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Dr Archeville

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Everything posted by Dr Archeville

  1. Connected uses Diplomacy. Contacts is for Gather Info.
  2. Indeed. And if these guys are being treated as Minions/Mooks -- and, IMO, most should -- they're now all unconscious.
  3. Blobs are exploded, and showers of acid are avoided. The source of the "faint light in the distance" you two had seen -- faint when you first saw it from 100 feet away, but more intense now that you're much closer -- can now be seen. The section of tunnel you two are in opens to a chamber, and light (mooonlight? street lights?) stream down from a few grates above. The chamber has a fairly high ceiling (and you realize the tunnels you were in must have sloped down some), with pipes of varying sizes leading in from all directions, some low to the ground and some high on the walls creating trickling waterfalls. You don't want to stand under those waterfalls. The chamber is big -- Knight's flashlight just barely reaches the far end of it. [[ Notice checks, please ]]
  4. Dr. Archeville would hate that day. He would hate it so much. Count him in Belphegor, who could be back in his PL 10 form by then, would find it... interesting. (In fact, the world-warping could be a handy explanation for how he managed to break out of Hell in the first place!)
  5. Doc's got a public id, and the fame complication. Everyone should know where the kook lives. ;)
  6. 5 March 2009 (Thursday) Dr. Klaus Bachmann, Emeritus Professor of Materials Science & Engineering at HIT, called today asking if I would be free for another lecture for HIT's Science & Engineering Lecture Series. I told him I would be glad to, barring unforeseen circumstances. Then he told me it would be in less than three weeks! What to do? Another long rambling story, like my first lecture? No, no, something far simpler. But what? 15 March 2009 (Sunday) Eureka! While watching some of the digitally re-mastered episodes of Star Quest, I decided to watch some of the movies in the series. In the 4th movie -- the one where they went back in time to save some giant squid in order to stop the alien probe that's destroying Earth -- mention was made of "transparent aluminum." Variants of such materials have been worked on for over two decades (since before the movie came out, even), and I've been working on my own variants as well. I can present some of mine, and see what they make of them. 23 March 2009 (Monday) Today's the day.
  7. No problem, I expect some people are busy about now with final exams and such.
  8. I'd allow that the Web could be used to access the Transitive Plane, if you're clever enough. Which Quark would be.
  9. Depends on how far they fell when you dropped them (assuming you did just drop them and didn't slam them down). DC is 15 + 1 per 10 feet fallen. So if he lifted them 30 feet up, they'd need to make a DC 18 save. Also... yeah, that's more thugs than I thought.
  10. "Ja, ja, dat is exactly vhat I mean," he replied, excitedly pacing back and forth. "Ja, I do believe de rest of today's tests shall focus on dat...." "Tests? Uh, Doc, I thought you were just measuring me for my new wings?" "Hrm? Oh, ja, ja, dose," he replied, though his gaze was already elsewhere on the gym. "Vell, I... vant to make sure I make dem out of someding dat can vithstand de vear und tear your activities vould put upon dem. If you can adapt to assorted hazards, dey should be able to as vell, so dat dey do not get easily shredded or scorched." Hellbound soon realized Doc was looking at the back part of the gym. The part which looked like a firing range. "Say, how good are you at de game 'Vhere's Valdo'?"
  11. I'm gonna say Leaping is limited as well -- hard to get an optimum trajectory when the 'booster' keeps sticking to your chest or hip, and your gloves keep sticking to the buttons.
  12. Well, I'll still be asking you for what the tests reveal (or don't reveal) ;)
  13. It's not anchored, so he can still move, but only at half speed and not all-out (all the metal parts of his costume keep sticking to each other). Standard action to try and break it.
  14. An Intimidate check is a full-round action. Demoralizing in combat (which makes the foe shaken) is a standard action; you can demoralize as a move action by taking a –5 on your check. You're power attacking his eyes? He's in a (semi-)fresh Vulture costume, and Avenger knows the kids' eyes aren't where the helmet's eyes are (remember, the kid's head is more in the torso of the armor/costume).
  15. Aren't there a few in MAGE you can work off of?
  16. Shouldn't you be making some Toughness saves for the falling Mooks, Cyroa?
  17. No, since all you've suffered is a Bruise, not a Stun.
  18. Doc's go. Move action to fly after Knievel, and get within 60 feet. Standard action to use it his E.S. (set on Snare 10 [Flaws: Distracting, Entangle]) And he just manages to hit. Knievel needs to make a Reflex save, DC 20. If it fails, he is entangled (suffering a –2 penalty to attack rolls and Defense, and a –4 penalty to Dexterity. If the Snare is anchored to an immobile object [such as the ground], the entangled character cannot move from that spot. Otherwise, he can move at half speed, but can’t move all out). You can break the snare as if it were an object with a Toughness of (10 + rank) 20. Mid-round 7; Initiatives & Conditions 24 -- Arrowhawk -- fine -- 2 HP 23 -- Captain K -- 2 Bruises -- 1 VP 16 -- Doc -- fine -- 1 HP 13 -- Dark Star -- fine -- 2 HP Dark Star's turn.
  19. "I've got you now!," Archeville cried triumphantly as he fired another magnetic pulse at Knievel, and this time succeeded in hitting.
  20. So, spend 1 HP to re-roll vs. mind control, 1 to stunt Enhanced Will, and 1 to re-roll one save vs. Shark's attack. I'm only seeing two rolls total. I need three: Shark attacked twice. Is that second roll the re-roll vs. one of Shark's attacks? If so, that's a 24 total.
  21. The Hellwasps shake their tiny, tiny fists at Scarab.
  22. Super-Senses are a free action by default.
  23. No, it'd be Accurate Ranged Radius Detect Homo Sapiens Sapiens [5] -- 2 for basic Ranged Detect, +2 for Accurate, +1 for Radius.
  24. Okay, that's cool, that's great... but it still doesn't answer my question. A Necromancer could easily go to most any Afterlife Realm (Tartarus, Valhalla, Death's Garden, etc.), but would find it nigh impossible to get into Faerie. A Druid would have a breeze getting to the elemental planes, but would have a fair bit of trouble getting into Fluffy Cloud Christian Heaven. What dimensions/planes could a Technomage easily get into, and which ones would he have trouble getting into/cannot get into?
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