and Micah's exchange, which was utterly lost on him, and shook his head. Ben had made several offers to 'get him up to speed' on Surfacer media and pop culture, but he'd always found -- or made -- some excuse to skip out on it. Unless Ben had arranged for a Green Squad movie night, in which case he did attend, but even then he only paid partial attention, focusing on whatever technical journal he'd brought with him. As the reached the camp, he took another drink from his waterskin before addressing Veronica, glancing periodically at the two men who'd greeted them. "So what was your group doing here? What were they excavating? And what, specifically, had Doctor Schnider and Doctor Warren been working on?" He made a point of not looking Danica's way when she rolled by. He still did not know why she felt so uncomfortable around him, but so far that had not impeded their ability to work together, so he had not investigated the matter, and simply tried to give her a respectful distance.
  2. Horrorshow "Oh, uh," he stammered to Indira, looking suitably chastised. "Right, yeah, be more discrete. Ix-nay on the ue-Gray. Got it. And, uh," he extended a hand to her awkwardly, "it's nice to meet another of Daphne's friends." Get it together, Dayv. You'll never be an infiltration specialist if you keep blabbing like that! "Oh, you were a student at Claremont, too?" He looked to Mali, then back to Indira, "same year?" Then Erick was there, chatting with Indira and Mali, and mentioning previous conflicts. "Whoa, you all faced the Meta-Grue! When was this? How did it go down? I've heard a lot about him, but never gotten the chance to talk with someone who's actually faced- oh!" He took a few steps to the side to let Dio by, and gave the dragon a quick scritch behind the ears as he passed. He could not help but chuckle a bit at Dio's question to Indira, "oh, sure, appearances matter a lot here. Clothing, makeup, hairstyle -- appearances leave an impression, and first impressions are often the most powerful!"
  3. In that case, instead of using his Move action to Intimidate/Startle, he'll use it to run, booking it back to Claremont.
  4. Horrorshow Davyd had gotten most of his extra sensory organs under control, and focused on the squad's host. "Well, that sounds like all the more reason to do it now, and get it over with!" He glanced over at the black tower, "besides, that's the very center of this world, yeah? Seems like she wants the attention." He then looked to Gideon and Spethia, and extended a hand to both. "Hi, I'm Davyd! Leroy calls me a Face Dancer, but," he shifted to be Gideon's twin, "personally, I think that's a bit limited. I mean," he shifted again, now mimicking Spethia, "it's not just my face, it's my whole body, y'know? And I don't just do mimicry." He shifted again, growing larger and scalier, and now looking like a humanoid version of Dio, "I can mix and match, too!"
  5. Paid by Thevshi Dead Head Under Veteran Feats, please add Equipment 8 (contribution to Twilight Lodge) And update my Reward Tracker appropriately.
  6. Horrorshow Yowza! The "werewolf" leaped back, avoiding the vampire's reckless claws by mere inches. He snarled, drool spilling down over his lips, and raised his claws high for a strike. Strix quickly realized two things. One, his opening attack had left him overextended and off-balance. Two, this thing's fangs and talons were growing larger and sharper before his very eyes! Gotta end this fast! Davyd brought his embiggened claws down, connecting with two powerful slashes, marking a great X across Strix's torso. And then his foe was down! But now Davyd was uncomfortably aware of everyone else in the bar -- plus the dawning horror that he'd just killed someone -- so he bolted out the door and made a loping run back to Claremont.
  7. Starting Condition: Undamaged, 1 HP Standard Action: Attack with claws. All-Out Attack at 5, and Power Attack at 5. (+9 Attack, Damage 14, Defense +4) 1d20+9: 15 [1d20=6] Because of Strix's lowered defense, that hits. So that's a DC 29 Toughness save. Free Action: Extra Effort to SURGE, gaining another Standard Action: Another attack, with same modifiers. 1d20+9: 21 [1d20=12] Another hit, so another DC 29 Toughness save. Move Action: Use Startle feat, hoping to get in a surprise attack next round. Intimidate check -- 1d20+10: 26 [1d20=16] Free Action: Howl in triumph/panic Move Action: Run back to Claremont. Ending Conditions: Undamaged, 1 HP, will be fatigued at start of next round.
  8. Horrorshow The looming werewolf reacted in a way Lucy had not quite expected, but had perhaps hoped for: he crouched a bit, folded his ears back, and looked much like a dog that had just been told it was a bad boy. "Oh! Uh... sorry, ma'am..." Wait, no, he's getting away! And I can't squeeze through that window, in this form. And I need to warn Ashley and Farua. Okay, so I gotta go the long way 'round. His ears perked up again, hairs stood on end, and his stance shifted, "really sorry, butI'vegottarun!" He barreled past Lucy, and dashed through the club at breakneck speeds, clearly headed towards the exist. "HeyAshleyandFaruaI'mafterthatinternationalcriminalyouwereafteralsohe'savampireheflewoutthemen'sroomwindowI'mmachasehimdown!"
  9. Horrorshow "Oh, maybe you and I can be Mulder & Scully," Davyd offered, looking back and forth between his mentor and his roommate, "and Ben can be Kolchak the Night Stalker! Or, hey, if we're infiltrating, we could all be," his flesh shifted form and color so he now appeared to be wearing a black suit and tie, and sunglasses, "Men -- and Women -- in Black." The young metamorph lit up even more at the mention of Daphne's UFO. "Baby? Baby's outside? Great!" He turned back to Ben, shifting back to his shorts and tee-shirt appearance, "you'll love it in there, it's suuuper comfy! The chairs mold right to you!"
  10. Artificer's Will save vs. Fear Master's Stun 1d20+6: 9 [1d20=3] That fails by 6, so Artificer is stunned. (Unless he's still getting the +4 bonus from Astrid's headphones, in which case he got a 13, which fails by 2, so he'd just be dazed.)
  11. Artificer Heroditus gasped when he saw Micah's potent display of power, and felt a sinking feeling when he saw the reptilian behemoth from Ben's nightmares largely shrugged it off. Reptile, ectothermic, so use cold against... He yanked components off his Cone of Calming and fished out more from his pockets, and started combining them into a blaster. But partway through, he paused briefly. Wait, no, nothing I have comes close to Thunderbird's level of power, so even my cold blast would have little effect. Think smarter, control the battlefield. He resumed his work, moving closer to the monster and his squadmate, and soon held a rod of twisted white and blue metals studded with tiny clear gemstones. He pointed it between the two and sent a pulse of arcane energy into it. A beam of blue-white light lanced out between them, and a great wall of ice sprung up, stretching from the Atlantean and separating Octolad from his assailant. "YES! DIVIDE AND CONQUER!"
  12. Starting Conditions: Undamaged, 0 HP, fatigued. Free Action: Maintain Force Field. Free Action: Switch Magic Array to Create Object. Move Action: Move so he's within 15 feet of Goanna & OctoBen (I think they're further apart than that at the moment). Standard Action: Create Object, creating a 15x5 ft wall stretching from Artificer to the space between Goanna & OctoBen, expanding to a 10x10 ft. wall between Goanna & OctoBen. ooo88 It'll only be Toughness 7, which he can probably easily shred through, but time spent demolishing a wall is time not spent demolishing us! Ending Conditions: Undamaged, 0 HP, fatigued.
  13. Doktor Archeville The Doktor had been focused on Dirge, and was caught quite unaware by the haunt. He jumped back at the apparition's appearance, reflexively activating his force field and antigravity systems, rising up several inches into the air. A few moments after it vanished -- making sure nothing else was going to appear -- the blue glow of his protective field faded away, and he lowered himself back to the floor, muttering to himself in German. Stupid *****ing ghost can't go anywhere without running into ******* supernatural ******** He looked to Dirge, then Starlok, then to Dr. Ea'Po. "So. Atchpan ghosts, eh? I don't suppose you know any exorcism rituals?"
  14. Horrorshow Davyd smiled and waved at Lulu as he saw her walk by, and as his gaze passed back over the pool, he did a double-take at Ben and Mia. My roommate, and my squad leader...?! I never would've... eh, good for 'em! He turned his attention back to Mali, eager to hear from another Claremonter (and hoping things went smoother this night)... and then a second woman was there. "Oh! Ah, yes, I am Davyd." He looked Indira over, and quickly surmised she was not part of either True North or Vanguard. "'We'... oh, you know Daphne?! So you're a, uh," he shifted his head to the smooth, featureless crimson of a Grue Metamorph, then back to the round faced brunette of a Ukrainian teen, "part of the family?"
  15. Horrorshow Olivia shrugged and gave a small smile, "worrying about others is what I do. It's why I was a good techie at my old school's theatre program, and why I want to do the whole, ah... y'know." For a brief moment the flesh around her eyes folded and shifted into a blue and gold domino mask, then back to normal. "I like helping people, and making their work and life easier." "Which actually brings up something I've been thinking about!" Her smile was growing wider as she accompanied Lulu to the desired kiosk, "so I've been thinking about... fashion, and outfits, costumes, and especially about what I'd wear on my big... debut. I mean, I do like the outfits the school gives us, but when I graduate, I'd need something of my own, yeah?" She scrunched up her nose a bit, "and I'm not sure about those colors, anyway. Of course," she inclined her head slightly, "it's not just clothes, it's all aspects of appearance: the hair, face, posture... a proper look has a lot of components!" And in case my words are being too subtle: yes, I mean a look for my superhero persona, when I'm not some slavering monster striking fear into the hearts of criminals. Sometimes I'd want to look approachable, like if trying to rescue folks from a burning building!
  16. Makin' some adjustments. Power Level: 15 (built as PL 12) Power Points: 250 / 250 Unspent Power Points: 0 Trade-Offs: -4 Attack/+4 Damage; -2 Defense / +2 Toughness Doktor Archeville is, as written, operating as a PL 12 character, with the Luck (and HQ) of a PL 15 one. However, a combination of his Nanotech-Enhanced Brain APs, Variable Power, and Inventions can bump him up to PL 15 for combat & skills, though this will only be done if and when the GM explicitly allows it. ABILITIES: 0 + 0 + +8 + 14 + 6 + -2 = 26PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 28/18 (+9/+4) Intelligence: 40/24 (+15/+7) Wisdom: 32/16 (+11/+3) Charisma: 24/8 (+7/-1) COMBAT: 16 + 12 = 28PP Initiative: +12/+7 Attack: +8 (Base) Grapple: +8 Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -13/-7, -12/-6 flat-footed ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) SAVING THROWS: 1 + 4 + 9 = 14PP Toughness: +14 (Impervious 12/0) (+9 Con, +2 Defensive Roll, +3 Protection; Imp 12 w/ “deflector shield”), +12 flat-footed (Imp 12/0) Fortitude: +10/+5 (+9/+4 Con, +1) Reflex: +9/+4 (+0 Dex, +4 & +5 more from Flight); Evasion (from Flight) Will: +12 (+3 Wis, +9) SKILLS: 120R = 30PP Bluff 4 (+3, +7 w/ Attractive; +11/+15 w/ Enhanced Cha) Computers 15 (+23; +30 w/ Enhanced Int) SM, UE Concentration 4 (+7, +15 w/ Enhanced Wis) Craft (Chemical) 8 (+15; +23 w/ Enhanced Int) UE Craft (Electronic) 15 (+22; +30 w/ Enhanced Int) UE Craft (Mechanical) 8 (+15; +23 w/ Enhanced Int) UE Craft (Other) 0 (+7; +15 w/ Enhanced Int) Diplomacy 4 (+3, +7 w/ Attractive; +11/+15 w/ Enhanced Cha) Disable Device 15 (+23; +30 w/ Enhanced Int) SM Disguise 0 (-1, +19 w/ Morph; +7/+27 w/ Enhanced Cha) Investigate 3 (+10; +18 w/ Enhanced Int) SM Knowledge (Life Sciences) 8 (+15; +23 w/ Enhanced Int) Knowledge (Physical Sciences) 8 (+15; +23 w/ Enhanced Int) Knowledge (Technology) 15 (+22; +30 w/ Enhanced Int) Knowledge (Any Other) 0 (+7; +15 w/ Enhanced Int) Languages 1 (English, German [Native]) Medicine 2 (+5; +13 w/ Enhanced Wis) SM Notice 2 (+5; +13 w/ Enhanced Wis) Perform (Oratory) 3 (+2; +10 w/ Enhanced Cha) Search 1 (+8; +16 w/ Enhanced Int) Sense Motive 4 (+7; +15 w/ Enhanced Wis) Most can also have an additional +2 ranks (from “masterwork tools”) or +5 ranks (from “doktorwork tools”) FEATS: 23PP Attractive Beginner's Luck Dodge Focus 2 Eidetic Memory Improvised Tools Inventor Jack-of-All-Trades Luck 5 Master Plan Online Research Quick Draw Skill Mastery (Computers, Disable Device, Investigate, Medicine) Speed of Thought Ultimate Effort 4 (Computers, Craft [Chemical, Electronic, Mechanical] checks) Well-Informed Enhanced Feats Accurate Attack (from “Enhanced Coordination & Kinesthetics”) All-Out Attack (from “Enhanced Coordination & Kinesthetics”) Blind-Fight (from “Enhanced Coordination & Kinesthetics”) Challenge (Fast Work for Craft [Electronic]) (from “Enhanced Intellect”) Defensive Attack (from “Enhanced Coordination & Kinesthetics”) Defensive Roll (from Flight) Distract (Bluff) (from “Enhanced Presence”) Elusive Target (from “Electromagnetic Cloak”) Evasion (from Flight) Fascinate 3 (Bluff, Diplomacy, Perform [Oratory]) (from “Enhanced Presence”) Hide in Plain Sight (from “Electromagnetic Cloak”) Instant Up (from Flight) Move-By Action (from Flight/Teleport) Power Attack (from “Enhanced Coordination & Kinesthetics”) Second Chance (Stealth checks) (from “Electromagnetic Cloak”) Sneak Attack (from “Enhanced Coordination & Kinesthetics”) Veteran Awards Equipment 53 (265 EP) Utility Belt Coat [38 EP] Vehicle/Mobile HQ: Weltraumwohnwagen ("Space Mobile Home") [227 EP] POWERS: 5 + 10 + 16 + 17 + 22 + 2 + 20 + 37 = 129PP Archeville's Comprehend and first two rank of Mental Quickness have the Training descriptor, everything else has the Technology (and specifically Nanotechnology) descriptor. His Gravitic Defense and Gravitic Movement systems also have the Gravity descriptor. Comprehend 3 (languages 3 [read all, speak any one at a time, understand all]; Drawbacks: Power Loss [requires time -- GM’s discretion -- to process and assimilate entirely new languages]) [5PP] Assimilated Languages: Arabic, English, French, GalStandard, German [Native], Mandarin, Russian, Spanish Cyberkinetic Container 2 (10 points) [10PP] Comprehend 2 (electronics 2 [speak to, understand]) [4PP] Datalink 2 (100 feet, radio; PFs: Cyberspace, Machine Control, Subtle) [5PP] Super-Senses 1 (radio) [1PP] Gravitic Defensive Systems 7 (14 point Array; PFs: Alternate Power 2) [16PP] BP: Impervious Toughness 12 (“deflector shield”; note: Sustained Active effect) {12pp} + Shield 2 {2pp} {12+2=14/14PP} [Toughness is +14 (Imp 12), Defense +10 (+3 flat-footed), Knockback -11. Defensive PL 12] AP: Concealment 6 (“electromagnetic cloak”; All Radio & Visual; Extras: Linked [Enhanced Feats], Linked [Shield]; Flaw: Blending; PFs: Close Range, Selective) {8pp} + Enhanced Feats 3 (Elusive Target, Hide in Plain Sight, Second Chance [Stealth checks]; Extras: Linked [Concealment], Linked [Shield]) {2pp} + Shield 2 (Extras: Linked [Concealment], Linked [Enhanced Feats]) {2pp} {8+3+2=13/14PP} [Toughness is +14, Defense +10 (+3 flat-footed), Knockback -7; Defensive PL 12] AP: Immunity 9 (life support; note: Active Sustained effect; Extras: Duration [Continuous], Linked [Shield]; Flaw: Limited [Half Effect]) {9pp} + Shield 2 (Extras: Linked [Concealment], Linked [Enhanced Feats]) {2pp} {9+2=11/14PP} [Toughness is +14, Defense +10 (+3 flat-footed), Knockback -7; Defensive PL 12. This combined with the Immunities under “Technorganic Form” grant full life support.] Gravitic Movement Systems 8 (16 point Array; PFs: Alternate Power) [17PP] BP: Enhanced Reflex Save 5 (to +10) {5} plus Features 3 (“personal gravity field”; Environmental Adaptation 3 [high-gravity, low-gravity, zero gravity]) {3} plus Flight 1 (“contragravity”; 10 mph / 100ft per Move Action; PFs: Defensive Roll, Evasion, Instant Up, Move-By Action, Subtle 2) {8} {5+3+8=16/16PP} Toughness is +14 (+12 flat-footed), Reflex +10 AP: Teleport 5 (“wormhole”; 500 ft. per Move Action, 5 miles per Full Action; PFs: Change Direction, Change Velocity, Easy, Progression [Mass] 2 [500 lbs.], Turnabout) {16/16PP} Nanotech Enhanced Brain Array 10 (20PP Array; PFs: Alternate Power x3; Drawbacks: Action [Move] to change configuration) [22PP] BE: Enhanced Feats 1 (Challenge [Fast Work for Craft {Electronic}]) {1PP} plus Enhanced Intelligence 16 (“enhanced intellect”; to 40 [+15]) {10PP} plus Enhanced Quickness 6 (“thinks very fast”; to Quickness 10 [x2,500]; Flaw: Limited [Mental Tasks]) {2PP} {1+16+3=20/20} AP: Enhanced Charisma 16 (“enhanced presence”; to 24 [+7]) {16} plus Enhanced Feats 4 (Distract [Bluff], Fascinate 3 [Bluff, Diplomacy, Perform-Oratory]) {4} {16+4=20/20} AP: Enhanced Datalink 0 (“ghost in the machine”; adds to Datalink 2; Extras: Area 2, Linked [Enhanced Quickness], Linked [ESP]; PFs: Selective) {3PP} + Linked Enhanced Quickness 10 (to Quickness 14 [x50,000]; Extras: Linked [Enhanced Datalink], Linked [ESP]; Flaw: Limited [Mental Only]) {5PP} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [Sustained], Linked [Datalink], Linked [Enhanced Quickness], Simultaneous; Flaw: Medium [technological sensors]) {12PP} {3+5+12=20/20} AP: Enhanced Feats 6 (“enhanced coordination & kinesthetics”; Accurate Attack, All-Out Attack, Blind-Fight, Defensive Attack, Power Attack, Sneak Attack) {6} and Immunity 20 (“enhanced intrapersonal intelligence"; Emotion Effects, Interaction Skills, Mental Effects; Sustained; Flaw: Limited [Half Effect]) {10} {6+10=16/20} Quickness 4 (“parallel processing”; x25; Flaw: Limited [Mental Tasks]) [2PP] Can Take 10 on a Computers check [total 33+] and write a computer program in 2.4 minutes. Can Take 20 on a Knowledge check (assuming he has access to a library) in 2.4 minutes. Can Take 20 on a Notice check [total 25+] in 2.4 seconds, or a (standard?) action. Can Take 20 on a Search check [total 28+] in 4.8 seconds, or one full round. Technorganic Form 4 (20 point Container, Permanent Duration) [20PP] Enhanced Constitution 10 (to 28/+9) [10PP] Immunity 12 (aging, life support, sleep, starvation & thirst; Flaw: Limited [Half Effect]) [6PP] Protection 3 (technorganic flesh) [3PP] Regeneration 1 (disabled 1 [5 hours]) [1PP] Variable 4 (“Internalized Electromagnetic Screwdriver & Technorganic Form”; 20PP Variable Power, Any Power, Multiple Powers At Once [8pp/rank]; Extra: Action [Free]; PF: Subtle) [37PP] Sample Settings Default Setting Enhanced Skills 16 (“masterwork tools”; +2 to Computers, Craft [Electrical], Disable Device, Investigate, Knowledge [Technology], Medicine, Notice, and Search) {4} Feature 1 (“voice modulator”; Voice Mimicry) {1} Super-Senses 13 (“electromagnetic senses”; Accurate for Radio [2], Analytical for Radio [1], Analytical for all Vision [2], Extended for Vision, Penetrates Concealment for Vision [4], communication link [w/ Weltraumwohnwagen; radio], danger sense [radio], infravision, ultravision, uncanny dodge [radio]) {15} {4+1+15=20/20} DRAWBACKS: -0PP --- TOTALS Abilities (26) + Combat (28) + Saving Throws (14) + Skills (30) + Feats (23) + Powers (129) - Drawbacks (0) = 250/250 Power Points (0pp under) Without any of his technological powers, his stats are: Constitution 18/+4 Attack +8 Defense +8 (+3 flat-footed) Toughness +4 Damage +0 (unarmed), +3 (weapons) [PL 6 Defensively; PL 4 Offensively, 6 with weapons; PL 6-10 on Skills] Tired: Enhanced Wisdom ("enhanced intrapersonal intelligence"), with Power Loss so it does not affect Will saves (since I don't want to be futzing with that). Wired: Immunity 20 (“enhanced intrapersonal intelligence"; Emotion Effects, Interaction Skills, Mental Effects; Sustained; Flaw: Limited [Half Effect]) {10/16PP}
  17. Another take on a PL 12/250pp Artificer. Power Level: 15 built as PL 12) Power Points: 246/250PP Unspent Power Points: 4 Trade-Offs: -2 Attack/+2 Effect, -2 Defense/+2 Toughness ABILITIES: [4 + 2 + 4 + 14 + 8 + 2 = 34PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 12 (+1) COMBAT: [12 + 8 = 20PP] Initiative: +1 Attack: +6 melee, +10 ranged, +12 w/ “Mage’s Hands” Grapple: +10, +24 w/ “Mage’s Hands” Defense: +10 (+4 Base, +4 Dodge Focus, +2 Shield), +2 Flat-Footed Knockback: -13 vs. Energy & -10 vs. Physical; -7 vs. Energy & -4 vs. Physical w/ only Force Field, -1 without either SAVING THROWS: [3 + 3 + 4 = 10PP] Toughness: +14 (+2 Con, +6 Force Field, +6 Protection; Imp 12 vs. Energy, Imp 6 vs. Physical), +8 (Imp 6 vs. Energy) w/ only Force Field, +2 w/out either Fortitude: +10 (+2 Con, +3/+8), +5 w/out Warding Bracer Reflex: +9 (+1 Dex, +3+/8), +4 w/out Warding Bracer Will: +13 (+4 Wis, +4/+9), +8 w/out Warding Bracer SKILLS: [152R = 38PP] Computers 6 (+13) Concentration 11 (+15) Craft (Artistic) 13 (+20) Craft (Chemical) 8 (+15) Craft (Mechanical) 13 (+20) Craft (Structural) 8 (+15) Disable Device 13 (+20) SM Investigate 8 (+15) SM Knowledge (Arcane Lore) 13 (+20) Knowledge (Physical Science) 8 (+15) Knowledge (Technology) 13 (+20) Language 3 (Atlantean [native], English, Greek, Latin) Medicine 11 (+15) Notice 11 (+15) SM Search 13 (+20) SM FEATS: [17PP] Artificer Attack Focus (Ranged) 4 Dodge Focus 4 Eidetic Memory Environmental Adaptation (Aquatic) Luck 4 Ritualist Skill Mastery (Disable Device, Investigate, Notice, Search) Enhanced Feats Improvised Tools (from "Alchemy/Transmuted Objects") Veteran Reward Equipment 9 (45 EPs) HQ in the Bermuda Triangle POWERS: [3 + 58 + 11 + 3 + 42 + 2 + 4 + 4 = 127PP] Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP] BE: Swimming 2 (5 MPH) {2/2} AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1} {1+1=2/2} Devices 14 (“Mechano-Mystical Power Armor”; 70 points; Flaw: Hard to Lose; PFs: Restricted [using anything aside from Defensive Systems requires user be able to read & understand Atlantean], Subtle [transforms into normal clothes & accessories as a Free action]) [58PP] Defensive Systems (chestplate): [34 points] (transforms into alchemically-treated clothing & warding bracers) Enhanced Fortitude Save 5 {5} Enhanced Reflex Save 5 {5} Enhanced Will Save 5 {5} Immunity 7 (disease, environmental heat, environmental radiation, poison, suffocation, starvation & thirst, vacuum) {7} Protection 6 (Extra: Impervious) {12} Movement Systems (boots and wings): [9 points] (transforms into boots & tunic) Movement Array 4 (8 points; PF: Alternate Power) {9} BE: Flight 4 (100 mph) {8/8} AP: Enhanced Swimming 8 (increases Heroditus’ speed to Swimming 10 [2,500 mph]) {8/8} Offensive Systems (chestplate & gauntlets): [8 points] (transforms into a bandolier & utility belt) Enhanced Feats 8 (Alternate Power x8 for Heroditus’ Magic [42 points]) AP: Blast 14 (“bolts of magical power”; PFs: Affects Insubstantial 2, Improved Critical 2, Indirect 3, Precise, Subtle, Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments]) {38/42} AP: Create Object 12 (”Alchemy/Transmuted Objects”; up to 12 5-ft. Cubes, Lifting STR 60; Extra: Duration [Continuous]; PFs: Innate, Precise, Progression [10-ft. cubes], Subtle, Variable Descriptor [any material]) and Enhanced Feat 1 (Improvised Tools) {1} {41+1=42/42} AP: Environmental Control 4 (Light 2, 50-ft. radius; PF: Precise) {9} and Illusion 10 (“holograms;” visual; PFs: Progression 3 [50-ft. radius]) {23} and Obscure Visual 4 (darkness, 50-ft. radius) {8} {9+23+8=40/42} AP: Illusion 10 (“invoked imaginings”; all senses; Extra: Mental, Selective Attack; Flaw: Phantasms; PFs: Progression 2 [25 ft. radius]) {42/42} AP: Move Object 12 (“mage hands”; STR 60; Extra: Damaging; PFs: Accurate [+12 to hit], Affects Insubstantial 2, Precise, Subtle, Variable Descriptor [arcane force or shaped matter]) {42/42} AP: Paralyze 10 (“mental paralysis”; Extras: Mental, Range 2 [Perception]) {40/42} AP: Snare 14 (“bonds of magical power”; PFs: Affects Insubstantial 2, Indirect 3, Obscures Senses 5 [all], Reversible, Subtle, Tether, Variable Descriptor 2 [any magical]; Drawback: Reduced Range [5 increments]) {42/42} AP: Transform 6 (“Alchemical Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 5 [2,500 lbs.]) {42/42} Sensory Systems (helmet): [15 points] (transforms into a pair of goggles & earbuds) Comprehend 4 (Electronics 2, Objects 2; Flaw: Duration [Sustained]) {4} Datalink 1 (10 feet, mental; PF: Cyberspace) {2} Super-Senses 9 (adds Analytical to all Visual senses, Communication Link [mental] with HQ, Danger Sense [auditory], Radio, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate], Uncanny Dodge [auditory]) {9} {34+9+8+15 = 66/70} Force Field 6 (“arcane shields”; Extras: Linked [Impervious Toughness], Linked [Shield]) plus Impervious Toughness 6 (Active Sustained effect; Extra: Linked [Force Field], Linked [Shield]; Flaw: Limited [Only vs. Energy]) plus Shield 2 (Extra: Linked [Force Field], Linked [Impervious Toughness]) [6+3+2=11PP] Immunity 3 (cold, drowning, pressure) [3pp] Magic 21 (42 points) [42PP] BE: Damage 12 (“burst of magical power”; Extras: Area [General, Burst, 60-ft. Radius], Selective Attack; PFs: Affects Insubstantial 2, Progression [Area] 2 [300-ft. Radius], Variable Descriptor 2 [any magical]) {40/42} Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP] Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP] DRAWBACKS: None TOTALS: Abilities (34) + Combat (20) + Saving Throws (10) + Skills (38) + Feats (17) + Powers (127) - Drawbacks (0) = 246/250 Power Points (4 under)
  18. Another take on a PL 12/250pp Horrorshow ABILITIES: 4 + 6 + 8 + 2 + 6 + 6 = 32PP Strength: 30/24/14 (+10/+7/+2), STR 45 for lifting in “Chitinous Horror” form Dexterity: 16 (+3) Constitution: 30/18 (+10/+4) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 26/16 (+8/+3) COMBAT: 8 + 8 = 16PP Initiative: +3 Attack: +12 Melee, +4 Ranged (+4 Base, Attack Focus [Melee] +8) Grapple: +25, +19 if Morphed Defense: +12 (+4 Base, +8/+6 Dodge Focus), +2 Flat-Footed Knockback: -12 vs. Physical & -6 vs. Energy in “Chitinous Horror” form; -6 if Morphed or in "Oozey" form ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Fearsome Presence Touch (all within 45 ft.) DC 19 Will (Staged) Shaken / Frightened / Panicked Unarmed, Chitinous Horror Touch DC 25 Toughness (Staged) Damage (Physical) Strikes (Crit 18-20) Touch DC 27 Toughness (Staged) Damage (Variable Physical) Unarmed & Unpowered Touch DC 17 Toughness (Staged) Damage (Physical) SAVING THROWS: 0 + 7 + 7 = 14PP Toughness: +12 (+10 Con, +2 Protection; Impervious 12 vs. Physical in "Chitinous Horror" form) Fortitude: +10 (+10 Con, +0) Reflex: +10 (+3 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS: 124R = 31PP Acrobatics 8 (+11) SM Bluff 12 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) SM Concentration 7 (+10) 2nd Chance Diplomacy 7 (+10, +15 w/ Enhanced CHA) SM Disguise 12 (+15, +20 w/ Enhanced CHA; +15 more w/ Shapeshifting, +30 more w/ Morph) Gather Information 12 (+15, +20 w/ Enhanced CHA) SM Intimidate 12 (+15, +20 w/ Enhanced CHA) SM Language 3 (English, GalStandard, Russian, Ukrainian [native]) Knowledge (Life Science) 9 (+10) Knowledge (Popular Culture) 9 (+10) Notice 12 (+15) SM Perform (Acting) 2 (+5, +10 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) Sense Motive 12 (+15) SM Stealth 7 (+10) SM FEATS: 35PP Accurate Attack All-Out Attack Ambidextrous Attack Focus (Melee) 8 Defensive Attack Dodge Focus 6 Improved Grab Improved Grapple] Improved Pin Improved Throw Improved Trip Interpose Jack-of-All-Trades Power Attack Second Chance (Concentration checks) Set-Up Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Startle Teamwork 3 Well-Informed Enhanced Feats Challenge (Intimidate/Startle as a Move Action) (from “Grue-some Presence”) Challenge (Bluff/Taunt as a Move Action) (from “Shapechanger”) Distract (Bluff) (from “Shapechanger”) Dodge Focus 2 [total 6] (from “Fluid Fighter”) Fascinate (Bluff) (from “Shapechanger”) Fascinate (Diplomacy) (from “Shapechanger”) Fearsome Presence 9 (from “Gruesome Presence”) Taunt (from “Shapechanger”) POWERS: 12 + 2 + 10 + 1 + 9 + 11 + 12 + 28 + 2 + 5 + 30 + 2 = 124PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Enhanced Constitution 12 (“resilient form”; to 30/+10) [12PP] Enhanced Feats 2 (“fluid fighter”; Dodge Focus 2) [2PP] Enhanced Strength 10 (to 24/+7) [10PP] Features 1 (Internal Compartment [light load at Str 24 = 233 lbs.]) [1PP] Grue-some Awareness 4 (8 points; PFs: Alternate Power) [9PP] BE: Comprehend 4 (animals 2, languages 2 [speak any one at a time, understand all]) {8} {8/8} AP: Mind Reading 12 (Extra: Sensory Link; Flaws: Duration [Instant, Lasting], Range 2 [Touch]; PFs: Insidious, Subtle) {6/8} Grue-some Presence 5 (10 points; PF: Alternate Power) [11PP] BE: Enhanced Charisma 10 (to 26/+8) {10/10} AP: Enhanced Feats 10 (Challenge 1 [Intimidate/Startle as a Move action], Fearsome Presence 9 [45 feet, DC 19]) {10/10} Immunity 12 (“adaptive physiology”; Critical Hits, Life Support, Starvation & Thirst) [12PP] Metamorph 13 (26 points; PFs: Alternate Power 2) [28PP] BE: Enhanced Feats 5 (Challenge [Bluff/Taunt as a Move Action], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy], Taunt) {5} + Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {5+1+20=26/26} (“Shapechanger”) AP: Enhanced Strength 6 (to 30/+10) {6} + Impervious Toughness 12 (Flaw: Limited [Only vs. Physical]) {6} + Leaping 1 (x2; running long jump 40 ft., standing long jump 20 ft., high/vertical jump 10 ft.) {1} + Speed 1 (10 mph/100 feet per round) {1} + Strike 2 (PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15; effective STR 45) {6} {6+6+1+1+6+6=26/26} (“Chitinous Horror form”) AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 3 (slithering, slow fall, wall-crawling) {6} {3+3+5+9+6=26/26} (“Oozey form”) Protection 2 (“resilient form”) [2PP] Regeneration 4 (“reassembly”; Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP] Shapeshift 3 (Move Free action, Sustained Continuous duration, physical traits, 15 points; Extras: Action [Free], Duration [Continuous]) [30PP] Default Configuration Enhanced Feats 3 (Fearsome Presence 3, to Fearsome Presence 12 [60 ft., DC 22]) {3} Leaping 3 {3} (Leaping 4 as Chitinous Horror) Speed 3 {3} (Speed 4 as Chitinous Horror) Super-Movement 1 (wall-crawling 1) {2} (Wall-Crawling 2 as Ooze) Super-Senses 4 (infravision, scent, ultra-hearing, ultravision) {4} 3+3+3+2+4 = 15/15 Super-Senses 2 (danger sense [mental], uncanny dodge [mental]) [2PP] DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (32) + Combat (16) + Saving Throws (14) + Skills (31) + Feats (35) + Powers (124) - Drawbacks (3) = 249/250 Power Points [1 under] Combat By Form When using Chitinous Horror Form: Melee +12 (Grapple +25), Strikes +12, Defense +12 (+2 flat-footed), Toughness +12 (Knockback -11 vs. physical, -6 vs. energy) [PL 12 offense, PL 12 defense] When using Oozey Form: Melee +12 (Grapple +25), Strikes +12, Defense +12 (+2 flat-footed), Toughness +12 (Knockback -6) [PL 12 offense, PL 12 defense] When Morphed: Melee +12 (Grapple +19), Unarmed +7, Defense +12 (+2 flat-footed), Toughness +12 (Knockback -6) [PL 10 offense, PL 12 defense] When powerless: Melee +12 (Grapple +14), Unarmed +2, Defense +10 (+2 flat-footed), Toughness +4 (Knockback -2) [PL 7 offense, PL 7 defense]
  19. Using "Chitinous Horror Form," but using Shapeshift to make it look like a big werewolf. Horrorshow's now using his Fearsome Presence 7, so that's a DC 17 Will save for Strix (and maybe anyone else who can hear him through the bathroom doors/walls?)
  20. Horrorshow "Not a... college student," the man slurred. "Yes, tagged you..." No, no, no! Snap out of it! He may be a vampire, but I'm part alien -- that's gotta count for something, right? "... used blood because it was... handy... not working for anyone. No one put me up to this." He was still struggling. Who knows what this guy could be up to?! C'mon, c'mon, think -- what's good to use against a vampire? Think of garlic, think of church and temple, of the sun, think of... oh! A moment of clarity suddenly flashed through Davyd's mind. He looked the pale man in the eye, "no one put me up to this. But I know there are some international cops after you, and so," he placed his hands on the man's cold wrists, "as a concerned citizen, I though I'd try to track you down, and stop whatever it is you were up to. But now..." His voice deepened and shifted, along with the rest of him. The hands around Strix's wrists grew stronger, and as he pulled the vampire's grip away, wicked talons burst out from under the young man's fingernails. Sickening popping and grinding sounds filled the restroom as his skeleton warped into something more lupine, stretching muscle and skin (and shredding shirt and pants, which now clung loosely to him as rags) to accommodate the new frame. Sections of his legs and feet warped to a more digitigrade arrangement (shredding his shoes), brown fur sprouted all over, and the lower half of his face elongated into a wolf's muzzle, complete with nasty fangs and fetid breath. "... now I think I'll just stop you here!" He howled.
  21. Extra Effort to attempt another Will save vs. Strix's (Lasting) Mind Control. 1d20+7: 19 [1d20=12] Nope.
  22. Horrorshow 'Stefan' exhaled, shifting back to Wetsuit!Davyd as he did so. "Oh, God, that is such a relief!" A big smile broke across his face, "and that was a wild night, yeah? I mean, I was just trying to see if I could pull off acting like a grown-up. And I think I did well, at first. But then Ash-" he coughed, "ah, a fellow classmate showed up, too, and sensed something was 'off' about the situation. I don't think she made me," he shook his heads slightly, "but she could definitely tell something wasn't kosher. And then there was the business with that vampire, and-" he paused, chuckled, "well, I don't need to tell you, you were there!" Something else she'd said suddenly clicked with him, "whoa, hold up -- you were a Claremonter, too! Ha! What a small world! When were you there? Are you still doing the hero thing?"
  23. Horrorshow "Ooh! I think I can help with that, too!," Davyd exclaimed after Pan's illuminating exhibition. He held up his hands, and the tips of his fingers began to very, very faintly glow with a greenish-yellow light. "I'd been studying fireflies and bioluminescent creatures. There are tons of sea creatures that can do this, too, all sorts of jellyfish and squids, and anglerfish." A stiff tentacle sprouted from the center of his forehead, and the end ballooned out slightly and also began to glow with a faint yellow-green light. "Not sure how bright I can go, but if I can do this over my whole body, that might get a decent amount if light!" As the night went on, Davyd experimented more with his bioluminescence, and gazed up in wonder at the stars. The next morning, Adam & Pan were met with a surprising sight: in his sleep, Davyd's form had "loosened," and now he was only a rough, hairless approximation of a humanoid form, with crude features and muddy red flesh!
  24. Horrorshow Davyd shook his head at Leroy's question, "I don't think so. I've been working with Miss Grue to test the limits of my shapeshifting abilities, since that seems to be the only Grue trait I have." He held up a hand, which shifted through a variety of skin tones and textures and number of fingers. "She says some of the most talented and skilled Grue metamorphs can do that, though they're ones with peak levels of both shapeshifting and telepathic abilities." A small smile appeared, "I did try it, though. Once. Didn't work out, but," he rose from his seat and stretched a bit, "it was kinda cool, and what I managed could still be useful." He closed his eyes and held his arms loosely at his sides. He took a few deep breaths, then suddenly an explosion of changes occurred! He shot up over half a foot in height, and a second set of arms sprouted from under his own, but arranged in the opposite direction. At the same time, the hair on his head completely receded as the back of his head swelled, and a second face appeared on the back. He turned so his original face looked at Mia & Lulu, while his new one looked at Leroy. "OhOh, heyhey EiraEira."
  25. Green Squad by Height Artificer -- 6'4" Lady Liberty (as LL) -- 6'4" Lady Liberty (as Monica) -- 6'1" Ms. Thursday -- 6' Thunderbird -- 5'9" OctoBen -- 5'7" Veronica Danger -- 5'4" Chelone -- 5'
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