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Dr Archeville

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Everything posted by Dr Archeville

  1. DIY Railgun Bargain Basement Bionic Man
  2. The "source material," in this case, would be every college movie from Animal House to... well, whatever "wacky college movies" the kids are watching these days.
  3. Gotcha! "Hunh," Jos grunted after a moment. "It appears she's currently inside a large tree in Liberty Park. Though I am sure she is not in the tree, per se, but rather has used it as a portal to... well, I don't know that part. Yet."
  4. Sounds fun :twisted:
  5. Archeville had seated himself, but now a very confused look was spread across his face. "Herr Star, from vhat I haff heard of de explosion, you may haff contributed de most to putting it out. Images of you directing thousands of gallons of vater over it vere splashed all over de newspapers. You cannot be expected to do everything; ve do not expect it, de people of Freedom do not expect it, und you should not expect it of yourself. You are powerful, ja, but you are not all-powerful." "If anyvon in dis room should be apologizing," he added, "it is me, for being completely absent from de scene. I did not even get vord of it until vell after de fires had been put out, dough I am still facing mein share of hazards from de event." Those who paid attention to business matters knew Archeville had been under heavy questioning shortly after the explosion due to his consultation work for Darts, Inc., the weapons manufacturing company owned & overseen by Eric Micheals, the man now better known as Malice.
  6. *tweaks & twists time & space*
  7. Archeville used the new teleport beacon to appear in Scarab's directly in the conference room; through the portal the others could see his own laboratory for a brief moment before the portal winked out of existence. "Guten tag, all. I hope I am not de last to arrive." Phantom still got a weird vibe off the German scientist.
  8. Doc's definitely going to visit Eric. And he'll be getting at least two their visitors I Ref in ;)
  9. Doc missed the whole explosion, but he'd want in on this. Besides, he needs to make sure Dark Star hangs around long enough to help him complete his [redacted]. ;)
  10. Alright, wrapping up now.
  11. The fires are put out, the wounded treated, the dead carted away, and one of the two men responsible -- the one who stockpiled thee explosives -- was escorted to jail to await sentencing. The loss of life was blessedly minimal, but the loss of property was astronomical; Doctor Metropolis could repair the damage to the infrastructure and the buildings, but the personal effects of the dozens of families destroyed by this -- the family photo albums, the home movies, the mug made by a child for their parent -- were beyond his abilities to restore. And what of the heroes of the day? Many had proven themselves worthy of the title, but a rift was forming between two of the Knights as one began to see his idealism crumble just as the homes had. Would it be healed over before the residential area was restored? Or would it take longer?
  12. Days pass, and at last Terhune finishes his scrying tool, a large mirror about as big as his head. Right, time to see if I'm truly as clever as I think I am. I'm eager to track this woman and learn just what she is. Jos checked over it one last time, then gave Ember the thumbs-up, "I am as ready as I shall ever be, so let us begin. Well, not 'us,' I mean, your participation is not required to- right, I will get on with it." Terhune gazed into the mirror, and murmured softly as he laid the single red feather from the Mysterious Woman upon it. When he did, the feather disappeared, and the image in the mirror shifted from Terhune's own to a far-off scene....
  13. Long before reaching ASTRO Labs, RRG's sensors can clearly see.... nothing out of the ordinary. The police were nowhere near as fast as he, and whatever was going on must be completely inside, as everything on the outside looks fine. As he gets nearer and lower, and at an angle where he can into the building itself -- through windows and through glass doors -- he sees evidence of the caller's troubles. Bodies of security guards and scientists are strewn everywhere, though most all are still weakly moving.
  14. The demon leaned heavily on Ghost as he got up, "nice work there, Ghos- whoa!" He stopped as he saw the piles of treasure in the small room beyond, where the coin had been, "how much of that do you think we can cart out of here?"
  15. Who are we waiting on? Who faced Columbia previously?
  16. I can wait Ah, good, thanks for clearing that up :)
  17. I hope it is!
  18. I would say yes, in the same way that electricity and fire would both fall under "Energy."
  19. "I am arguing neither side of Nature vs. Nurture, Ms. Gryphon," Archeville replied, "but Miss Albright has stated de heart of mein current thought quite clearly: Metahumans are seen as having more extreme personalities -- for good or ill -- because deir actions are so much more extreme dan does of even de most gifted athlete, und because dey are in de limelight so much. Metahumans draw attention, knowingly or not; some react positively to dis, some negatively." "Segueing, for a moment at least, to something else Miss Albright said: vhile it is true science's knowledge of de vorkings of de brain are growing mit each year, knowledge vhich vill be of great help in a number of fields, science's knowledge of genetics -- specifically Metahuman genetics -- is of equal if not greater import. Reliable methods of artificially generating Metahuman powers are few, und dey are limited in vhat dey can grant, mostly assorted physical enhancements such as enhanced strength or toughness, or wings, or assorted sensory abilities borrowed from other life forms." He paused a moment and glanced at Gryphon, then continued, "De... 'flashier' abilities, like energy generation und manipulation, or mental abilities, have proven irritatingly hard to predict und replicate. Knowing not just how Metahuman powers vork but how dey manifest in de first place, nd how to test for Metahuman abilities, vould be a boon in helping future generations." Archeville knew full well that talk of testing for Metahuman abilities would be a touchy subject, especially given the "tests" people like his grandfather did on thousands of pregnant women. But he didn't say that; he wanted to see who among his table-mates would confront him on it.
  20. Welcome to the site! :)
  21. Final(ish) Invention Cheat-Sheet Craft (chemical, electronics, and mechanical) all at +20. (up to +33 with Electromagnetic Screwdriver [or at HQ] & w/ Enhanced Int) Knowledge (technology) at +20. (up to +33 with Electromagnetic Screwdriver [or at HQ] & w/ Enhanced Int) Quickness 6 (x100; Mental only) Doc has Skill Mastery on all four skills, and Second Chance on Craft (Chemical). (He'll eventually get Second Chance for his other two Craft skills.) Invention in Practice See this post for descriptions. Angstigator: Emotion Control 14 (Extra: 140-ft. Cone Area; Flaws: Limited to Despair, Range 2/Touch) [7pp] in an Easy to Lose Device 2 [6pp]. DC 16 to design/construct (30 hours total), or DC 21 to jury-rig (in 6 rounds). Bioplastic Armor: Immunity 80 (all lethal and nonlethal physical and energy damage; Flaw: Limited to half effect) and Protection 5 [40+5=45pp] in a Hard to Lose Device 9 [36pp]. DC 46 to design/construct (180 hours total). Blaster of the Gods, Jury-Rigged: Blast 16 (Flaw: Distracting; Drawback: Reduced Range 1/5 increments) [15pp] in a Hard to Lose Device 3 (bulky chest-mounted thing) [12pp]. DC 27 to jury-rig (in 12 rounds). Blink Box: Shield 6 (Drawback: Only half effective against attacks with Affects Insubstantial, and totally ineffective against attacks with Affects Insubstantial 2) [5pp] in a Hard to Lose Device 1 [4pp]. DC 14 to design/construct (20 hours total), or DC 19 to jury-rig (4 rounds). CyberOverrider: Mind Control 14 (Flaw: Only to override battlesuit or cyborg systems controls; PF: Mental Link) [15p] in a Hard to Lose Device 3 [9pp]. DC 19 to design/construct (45 hours total), or DC 30 to jury-rig (in 15 rounds). Decerebrator: Dazzle 5 (all senses; Extra: Linked Drain Dexterity 5 [Extra: Ranged]) [30pp] in an Easy to Lose Device 6 [18pp]. DC 28 to design/construct (90 hours total), or DC 33 to jury-rig (in 18 rounds). Dimensional Point Defense & Offense Unit: Deflect 10 (slow and fast projectiles; Extras: Reflections, Redirection) [40pp] in a Hard to Lose Device 8 [32pp]. DC 42 to design/construct (and 160 hours). Disintegrator Pistol: Disintegration 5 [25pp] in an Easy to Lose Device 5 [15pp]. DC 25 to design/construct (and 75 hours), or DC 30 to jury-rig (in 15 rounds). Elemental Converter, Basic: Transform 8 (any inanimate to any inanimate, up to 250 pounds; Extra: Duration/Continuous; Flaws: Limited to pure elements only) [40pp] in an Easy to Lose Device 8 [24pp]. DC 34 to design/construct (and 120 hours). Elemental Converter, Expanded: Same as the Basic Elemental Converter, with 2 Alternate Powers -- Blast 13 (Extra: Alt Save/Fortitude) and Blast 13 (Extra: Penetrating). 42pp, so Easy to Lose Device 9 [27pp]. DC 37 to design/construct (and 135 hours). Freeze Grenades: Snare 7 (Flaw: Unreliable/5 uses [batch of 5 grenades]; Drawback: Vulnerable to Fire/Heat, -2pp) Linked to Stun 10 (Extra: Range/Ranged; Flaw: Unreliable/5 uses [batch of 5 grenades]) [25pp] in a Hard to Lose Device 5 (bandoleer) [20pp]. DC 30 to design/construct (80 hours total), or DC 35 to jury-rig (in 20 rounds). Glatt: Trip 5 (Extras: 25-ft. Burst or 50-ft. Cone Area, Duration 2/Sustained, Independent; PF: Improved Trip; Drawback: Reduced Range 1/5 increments) [20pp] in an Easy to Lose Device 4 [12pp]. DC 22 to design/construct (60 hours total), or DC 27 to jury-rig (in 12 rounds). Hate Plague (in a Dart Gun): Emotion Control 13 (Extras: Alt Save/Fortitude, Contagious, Disease; Flaws: Limited to Hate, Ranged) [39pp] in an Easy to Lose Device 8 [24pp]. DC 34 to design/construct (120 hours total). Hypno Chip: Mind Control 14 (Extra: Conscious; Flaws: Range 2/Touch) [14pp] in a Hard to Lose Device 3 [12pp]. DC 22 to design/construct (60 hours total), or DC 27 to jury-rig (in 12 rounds). Image Inducer, v1: Morph 5 (any humanoid, +25 Disguise) [10pp] in a Hard to Lose Device 2 [8pp]. DC 18 to design/construct (40 hours total), or DC 23 to jury-rig (in 8 rounds). Image Inducer, v2: Morph 5 (one predefined humanoid form, +25 Disguise) [5pp] in a Hard to Lose Device 1 [4pp]. DC 14 to design/construct (20 hours total), or DC 19 to jury-rig (in 4 rounds). Lifting Gloves: Super-Strength 10 (+50 Str, or Str 60 total for Doc; Hvy Load 50 tons) [20pp] in a Hard to Lose Device 4 [16pp]. DC 26 to design/construct (80 hours total), or DC 31 to jury-rig (in 16 rounds). Mental Suppression Field, v1: Nullify 9 (all mental/psionic powers simultaneously; Extras: 60-ft. Burst Area, Duration 2/Sustained, Independent, Total Fade [shuts off after 36 rounds]; Flaw: Range/Touch; PF: Subtle) [46pp] in a Hard to Lose Device 10 [40pp]. DC 50 to design/construct (200 hours total). Omnichronometer: Enhanced Skills 8 (Notice +8; Flaw: Limited to using with Detect Time only) and Super-Senses 3 (Acute Analytical Detect Time) [5pp] in a Hard to Lose Device 1 [4pp]. DC 14 to design/construct (20 hours total), or DC 19 to jury-rig (in 4 rounds). Security Tap: ESP 4 (sight and hearing, 1 mile; Flaw: Medium [cameras and listening devices]) [8pp] in an Easy to Lose Device 2 [6pp]. DC 16 to design/construct (30 hours total), or DC 21 to jury-rig (in 6 rounds). Sprayfoam: Snare 12 (PF: Reversible) [25pp] in a Hard to Lose Device 5 [20pp]. DC 30 to design/construct (100 hours total), or DC 35 to jury-rig (in 20 rounds). Super Glue: Telekinesis 8 (Str 40; Flaws: Action/Full Round, Limited to only immobilizing body parts touching the surface; PF: Trigger [victim touches object painted with Glue]) [5pp] in an Easy to Lose Device 1 [3pp]. DC 13 to design/construct (15 hours total), or DC 18 to jury-rig (in 3 rounds).
  22. Doc's down to 3 Heroine Points now.
  23. Still room for Doc? He could be at the 3rd floor food court, grabbing a bite to eat when everything started, thus explaining his lateness to the party.
  24. I am aware. Due to PL caps his Enhanced Str can't be higher, and his level of Super-Str puts his Hvy Load at 66.6 tons, an amount that's too perfectly fiendish to change (at least for now). I could probably add a few more Super-Str PFs, but none really struck me as being a good it. Oh? Abilities 6 + Combat 20 + Saves 14 + Skills 19 (76r) + Feats 7 + Powers 114 - Drawbacks 9 = 171pp ?! Uhhhh... crud. Ah, I see the problem: the Combat section wasn't fully updated -- it's correct on the Combat section itself, but not in the Totals at the bottom. Okay, drop Attack by 1, to Combat: [8 on Attack, 10 on Defense = 18pp] Attack: +10, +12 w/ "Internal Infernal Combustion" (+4 without Powers) Totals: Abilities 6 + Combat 18 + Saves 14 + Skills 19 (76r) + Feats 7 + Powers 114 - Drawbacks 9 = 169/169pp and that should fix things up. DONE BY SHÆNTHEBRAIN
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