Jump to content

Dr Archeville

Moderators
  • Posts

    14,693
  • Joined

  • Last visited

Everything posted by Dr Archeville

  1. This would be the perfect IC reason to do so ;)
  2. According to Kenson, "Generally speaking, making a container innate does not make all of its effects innate, as with devices."
  3. I may be gone for most of the weekend. Going up to see family Saturday morning, will be back home sometime Sunday afternoon. Not sure how reliable the 'net connection will be at my Mom's place.
  4. *is working on his Dramatic Exit Scene*
  5. Archeville's Enhanced Mind is currently set on Enhanced Charisma. First impressions are important Also, was it determine when this is taking place?
  6. Archeville moved down the hall, actually walking rather than flying, to get the full feel of the place; certain aspects of its architecture were best appreciated from ground-level. His shoulder-length golden blonde hair was pulled back in a loose ponytail, which accentuated the thin, sharp lines of his face. His navy blue khaki pants and white shirt had been crisply pressed, and his hands were in his lab coat pockets, though one hand constantly fidgeted with the wand-like omni-gadget inside. His rubber-soled boots made soft squeaking sounds as he walked down the hall. "Herr Daedalus!," he exclaimed on entering the banquet hall, a bit louder than he'd intended, "it is a pleasure to finally have a chance to talk mit you!"
  7. "Herr Cale? Are you alright?," he asked with some concern in his voice. "Your brain vasn't overloaded, vas it? Can you speak? Can you hear me?"
  8. 45, since that's 3 rolls you won't have to make. ;)
  9. Concept Designs For Sci Fi Network's "The Phantom" Revealed Do not know if want.
  10. Nope. All PL caps are "hard" caps, meaning you can't buy extra ranks and not benefit from it. Largely because doing so would give you a buffer against Drains and Nullify. And going from Attractive 3 to Attractive 4 really should require more than "she matured/finished going through puberty."
  11. Heh. PART FIVE Doom! This stage will test Malice's ability to resist attacks, though it looks like one gigantic brawl with both sides taking damage. You have three chances to overcome the DCs. Again, Extra Effort can be used at any time, and the effect will remain until the end of the Part. An HP can be spent at anytime, though it will be gone for the rest of the thread. Each Part targets all four saves. Roll against the DCs in any order that you wish in a Part. So for each Part, you can get up to three chances to overcome each save DC (a total of 12 rolls max per Part, which means you could be rolling 48 times total). None of the attacks are Penetrating (or, if they are, the rank of the attack is so high it didn't need Penetrating to get through). The Toughness saves would obviously be against some Damaging effect. The Fort, Ref and Will can be any effect you determine: could be Dazzle, Emotion Control, Mind Control, Nauseate, Paralyze, Snare, Stun, Trip, and area or explosive effect, whatever. Your condition will reset after each Part (a ranged Healing effect hits you instead of the intended heroic target), so that you are never at a negative when rolling (unless you want to be). Part 1: DC 15 for Fort/Ref/Will, DC 20 for Toughness. (+5 effect) Part 2: DC 20 for Fort/Ref/Will, DC 25 for Toughness. (+10 effect) Part 3: DC 25 for Fort/Ref/Will, DC 30 for Toughness. (+15 effect) Part 4: DC 30 for Fort/Ref/Will, DC 35 for Toughness. (+20 effect)
  12. "Phase Four: Complete,", the computer's voice cheerfully intoned, heedless of Eric's concern. "Calculating re-re-re..." "Warning! Perimeter Breach! Multiple incoming targets! Prepare fo-" Part of the ceiling ahead of Eric exploded inward, while a section of wall on his right and one on his left burst inward. Through these breaches poured several metahumans, most of whom he recognized. Some members of the Freedom League and the Next Gen were there, as were several of the newer crop of superheroes like Arrowhawk, Dark Star, Divine, Emissary, Geckoman, Nightrival, Quark, Red Star, Scarab, Tarantula, and Velocity, and several others he didn't recognize at all. "You're coming with us, Malice," Captain Thunder's voice boomed. "First wave, go!"
  13. Oh, be sure to indicate whether that's a Fort or Will save for the Shrink Ray.
  14. Indeedy. Now you just need the two 25pp / DC 35 inventions. And then shall come... The Final Test. :twisted:
  15. That'd work, yeah.
  16. No.
  17. Thematically, it makes sense to apply the VP to nix the fatigue on the Device now rather than wait.
  18. I understand completely.
  19. Also, her Tougnhess needs to come down -- since you were gone, the House Rules went through some changes. Among them, trade-offs were reduced to +/- 3, so the most Toughness a PL 10 character can have is 13.
  20. I, the player, choose to not resist Avenger's tossing of Belphegor into Hell... because Avenger and I planned this all along. :twisted: It will still look like the character is fighting it, though.
  21. I think I surged every single round. And the whole time, Doc had his brain tied behind his back! I started with his Enhanced Mind set to "Enhanced Charisma," and never switched out to Enhanced Int. So he may not have been as smart as usual, but he looked awesome doing this!
  22. Well, as I said in Chat, her Magic in general has some errors. Magic 10 would allow spells of up to 20pp, but many of hers cost more than that: Magic 10 (PFs: 7 Alternate Powers/Spells) [27pp] BE: Strike 10 (Extra: Penetrating; PFs: Attack Specialization 2 [+10 to hit]) = 22pp AP: Blast 11 = 22pp AP: Comprehend 4 (Languages) = 8pp AP: Dimensional Pocket 10 (PF: Precise) = 21pp AP: ESP 10 (Global + Moon, Visual: PFs: Subtle 2) = 22pp AP: Illusion 4 (Auditory & Visual; Extra: Action; PFs: Progression 2) = 18pp AP: Telekinesis 10 (Str 50; PFs: Precise, Subtle) = 22pp AP: Teleport 10 (Global and to Moon) = 20pp
  23. Captain K should've gained a VP for when he was originally pinned, since that was a pretty big setback. The Heroes -- Arrowhawk, Dark Star, and Doc -- each get an HP for this recent turn of events. Now it's Doc's turn...
  24. "You are still avake? How interesting -- I thought you had passed out. Vell, no matter. You haff been a very bad girl," he chided, wagging a finger at her with one hand as his other made adjustments to his wondrous wand-like gadget, "und so I shall haff to take your toys avay." "Und from you, too, little man!," he added, pointing to #6. Dozens of tendrils of light blue energy sprang forth from Archeville's Electromagnetic Screwdriver, lashing out at the two conscious Power Corps members. The tendrils moved lightning-quick over them, flipping open access panels, pressing buttons, turning dials, unhooking latches, tearing loose wires and overloading circuits. Archeville's gadget began to smoke and spark a bit... but the two suits or armor did worse. And in a short moment, it was done. The suits, now completely shut down, were little more than bulky weights around the two mercenaries.
  25. 2 HPs now. Standard Action to reconfigure E.S. Extra Effort to surge to gain another Standard action (so can take one full action). Full Round action -- and last HP -- to Disable Technology/Battlesuit on #2 and #6, as described/mentioned earlier in thread. Perception-range Machine Control = no attack roll needed; Skill Mastery = can Take 10 = result is 30. Their suits are disabled. DC 25 Craft check & 4 hours work to get them back working again. Tiring on Gadget = it loses 2pp of effectiveness, so it can only do 3pp worth of stuff, until repaired (Craft check, DC 10 + 1 hour... or, if Mental Quickness applies, 6 rounds).
×
×
  • Create New...