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Everything posted by Dr Archeville
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You are correct, it effectively has Speed 5. Yes and No. Speed 5 means its top speed is above Speed 4 (100 mph), which is certainly reasonable for a motorcycle. (In other words, a person who can run 110 mph, a robot that can run 165 mph, and an alien that can run 235 mph all have Speed 5.) Air Walking would be the way to go, but not by having it as an AP of the Speed. Unless you want it to Air Walk at the same speed as a walking person (since, as an AP, you wouldn't be able to use the Speed at the same time). It's not that vague, to me at least. Anything bought for equipment (like a vehicle) is bought with equipment points. Yes, a flying bike (with Flight 2 as an AP of its Speed 5) costs the same amount of power points as a non-flying motorcycle. But the guy with the non-flying bike has an extra equipment point that the guy with the flying bike doesn't.
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Triple Murder in Riderside, Rebooted [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
Yeah, that beats Vulture's 15. -
"Vhat, dis old ding?" Archeville replied. "Just because it's a lab coat doesn't mean it must be a drab coat!" He chuckled a bit at his own joke. "As for mein entrance," he continued, offering an arm to Elena and gesturing towards the door, silently asking if she were ready to return to the party, "I actually did mean to arrive at de beginning of de event, make a subdued entrance. But some vork in de laboratory got avay from me, und I vas only just now able to get out. Don't vorry, it's safely back in its cage. So I figured, 'If I am fashionably late, I may as vell make a splashy entrance.' I had planned to come in through dat big vindow dere," he said, pointing towards a larger balcony, "but den I saw you here, so I changed mein plans."
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[[ And now would be time to roll for Initiative, as he's going to try something. Though with his 15, there's a good chance you'll be able to interrupt. Yes, it's obvious he's trying to concentrate on... something. ]]
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HIT Science & Engineering Lecture Series, v.2
Dr Archeville replied to Dr Archeville's topic in Hanover
"Danke, danke. Now, before I begin, let me get dis von ing out of de vay: yes, I haff arranged de catering, as I did mit mein last lecture," Archeville paused as another round of applause went up, and he waited for it to die down before continuing, "Dough de menu is a bit more varied did time." Both Captain Knievel and Dark Star can see the beginnings of the catering set up. The large tree-lined court behind the Bernanke Center was filed with tables, both low ones to sit at and taller one for standing by. Along the middle of the court were two very long tables which were to be filled with food. "Now, my presentation today is on something dat HIT is at de forefront of: metamaterials research. A metamaterial is a material vhich gains its properties from its structure rather dan directly from its composition. Metamaterials are distinct from other composite materials in dat metamaterials haff unusual properties. In a vay, metamaterials are to materials science vhat metahumans are to biology: day us de same basic components, but haff videly different properties. Now, I haff several examples here, metamterials of mein own design...." -
Vulture moans softly as he begins to wake. "What the...."
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I'm not so sure about Intimidate -- Kenson's said it's just good for Emotion Control/Fear (and maybe Despair) and Fearsome Presence. I.e., "only effects that impose fear conditions". On the other tentacle, the "fear conditions" of both Emotion Control/Fear and Fearsome Presence are either shaken, frightened, or panicked, and using Intimidate to Demoralize in Combat makes a target shaken, so I can see Fearless protecting against that.
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If you're stunned, you can take no actions, so you can't maintain a grapple.
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The thing is, most "mundane fears" would be done via RPing. If you're actually making a save against something, that's most likely going to be a very unnatural thing. Or a semi-mundane thing that directly targets you, like seeing evidence of a close friend having been slowly and gruesomely tortured to death, along with signs that this was done in an inhabited neighborhood, so the neighbors were either apathetically oblivious or complicit partakers. You could go another route. Instead of taking Fearless, give him some Enhanced Will with the Flaw Limited/Only vs. Fearsome Presence (which is so limiting I'd be inclined to allow it as a -2 Flaw, so 1pp would get you +3 to the Will save). Or just a high Will save (good vs. Fearsome Presence, and Mind Control, Mind Reading, Mental Blast, and other Will stuff), but a Vulnerability to Emotion Control (despair & fear) effects (an uncommon thing). Or both the Fearsome Presence-Only Enhanced Will and the Vulnerability, showing him to be very brave vs. Fearsome Presence, so-so at other Will stuff, but a pile of Jell-O when hit by an actual Emotion Control effect.
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Some bittersweet moments in last night's ep. And it appears Tracey picked up Iceman's Insubstantial/Regeneration trick.
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Read here and here for info.
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HIT Science & Engineering Lecture Series, v.2
Dr Archeville replied to Dr Archeville's topic in Hanover
The two largest rooms in the Bernanke Center for Extension & Continuing Education, on HIT’s campus, could each hold 300 people. The eight secondary conference rooms could hold 75 people each, and the six smallest rooms could hold about 60. When all connected via the center’s advanced telecommunications systems, anyone in one room could be seen by a full audience of over 1,500, plus however many hundreds or thousands were connected to the center’s streaming video content. It was barely enough, owing both to the nature of the man speaking and the popularity of his lecture last year. Dr. Michael Voldman, professor of electrical and computer engineering and founder of the Science & Engineering Lecture Series, did not fit the traditional image of the elderly white-haired professor. Fairly young, he had short cropped black hair and disarmingly soft green eyes, and had a “dress casual†look going on. He sat on one of the chairs near the podium along with some older men and women – alumni who’d helped fund the lecture series, mostly – and the day’s guest of honor. They chatted quietly for a few moments as the last few folks entered. Signaled by the nod of a techie’s head, one of the older men, one who did look very much the Stereotypical Old White Male Professor stood and took the podium. “Ladies and gentlemen, thank you very much for attending," he says in a faint German accent. "As some of you may know, I am Dr. Klaus Bachmann, Emeritus Professor of Materials Science & Engineering here at HIT. Those of you who’ve been to the Science & Engineering Lecture Series know that Dr. Voldman tries to bring in notable HIT alums in to speak to you all, tries to make every lecture a special and unique learning experience, to present many different views on the sciences. Today's speaker proved to be all that and more when he last spoke, and we hope today's lecture will be just as memorable.†He looks back and smirks at Archeville, giving time for the cheers and hoots to die down before resuming. “Ladies and gentlemen, I'll cut right to it: I give you the Hanover Institute of Technology’s Science & Engineering Lecture Series guest of honor for March 2009, Doktor Viktor Archeville!†Archeville rises from his chair and moves to the podium, pausing to shake Bachmann's hand as the professor returns to his seat. He steps in front of the microphone and smiles at everyone as he adjusts the microphone, and waits a moment before speaking to let the applause die down. -
HIT Science & Engineering Lecture Series, v.2 [OOC]
Dr Archeville replied to Dr Archeville's topic in Archives
Hrm, poo, time does fly. I'll post a lil' something now. -
"Careful now, Miss Guerrero, ve vouldn't vant to lose von of our cities shining lights!" a voice came from below, though far too close to be coming from the ground floor. Looking down, Elena saw Dr. Archeville, rising as if on an invisible elevator. Elena at first thought he was wearing his usual rumpled pants and shirt, and his always-spotless labcoat. As he approached, though, she could see that, while his outfit was largely the same, there were certain differences. His black lab work boots were shined to a mirror finish, and his black khaki pants and blue silk shirt actually looked pressed. At his neck was a red silk bowtie, which looked oddly appropriate for him. Contrarily, his alabaster skin and free-flowing shoulder-length golden blonde hair made him, in the light of the nearly-full moon, look quite ethereal, an effect aided by the soft blue glow of his Gravimetric Belt. And the fact that he was still hovering out there. "By de vay, dat is a lovely dress you're vearing."
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Alright, Shaen & I worked out the "prep work" mentioned earlier -- or at least the basics of it -- so now.... Enter, Stage Left: The Doktor He, too, has Attractive, so I'll have to try to work that into the fluff.
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According to the Timeline, A Little Jaunt starts on Feb 2nd. But Low Places, an adventure both of your characters will be in, starts on Feb 4th. So, if you want your Little Jaunt to last more than two days, that's fine, we can just handwave "quantum anomalies of that one wormhole we skimmed" or something.
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It's something that should be a House Rule; it was implemented on Kavos' character, Ember Paw. Look at it this way: if you've got a character who has all his powers in an Alternate Form/Container, then that's not very different from a character who has all his powers outside of any sort of Container and taking the Normal Identity drawback. Increasing the time needed to activate the Container isn't that big a hindrance, since it's not going to happen very often (at the beginning of combat, maybe, and whenever stunned unless you make a Concentration check to keep it up), so the cost break should be comparable to that of the Normal ID Drawback
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Seeing as how one of my threads has ended, I could add this one to my list of things I'm playing in. I believe Shaen said something about some "prep work" he'd had in mind, though.
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Dr. Viktor Archeville (PL 14, 250pp) Trade-Offs: -2 Attack for +2 Save Difficulty. -2 Defense for +2 Toughness. Abilities: [0+3+0+10+10+0 = 23pp] Str 10 (+0) (20/+5 raging) Dex 13 (+1) Con 10 (+0) Int 24/30/38 (+7/+10/+14) Wis 20/34 (+5/+12) Cha 10/24 (+0/+7) Combat: [16 on Attack 8, 16 on Defense 8 = 32pp] Attack: +8, +12 in “Combat Mode†(+12 melee raging) Grapple: +12 Damage: +0 (unarmed) or by invention Defense: +9, +12 in “Combat Mode†(+4 or +6 flat-footed) (+7 raging) Knockback: -15/-9/-4 (and an additional -17 from Immovability) Initiative: +10 Saves: [4+5+3 = 12pp] Toughness +16 [impervious 14] / +14 [imp 4] with Stealth Field / +4 [impervious 4]* Fort +4 (+0 Con, +4), +9 raging Ref +6 (+1 Dex, +5) Will +10 (+7 Wis, +3), +13 raging Hero Points: 4 Skills: [232 ranks = 58pp] Bluff 5 (+7, +11 w/ Attractive) Computers 12 (+22, +28 at HQ) Craft (chemical) 13 (+23, +29 at HQ) Craft (electronics) 13 (+23, +29 at HQ) Craft (mechanical) 13 (+23, +29 at HQ) Craft (structural) 8 (+18, +24 at HQ) Diplomacy 5 (+7, +11 w/ Attractive) Disable Device 12 (+22, +28 at HQ) Gather Information 5 (+7, +13 at HQ) Investigate 8 (+18, +24 at HQ) Knowledge (art) 5 (+15) Knowledge (behavioral sciences) 5 (+15, +21 at HQ) Knowledge (business) 5 (+15, +21 at HQ) Knowledge (civics) 5 (+15, +21 at HQ) Knowledge (earth sciences) 8 (+18, +24 at HQ) Knowledge (history) 5 (+15) Knowledge (life sciences) 13 (+23, +29 at HQ) Knowledge (physical sciences) 13 (+23, +29 at HQ) Knowledge (technology) 13 (+23, +29 at HQ) Knowledge (theology & philosophy) 5 (+15) Languages 10 (Arabic, English, French, Hindi, Japanese, Mandarin Chinese, Portuguese, Russian, Spanish, Urdu; German is native) Medicine 8 (+15, +21 at HQ) Perform (keyboard) 5 (+7) Perform (oratory) 10 (+12) Profession (scientist) 8 (+15) Notice 5 (+12) Search 5 (+15) Sense Motive 5 (+12) Sleight of Hand 5 (+6) Feats: [36 feats] Accurate Attack Attractive Beginner's Luck Benefit 5 (Security Clearance, Status [CEO of ArcheTech], Wealth 3 [Total Wealth +23/Rich]) Connected Defensive Attack Dodge Focus Eidetic Memory Equipment 7 (35ep) Fascinate (Perform [Oratory]) Improved Block Improved Disarm Improvised Tools Inventor Jack-of-All-Trades Luck 3 Master Plan Power Attack Second Chance 3 (chemical, electronic, and mechanical Craft checks) Skill Mastery 2 (Computers, Craft [chemical, electronic, mechanical], Disable Device, Knowledge [life sciences, physical sciences, technology]) Speed of Thought Equipment: Powers: [8+53+16+7+2+3 = 89pp] Device 2 (Armored Labcoat; 10pp, hard to lose) [2 x 4 = 8pp] Device 13 (Gravimetric Belt; 65pp, hard to lose; PF: Restricted – only usable by those with a +10 or better modifier on Knowledge/Technology) [13 x 4 +1 = 53pp] Pseudonaturally Enhanced Mind 7 (14pp powers; PFs: 4 APs; Drawback: Action 3/Full Round) [14 x 1 + 5-3 = 16pp] BE: Enhanced Intelligence 14 AP: Enhanced Wisdom 14 AP: Enhanced Charisma 14 AP: Comprehend 4 (codes, languages 3 [speak any one at a time, understand any/all at once, read any]) ("Linguistic Analysis") and Enhanced Intelligence 6 AP: Enhanced Attack 4 (to +12) and Enhanced Defense 3 (to +12) (“Combat Modeâ€Â) AP: Enhanced Feats 9 (Attack Focus/Melee 4, Rage 5 [+10 Str, +5 Fort and Will, -2 Defense, 10 rounds]) plus Protection 5 (with Labcoat, Toughness is +9 [imp 4]) Default Assignment: Enhanced Int 5 + Enhanced Wis 4 + Enhanced Cha 4 Gadgets 1 (Elektromagnetischer Schraubenzieher/Electromagnetic Screwdriver; 5dp, easy to lose; PF: Restricted – only usable by those with a +10 or better modifier on Knowledge/Technology) [1 x 6 +1 = 7pp] Immunity 4 (aging, disease, poison, need for sleep; Flaw: Limited to half effect) [4 x 0.5 = 2pp] Quickness 6 (x100; Flaw: Limited to mental tasks) [6 x 0.5 = 3pp] Devices: Armored Labcoat: 10 Immunity 2 (cold, heat) [2] Protection 4 (Extra: Impervious; PF: Subtle; Drawback: Weak Spot) [8] Elektromagnetischer Schraubenzieher/Electromagnetic Screwdriver: Gadgets 1 (5 points) Gravimetric Belt: 65 Enhanced Feats 3 (Environmental Adaptation [low-gravity, high-gravity, zero gravity]) [3] Flight 1 (10 mph; PFs: Instant Up, Move-By Action) [4] Immovability 1 [1pp] Force Field 12 (Extra: Impervious 10; PFs: 1 Alternate Power, Selective) [24] AP: Force Field 10 (Extra: Linked Concealment 10 [all auditory, olfactory, radio and visual senses; PF: Close Range; Flaw: Blending], PFs: Selective, Subtle) Immunity 9 (life support; PF: Innate) [10] Power Reserve 8 (Flight and Immovability; PFs: Additional Powers 2 [space Travel and Teleport]) [18] Space Travel 1 (1c) [1] Teleport 1 (100 ft; PFs: Change Direction, Change Velocity) [4] 3+4+1+24+9+14+1+4 = 60pp Can use Power Reserve to pump Flight to 9 (5,000 mph), Immovability to 17, Space Travel to 17 (250k c), or Teleport to 9 (900 feet/20,000 miles). Drawbacks: Vulnerability (+50% from Bluff checks to encourage him to Monologue; -2pp) Abilities 23 + Combat 32 + Saves 12 + Skills 58 (232 ranks) + Feats 36 + Powers 89 – Drawback 2 = 247pp (2 left) :arrow: Behold Doktor Archeville, in all his giant-pulsating-brain glory! :arrow: Even if stripped of his Enhanced Mind and Electromagnetic Screwdriver, he's still at +20 on Craft (chemical, electronic and mechanical) and Knowledge (life sciences, physical sciences, and technology) skills, enough to reliably invent a Hard to Lose Device 5, or an Easy to Lose Device 6. With his full Enhanced Int and his E.S., he's at +33, enough to reliably invent a Hard to Lose Device 8, or an Easy to Lose Device 11. :arrow: Added combat feats due to taking up fencing. :arrow: Perform (Oratory) + Fascinate (Perform [Oratory]) = Technobabble/He Dazes Them With Science! Though it's a technique that's of little use without someone else there to take advantage of a foe's dazed state. :arrow: His increased Benefits are from having established ArchTech, an international chain of multidisciplinary research centers (focusing especially on those fields pertaining to metahuman activity and the increasing emergence of metahumans) unconnected to any one government or any business interest. Fields of research & development include bionics and cybernetics, energy projection, force field generation, genetics (especially mammalian genetics) and genome stability, gravimetrics, advanced metallurgy, nanotechnology, particle physics, and others. In addition to its exotic research, ArcheTech provides humanitarian aid in times of crisis, a task aided by the telepads housed in each center that link them to each other. The corporate HQ for ArcheTech is in Freedom City, but there are branch offices in California, Connecticut, Georgia, Iowa, Maryland, Massachusetts, Michigan, Minnesota, New York, North Carolina, Pennsylvania, Texas, and Washington. Outside the United States, branches are located in Belgium, Brazil, Canada, China, France, Germany, Israel, Japan, Russia, South Africa, Switzerland, the United Kingdom, and Venezuela. (His Wealth score is a reflection of only his own personal wealth, not the full wealth of ArcheTech.) :arrow: I did not purchase those "corporate HQs" as HQs/Equipment, since they're largely plot points/setting elements, and any benefit they could grant him is already covered under his other feats. The three HQs he does have (and according to Kenson at least, such an "Array of HQs" is kosher) are under his direct command and control. :arrow: When Archeville rages -- something he's loathe to do, but something I figured would see enough use to not simply be relegated to "power stunt" status -- his skin ripples, and his eyes become very shark-like. He can't use his Flight or Force Field, but his Labcoat can still protect him. When raging, offensively he'd just make it to PL 9 (+12 to hit, +5 damage), defensively he'd be PL 8 (Defense +7, Toughness +9 [imp 4]). :arrow: Added Innate to Immunity/Life Support on Belt (so it cannot be Drained or Nullified), to represent quintuply-redundant systems. Losing Flight or Space Travel or even his Force Field while in space wouldn't be too bad, but if he lost the Life Support, he'd be hosed. :arrow: Still not carrying any weapons, unless you count his Electromagnetic Screwdriver (or his Rage). Or you count opening up the power plant on his Gravimetric Belt to stunt Blast 16 (Flaw: Distracting; PFs: Affects Insubstantial 2) or Strike 14 (Extra: 140-ft. Explosion, Penetrating; Flaw: Action/Full, Distracting, Tiring; PFs: Affects Insubstantial 2, Progression [as needed]) off his Power Reserve. :arrow: Yes, that is a new Drawback he's sporting. Yes, he is quite the Mad Scientist. But he's still (mostly) a Good Guy. :arrow: Moar Luck, for Inventing/Jury Rigging and Power Stunting things off his Gravimetric Belt (or whatever tech he gets his hands on).
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So he is going to be interrupted? I'm just trying to figure out how to write my next post.
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And it is not harder than Adamantium. At least, not on its own. Though it is exceptionally good at holding magical enhancements.
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That works much better, yes, though there is still a problem.... With those differences, shouldn't the Suit grant a rank or two in Growth? Adds up. Adds up, though why does he have such a good broad level of attack (base Attack of +4) but a non-existent base Defense? Adds up, but how/why does he have such a naturally strong Will? Adds up. Knowledge (sports) would be Knowledge (popular culture). Adds up; please alphabetize these. What Benefit would "Popular" have? Why not just take ranks in Diplomacy, or the Connected feat? This is the problem. I know UP says you can apply the Action flaw to reduce the cost of a Container (i.e., changing an active Container's action from free to move, a -1 modifier, changes the structure's cost from 5 pp/rank to 4pp/rank, but the Container still grants 5pp/ranks in effects). But for Containers/Alternate Forms, that's not really a full Flaw, that's more a Drawback. Why? Because the "Flaw" would only ever come into effect when you first activate the Container, which for most characters would be right before or right at the beginning of a combat, and so during the combat the Flaw won't ever come up. The one exception is.... A secondary concern: an active Container has a Duration of Sustained, so if he's stunned or knocked unconscious, his Container shuts off and he's Jim Brown again. Have you considered the Normal Identity drawback?
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Belphegor (PL 14, 250pp) Trade-Offs: None. Abilities: [6+0+6+6+6+6 = 30pp] Str 30/+10 (16/+3 without Powers) Dex 16/+3 (10/+0 without Powers) Con 30/+10 (16/+3 without Powers) Int 16/+3 Wis 16/+3 Cha 22/+6 (16/+3 without Powers) Combat: [12 on Attack, 12 on Defense = 24pp] Attack: +14 (+6 without Powers) Grapple: +29, +37 w/ “Unfettered Might†(+9 without Powers) Defense: +14 (+6 flat-footed) (+6 without Powers [+3 flat-footed]) Knockback: -7, -14 w “Infernal Combustion†(-1 without Powers) Initiative: +3 (+0 without Powers) Saves: [6+6+6 = 18pp] Toughness +14 (Impervious 14 when “chargedâ€Â) (+3 without Powers) Fort +16 (+9 without Powers) [+10/+3 Con, +6] Ref +9 (+6 without Powers) [+3/+0 Dex, +6] Will +9 (+19 when using "Pleasing Form power") [+3 Wis, +6; +10 Mind shield vs breaking disguise] Skills: [120 ranks = 30pp] Bluff 10 (+16, up to +24 w/ Attractive; +13 without Powers) Craft (artistic) 6 (+9, +15 @ HQ; +4 more w/ Create Object) Craft (structural) 6 (+9, +15 @ HQ; +4 more w/ Create Object) Diplomacy 10 (+16, up to +24 w/ Attractive; +13 without Powers) Disguise 0 (+36 w/ Morph; +3 without Powers) Gather Information 8 (+14, up to +22 w/ Enhanced Skills; +11 without Powers) Intimidate 2 (+8; +14 @ HQ; +5/+11 without Powers) Knowledge (arcane lore) 10 (+13; +19 @ HQ) Knowledge (art) 10 (+13; +19 @ HQ) Knowledge (history) 10 (+13; +19 @ HQ) Knowledge (streetwise) 10 (+13) Knowledge (theology and philosophy) 5 (+8) Language 3 (English, French, Latin; Dutch is native) Notice 10 (+13) Profession (antiquities appraiser) 10 (+13) Sense Motive 10 (+13) Feats: [8 feats] Artificer Connected Contacts Equipment 3 (Home/Shoppe) Ritualist Well-Connected Powers: [36+12+6+14+16+6+4+14+3+11+4+10+2+10 = 148pp] Demonic Powers 15 (30pp powers; PFs: 6 APs) [36pp] BE: Comprehend 3 (languages 3 [speak any one at a time, understand any/all at once, read any]) plus Morph 6 (any humanoid, +30 Disguise; Extra: Duration/Continuous) plus Mind Shield 10 (Flaw: Only applies to mental effects that try to uncover his true nature) (“Long Lasting, But Less Flashy, Formsâ€Â) AP: Comprehend 3 (languages 3 [speak any one at a time, understand any/all at once, read any]) plus Enhanced Feats 4 (Attractive 2 [+8 Bluff & Diplomacy], Fascinate 2 [bluff and Diplomacy]) plus Enhanced Skills 8 (Gather Information +8) plus Morph 6 (any humanoid, +30 Disguise) plus Mind Shield 10 (Flaw: Only applies to mental effects that try to uncover his true nature) (“Evil Takes Many Pleasing Forms and Speaks in Many Tonguesâ€Â) AP: Create Object 5 (Extras: Independent, Total Fade [lasts for 10 rounds]; PFs: Precise, Slow Fade 9/1 month [lasts for up to 10 months], Subtle) ("Object of Desire") AP: Emotion Control 14 (PF: Subtle) ("Dark Passions") AP: Enhanced Strength 8 (to 38/+14) plus Super-Strength 4 (to Super-Strength 9 [effective Str 83, Hvy Load 1,229 tons]; PFs: Groundstrike, Shockwave) (“Unfettered Mightâ€Â) AP: Hellfire Control 14 (PFs: Affects Insubstantial 2) ("Hellfire Bolt") AP: Impervious Toughness 14 (note: Sustained duration) and Penetrating Strength/Strike 10 (PFs: Accurate [+16 attack], Affects Insubstantial 2, Incurable, Takedown Attack 2) ("Internal Infernal Combustion") Enhanced Attack 8 (More Agile) [16pp] Enhanced Charisma 6 (More Charismatic) [6pp] Enhanced Constitution 14 (Hardier) [14pp] Enhanced Defense 6 (More Agile) [12pp] Enhanced Dexterity 6 (More Agile) [6pp] Enhanced Feats 4 (All-Out Attack, Dodge Focus 2, Power Attack) (Infernal Fighting Techniques) [4pp] Enhanced Strength 14 (Stronger) [14pp] Flight 3 (50 mph; Flaw: Limited/Only in true form) (Wings) [3pp] Immunity 11 (aging, life support [cold, disease, heat, high pressure, poison, radiation, suffocation effect, vacuum], need for sleep) [11pp] Protection 4 (Scaled Hide) [4pp] Regeneration 9 (Bruised 2/standard action, Injured 2/5 minutes, Staggered 2/5 minutes, Disabled 2/1 hour, Death 1/1 week [can be permanently killed by a holy attack or while on consecrated/hallowed ground]; PFs: Diehard) (Demonic Regeneration) [10pp] Super-Senses 2 (darkvision) (Demonic Eyes) [2pp] Super-Strength 5 (effective Str 55) (Much Stronger) [10pp] Drawbacks: [10pp] • Involuntary Transformation (to true demonic form, in the presence of demons or demonic magic; uncommon, moderate [Will save to resist, DC = 10 + Will save bonus], -2pp) • Power Loss (Flight, when wings are restrained, -1pp) • Vulnerable (holy attacks, +50%; uncommon, major, -2pp) • Weakness (to holy water, places, and objects; cumulative -1 drain on Constitution per minute; uncommon, -5pp) DC Block Unarmed -- DC 25/Toughness -- Damage Unarmed w/ Infernal Combustion -- DC 25/Toughness -- Damage (Penetrating 10, Affects Insubstantial 2, Incurable, Takedown 2) Unarmed w/ Unfettered Might -- DC 29/Toughness -- Damage Hellfire Bolt -- DC 29/Toughness -- Damage (Affects Insubstantial 2) Emotion Control -- DC 24/Will -- Emotion Control (Subtle) Abilities 30 + Combat 24 + Saves 18 + Skills 30 (120 ranks) + Feats 8 + Powers 148 - Drawbacks 10 = 248pp (2 under!) :arrow: Still very much inspired by Mr. Leland Gaunt from Needful Things, as well as so many deal-making devils from countless episodes of The Twilight Zone. He's developed more cunning and subtlety, though part of him still prefers to just rush in and blast/smash things. :arrow: He's been working out, both physically and mentally (though some arcane shortcuts were involved), hence the higher 'base' ability scores. Plus, it makes the numbers more... appropriate. Ditto for saves. :arrow: He's expanded his forging to also include furniture: lots of money to be had in fake Louis XIV, XV, and XVI cabinets, chairs, desks and tables, for example. :arrow: He still has few ranks in Intimidate. It's just not his style, especially in his assorted human facades. If needed, he could probably power stunt an Enhanced Intimidate/Enhanced Feats (Fearsome Presence and/or Startle) effect off his Demonic Powers array. :arrow: With a Knowledge/Arcane of +13, he is routinely capable of rituals with a DC of 23 by taking 10, sufficient for effects with a cost of 13pp. That's enough for Communication 9 (mental, anywhere on Earth; Subtle), Concealment 6 (all visual and auditory), ESP 4 (sight and hearing, 1 mile range), Telepathy 6 (20 miles/anywhere in Freedom; Subtle), or Teleport 6 (600 ft./20 miles; Easy). :arrow: I intentionally did not add any Minions or Sidekick. By this point he would have cultists devoted to him, but what they can do for him is largely covered by the Connected, Contacts, and Well-Connected feats. :arrow: If I could use a power similar to Magic Mastery (from Book of Magic; a 6pp/rank VP), I'd remove 4 ranks of Regeneration, and with those plus the 2 unspent pp replace the Demonic Powers Array with Demonic Power Mastery 6 (multiple demonic powers of up to 30pp total; Extra: Duration/Continuous). Explanation: Belphegor has unlocked both his full power (as the Archfiend of Sloth) and the power of the other six Archfiends, Asmodeus/Lust, Beelzebub/Gluttony, Leviathan/Envy, Lucifer/Pride, Mammon/Avarice, and Satan/Wrath. If that would not be allowed, I'd probably just add more APs to the Demonic Powers Array, or perhaps some feats (moar Luck). :arrow: Yes, he can buy your soul... or at least taint it, either via Artifice/Ritual or power stunting his Demonic Powers. Transform (being with soul to being with tainted soul, infernal powers [can rearrange existing points and add up to 3 more points], and the Vulnerability drawback [to fiendish/infernal effects, uncommon, major/x2; -3pp] [5/rank]; Extra: Duration/Continuous; Flaw: Range/Touch; PFs: Affects Insubstantial 2, Incurable) [3pp + 5pp/rank]. An additional 3pp may not sound like much, but that's enough to give someone 12 ranks in skills, or to remove 3pp of some other drawback or Flaw. A high rank for the power isn't strictly needed, since by definition the target would be foregoing their save as they willingly make the deal, but a high rank would help it to not be countered (though due to the Incurable power feat, any countering effect would need to be Persistent). :arrow: Other Demonic Tricks [30pp] he could pull: :arrow: :arrow: Boost Intelligence 6 (Extra: Total Fade; Flaw: Others Only; PFs: Slow Fade 6/1 day [gain +6 Int for 6 days], Subtle) plus Linked Boost Feats 1 (Inventor feat; Flaw: Others Only; PFs: Slow Fade 7/1 week [gain the Inventor feat for 6 days], Subtle) [13+9=22pp]; the "real" Belphegor is associated with invention (re: Ludd was Right, New Technology is Evil, and Science is Bad), and this Belphegor can inspire people, too. It only lasts a week at a time, and though it's not a drug per se, there is a good chance some might get addicted to the mental rush he gives. There's enough points left he could throw in Morph 4 (any humanoid), so that the people he deals with has no idea what they're truly dealing with. Other possible ability/feat combos are Enhanced Constitution & Diehard, or Enhanced Charisma & Attractive. :arrow: :arrow: Enhanced Charisma 26 (to 48/+19; Flaw: Only for Intimidate) and Enhanced Feats 15 (Fearsome Presence 14 [70 ft., DC 24], Startle) and Enhanced Intimidate 8 (to 10r/+29) [13+15+2=30pp]. He has such sights to show you... :arrow: :arrow: Mental Blast 10 (Flaw: Sense-Dependent/Hearing) [30]. Harsh words, bitter invectives and brutal threats backed by demonic wrath to strike with real force. :arrow: :arrow: Morph 6 (any Small or Tiny animal [cat, dog, hawk, lizard, owl, rat, raven, snake, or weasel], +30 Disguise) and Shrinking 8 (Tiny) [12+8=20]. Taking on animal form to spy or pretend to serve as someone's familiar. Could add Enhanced Skills or movement powers as needed. :arrow: :arrow: Paralyze 14 (Extra: 70-ft. Burst Area; Flaw: Slow only) [28pp]. Mass infliction of sloth/depression to squash motivation. :arrow: :arrow: Possession 10 [30pp], for when simply KO'ing a person and replacing them via Morph isn't adequate. :arrow: :arrow: Strike 2 (Extra: Alt Save/Fortitude, Vampiric 12; PFs: Incurable, Mighty, Persistent) [2+12+12+3=29pp]. Sacrificing a living being to heal himself; can be used to heal otherwise Incurable damage, and the damage is itself Incurable (assuming the victim survives). Granted that with the No Killing rules and "More Silver Than Iron" tone we have in place, it's unlikely this would ever be seen, but I still thought it would be something interesting to stat out. :arrow: :arrow: Telekinesis 6 (Str 30; Extra: Range/Perception; PFs: Precise, Subtle) [20pp]. Because getting up to do something is so un-Slothful, and TK is a classic demonic power. :arrow: :arrow: Teleport 9 (Extra: Accurate; PFs: Easy, Progression 2/500 lbs. cargo) [30]. Another common demonic trick. :arrow: If all his powers are nullified, he's still (just barely) PL 5 offensively & defensively.
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Yup. Go, Quark!