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Dr Archeville

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  1. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers (including various artificial intelligences, Preserver Stones, and molecular-, atomic-, and even quantum-scale engineering, and harnessing "cosmic" energy), and Atlantean understanding and use of magic (including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces -- some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector (a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera). The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted by specially-trained experts. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available -- re-creating such items are simply beyond the capabilities of modern Atlanteans. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at what would be considered alchemy (though now very limited due to their aquatic environment), as well as effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Crude gravity and magnetic manipulation are possible, an offshoot of earth manipulation. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed (or repurposed) to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Crystalline devices that can record and play back thoughts are also common, and are one of the few pre-Sinking items that can be recreated. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. (The sea creature-controlling Trident of Poseidon gets a pass due to its use in defending Atlantis over the centuries.) Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Lemurians have had better luck with teleportation effects, both across space and dimensions, but that's because they access fringes of the Cosmic Coil/Maze of Madness as a shortcut, passing through far realms of chaos and madness to reach their destination. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in Surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. While pre-Sinking Atlantis did have items comparable to computers (and Artificial Intelligences), most were lost during that cataclysm, and the few that survived were forgotten as early Atlanteans focused on mere survival. As Prince Theseus began working with the Freedom League, he learned more about Surface world technologies, and one day in court wondered aloud if Atlantis had ever had anything similar. Attentive mechanomystics took this idle statement and ran with it, and developed a technomagical alternatives. An Atlantean computer is a room-sized, durable, semi-living organic computer that houses elemental forces which serve as computational and informative assistants, powered by ambient mystical energies. They have holographic controls, worked through subtle magical manipulation, though the Computers skill is still used to accomplish tasks associated with that skill. This magic has a telepathic element, so any user that understands any language can use an Atlantean computer and understand the information stored on it. Research is currently being done on reducing the size of these devices (to make them more portable), and on modifications to make it so Atlantean and Surfacer computers can communicate with one another (and exchange files). There is also work being done on mystical modifications that would allow an Atlantean computer to telepathically communicate, via either the Astral or Ethereal Plane, with other such devices over a range of several thousand miles. This could allow an Atlantean computer to access another such system anywhere on the planet, forming an interconnected network of knowledge. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity (as the Deep Ones are to the Unspeakable One), and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare, and largely relegated to dark myths. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Attempts to recreate orichalcum (mostly by Surfacers who found fragments of Atlantean notes) lead to the creation of a similar metal, an alloy of cinnabar (mercury sulfide), copper, and gold. This false or fool's orichalcum, while incredibly tough and appearing identical to the true metal to most tests, will break down under forces generated by many contemporary metahumans. This metal has Toughness 12 (Impervious 12). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking, though some have been repurposed into remote- or proximity-detonated area effect weapons (i.e., mines). Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances -- chips of ignaetium can be found where coal seams cross ley lines, for example -- but each can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. (Atlantean writing is done by die-stamping onto thin sheets of such soft metals.) Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities, but are sometimes used in small quantities for decorative purposes. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skills may be used without the +20 DC modifier. Similarly, repairing or constructing Atlantean technology requires training in both Craft (Mechanical) and either Craft (Artistic) or Craft (Structural). Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, Surface World technology -- modern electronics, or even simple combustion engines -- are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers. An Atlantean trying to deal with Surface world technology suffers a +20 DC modifier to their Knowledge (Technology) checks, unless they are also trained in Knowledge (Physical Science), in which case the lesser of the two skills may be used without the +20 DC modifier.
  2. Heroditus bowed his head, and blushed a bit at the General's praise. "I try, sir, and hope to follow in his wake one day, as a civil engineer." He quickly cocked his head towards his mother, "I seem to have inherited some knack with biomedical engineering, though not as good as my mother's. But," he raised his head and looked the general in the eye, mustering all the courage he could, "if their teachings have gifted me an ability to see some pattern that neither alone would catch, then I gladly offer my services to you!" I can do this I can do this I can do this...
  3. Heroditus had been up late reading some recent techno-mystical journals (die-stamped on thin sheets of copper), and so had not gotten much sleep. He remained in bed a moment, listening to the row below. Mother always was too cautious, he thought. She'd been reluctant for him to go above, to this Clare-mont, though she did also recognize the immense potential it offered him. His father had been completely for it, ever since he'd presented the idea to his parents. But I thought their arguments were settled on this? Why- oh! He'd slowly risen from bed and walked over to get a look at his parents, and was surprised to see who else was there. He quickly swam down the hall -- noting his sister was not in her room -- and down to the bottom floor, then out to the courtyard. "General Dalekos!," he greeted him, raising his clenched right fist to his temple in salute, then nodded to his parents, "father, mother. What goes on?"
  4. Artificer, Claremont's latest Atlantean & Techno-Mage! Character Sheet Claremont Team (2019/2020): Green (teammates: Chelone, Veronica Danger, Lady Liberty, Octoman, and Thunderbird) Guidebook HelllQ Interview/20 Questions Timeline
  5. The one who looked like a walking bruise let out a loud and boisterous laugh, and actually slapped his knee. "Ooh, she's got spunk an' pow'rs!," he commented to his companion, "I like 'er! Uh, them." He then walked towards her/them with both hands extended. As he approached, and she/they got a better look at (and smell of) him, any notion that this might be a living person in some sort of makeup quickly went out the window. "A pleasure t'meetcha, ladies," his rictus grin widened a bit, and he offered a hand to each of them, "folks call me Dead Head. Who might y'all be?"
  6. AAAAAAAAAHHH!!! Davyd took a half step back when Lynn first approached him, a part of his mind fearing what other terrible revelations might come. Daphne's attempts at calming him telepathically also met with some resistance. AAAAAAAAAHHH!!! But their words -- not so much their content, but more the fact that Lynn's were in his babusya's language, and Daphne's tone so sincere -- did slowly calm him. AAAAAAaaa... His breathing slowed, and he looked down at his hands. His red, alien hands. He concentrated a moment, remembering himself, his past, his family. Slowly he shifted back to Davyd Palahniuk, Ukrainian-American teenage boy. He looked at his hands, brought them to his face and tentatively felt it, making sure his lips and nose and ears were as they should be. "I... I am not a Grue... I am part Grue... but I am human, too..." He lowered his hands and stared at them again, still processing everything.
  7. Pacific Northwest -- Emerald City Midwest -- Bedlam Northeast -- Freedom City South/Southeast/Deep South -- Vibora Bay I can see it!
  8. "Honey? Oh, like my Uncle Sasha's horilka!" he cheerfully replied. "I would very much like to try some; I should be able to adapt to whatever's in it." And it's not like I'm completely human anymore, he thought, remembering his recent revelation. He timidly approached the one who had licked him, "um, h-hello. I think I heard your name is Lu Chu? My name is Davyd," he extended his hand, realized he was still in humanoid mouse form, and shifted back to human. "C-could I... that is, would you mind if I... um," he scratched the back of his head, "if I could get a good look at you, and, um, try to mi-mimic you?" He swallowed hard, "it, uh, it might h-help us to see things from you point of view."
  9. Dead Head's jaw had dropped and his eyes bugged out a bit. Then he started enthusiastically clapping and hooting, though it came out as more a disembodied wail. Then he realized the state of his face, and took a moment to retrieve & reattach his wayward mandible. "Well don't that beat all! Good on ya, kid!" He continued clapping and whistling, this time sounding a bit more normal. Heh, I can say I used t' babysit the Guardian a' th' Void. Eventually his cheering died down, and he looked around, a bit unsure. "I, ah, I guess I got an announcement, too." He cleared his throat, which some might think would be unnecessary, but those nearest him could see a few grubs fall out of his mouth. "Some'a y'all know me, an' know I been gone a good while. I ain't been back long, and I ain't stayin' much longer, neither. I'm bein' called out west, to a place called Bedlam. I'll be leavin' soon -- an' if anyone here might wanna help me with that, I'd be much obliged," he added sheepishly, "an' I ain't sure when I'll be back. But y'all'll always have a place in mah heart." He pulled his jacket aside with one hand and made like he was going to plunge his other into his chest, then stopped, smirked, and wagged his finger at the crowd.
  10. And suddenly her words clicked together in Davyd's head. "Wait, wait, wait, hold on," he backed up, holding his hands up defensively. "What are you saying? Are you... are you saying that I am... that you think I am... a Grue? I'm human!" He was quickly becoming agitated, and red in the face. "I got these powers in a lab accident! A dozen different experiments, using stem cells, from humans and animals... for skin growth, muscle repair, bone mending.... they all got on me, in me, during that fight with Fear Master! I may be changed, but I'm still human! I'm not some Grue sleeper agent," he made a slicing motion in the air before him with one hand, "not some-" And then he saw it. His hands -- his entire body -- had become the deep red of a Grue Metamorph. He felt his face, which had become leaner, and his ears, now longer and pointier. He still had a mouth, but his lips were almost nonexistent; his nose was almost gone, and his eyes had shifted to solid yellow. "What," he screamed, panicking, staggering backwards, "what's happened... what did you..."
  11. Dead Head laughed under his breath -- if he'd had breath -- as he overheard bits of Huang & Dio & Aquaria's conversation. "They all got some'a it right," he said, possibly to Dr. Thorn, possibly just thinking aloud. "Take th' Deep Ones, f'r instance. They ain't inherently ornery, but a lot'a 'em worship an' follow Things what is actively malevolent, or at least dangerously uncaring, puttin' no more thought t'us than a trucker do to an ant crossin' th'road. They's by far th'worst o' the bunch, though, so... alien. Other entities seem bad 'cuz they embody things what mortals fear -- gods o' death, or disease, or war -- an ain't that bad, once ya get t'know 'em. Same might be said fer some'a them Things, but," he shrugged, "it's hard to tell where t'begin with 'em. 'Course, some'a them've been feared fer so long, or worshipped by folks callin' on 'em t'do evil, and they become evil theyselves." He tsked and shook his head, "folks can change, sometimes 'gainst their will, sometimes after a lot'a effort an' kindness from others, an' that don't just apply t'mortals." And then Phantom spoke, and he turned his attention to her. "Hunh, is this jus' a welcomin', or has she got some big announcement planned?"
  12. "Oh, we's jus' some concerned citizens," the one leaning on a shovel said. His voice was rough, like he'd been smoking for a very long time, yet also somehow worse. If Merge was expecting him to be startled by her appearance, she was disappointed, though whether this was because he'd heard her and knew she was approaching, or he was simple an unreactive type with a good poker face, she could not yet say. "Some'a my friends on th'other side told me 'bout the fires 'round these parts, and was worried someone might get hurt. Ain't happened yet," he shrugged, "but it's bound to, sooner'r later, intentionally or not. So I thought I'd look into it. Got a lead this'd be the next place hit," he gestured vaguely around them, "but by the time I got here -- I's new here, so 'm still learning mah way 'round -- 'twere already a-burnin'. I ran in t'make sure no one was inside, but there weren't -- not even the firefighters!" He kicked a pile of ash, "they jes' sat outside an' watched! I was 'bout to go out an' give 'em a piece'a my mind, but then a beam fell an' trapped me. I jus' not managed t'work mahself free." He hadn't mentioned Strix -- wasn't even sure she'd spotted him -- but could still sense the vampire was around. "Now, pray tell, what's someone dressed like you," he gestured vaguely at her puffy jacket, "doin' in a place like this? You th'owner of this place? Had some furs stashed here or somethin'?"
  13. Artificer Power Level: 10/12 (built to PL10 caps) (170/187PP) Unspent Power Points: 17PP Trade-Offs:-2 Attack/+2 Effect with Blast, +2 Attack/-2 Effect with Move Object; -2 Defense/+2 Toughness In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic. Identity: Public, though largely unknown Alternate Identity: Heroditus Fabricus Stylianos Birthplace: Atlantis Legal Status: Atlantean citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms Occupation: High School Student (Sophomore) Affiliations: Atlantis, Claremont Academy Family: Xyles (father), Yrdoste (mother), Theodora (twin sister) Age: 16 (Date of Birth: September 1st, 2003) Gender: Male Species: Human Offshoot (Atlantean) Height: 6 ft 4 in. (1.93m) Weight: 210 lbs. (95kg) Skin: Olive Hair: Black (very very dark green) Eyes: Sea Green Tall, sleek, and reasonably attractive, with a long Aquiline nose, sharp cheekbones, and strong jawline topped by sea green eyes. He keeps his hair -- a shade of green so dark is appears black -- long, and is trying to grow in a beard; he is certain it shall be magnificent. HISTORY Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth. Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces. Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained. The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military. Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great. In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy. He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts. He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?! PERSONALITY & MOTIVATION Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house. He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft. He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both). POWERS & TACTICS Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure. He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters. Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself. He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities. His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing. Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology. It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies. Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.) COMPLICATIONS Accident: While Heroditus is quite skilled with Atlantean technowizardry for his age, there’s still a lot he needs to learn. And there’s even more he needs to learn about Surface World technology and magic. So when he tries to test some new bit of mechano-mysticism he’s come up with, or tries combining Atlantean and Surfacer gear, unexpected side-effects can occur. The GM can give him a Hero Point in exchange for declaring that Heroditus’ experiments have created some sort of hazard, which he must drop his current task to deal with. Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious. Exposure to intense heat or other desiccating effects can also cause this. Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety. He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. The GM can give him a Hero Point in exchange for declaring that Heroditus experiences a major anxiety flare up, rendering him helpless and unable to take any actions. Where Are The Crystals?: The technology of the Surface World -- modern electronics, or even simple combustion engines -- are as weird and alien to Heroditus as Atlantean techno-magic is to Surface Worlder engineers. The GM can give him a Hero Point in exchange for declaring that his unfamiliarity with Surfacer technology causes significant setbacks. ----- Power Level: 9 (149/151PP) Unspent Power Points: 2 Trade-Offs: -2 Attack/+2 Effect w/ Blast, +2 Attack/-2 Effect w/ Move Object; -1 Defense/+1 Toughness ABILITIES: [4 + 2 + 4 + 10 + 6 + 2 = 28PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT: [12 + 8 = 20PP] Initiative: +1 Attack: +6 Melee, +8 Ranged, +12 w/ Move Object Grapple: +8, +20 w/ Move Object Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shield), +2 Flat-Footed Knockback: -6, -3 w/out Force Field DC BLOCK ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolts of Magic Ranged (1,200 ft. max) DC 27 Toughness (Staged) Damage (Any Magic) Burst of Magic 15-50 ft. DC 20 Reflex Area (Burst) Effect DC 25 or 20 Toughness (Staged) Damage (Any Magic) Created Object (Dropped) Ranged (180 ft. max) DC 19 Reflex Avoided DC 24 Toughness (Staged) Damage (Physical) Created Object (Trap) Ranged (180 ft. max) DC 19 Reflex Trapped inside Object Holograms Perception DC 20 Will Disbelieve Mage Hand Ranged (800 ft. max) Grapple vs. +20 (Staged) Pinned/Bound DC 23 Toughness (Staged) Damage (Physical) SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +12 (+2 Con, +6 Force Field, +4 Protection), +6 w/out Force Field Fortitude: +6/+4 (+2 Con, +4/+2) Reflex: +5/+3 (+1 Dex, +4/+2) Will: +8/+6 (+3 Wis, +5/+3) SKILLS: [104R = 26PP] Computers 5 (+10) Concentration 7 (+10) Craft (Artistic) 10 (+15) Craft (Chemical) 5 (+10) Craft (Electronic) 5 (+10) Craft (Mechanical) 10 (+15) Craft (Structural) 10 (+15) Disable Device 10 (+15) Investigate 5 (+10) Knowledge (Arcane Lore) 10 (+15) Knowledge (Physical Science) 4 (+9) Knowledge (Technology) 10 (+15) Language 2 (Atlantean [native], English, Greek) Medicine 2 (+5) Notice 2 (+5) Search 7 (+12) FEATS: [9PP] Artificer Attack Focus (Ranged) 2 Dodge Focus 2 Eidetic Memory Environmental Adaptation (Aquatic) Inventor Luck 1 POWERS: [3 + 12 + 5 + 4 + 4 + 4 + 8 + 3 + 27 + 2 + 4 + 4 = 80PP] 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} Device 3 (“Warding Bracers,” 15 points; Flaw: Hard to Lose) [12PP] Enhanced Fortitude Save 2 [2] Enhanced Reflex Save 2 [2] Enhanced Will Save 2 [2] Immunity 5 (disease, heat [environmental], poison, radiation [environmental], suffocation) [5] This + own Immunity (Suffocation) = Immunity 2 (Suffocation 2) Protection 4 [4] Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP] Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5} Device 1 (“Emerald Torc of Power,” 5 points; Flaw: Hard to Lose) [4PP] Magic 2.5 (+5 points to Heroditus’ Magic) [5] BE: Damage 2 (“burst of mechanomystical power”; Extra: Area [General, Burst, 10-ft. Radius]; PF: Variable Descriptor [cold, electricity, fire, force, heat, sonic]) {5/5} Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Device’s Magic [5 points]) {5} AP: Blast 3 (“sonic blaster”; Drawback: Reduced Range [5 30-ft. increments]) {5/5} AP: Create Object 1 (”Transmute Air to [Stuff & Things]”; up to 1 5-ft. cube, Lifting STR 5, heavy load 50 lbs.; Extra: Duration [Continuous]; Flaws: Distracting, Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter]) {5/5} AP: Environmental Control 1 (Light 2, 5-ft. Radius; PF: Precise) {3} and Illusion 1 (“holograms;” visual) {2} {3+2=5/5} AP: Move Object 1 (“mage hand”; Str 5, heavy load 50 lbs.; Extra: Damaging; PFs: Precise, Variable Descriptor [arcane force or shaped matter]) {5/5} AP: Transform 1 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]) {5/5} Device 1 (“Winged Sandals,” 5 points; Flaw: Hard to Lose) [4PP] Movement Array 2 (4 points; PF: 1 Alternate Power) {5} BE: Flight 2 (25 mph) {4/4} AP: Enhanced Swimming 4 (increases Heroditus’ Swimming to Swimming 6 [100 mph]) {4/4} Force Field 6 (“arcane shields”; Extra: Linked [Shield]) {6pp} plus Linked Shield 2 (Extra: Linked [Force Field]) {2pp} {6+2=8pp} Immunity 3 (cold [environmental], pressure, suffocation 1 [drowning]) [3pp] Magic 13 (26 points; PF: Alternate Power) [27pp] BE: Damage 8 (“burst of magical power”; Extra: Area [General, Burst, 40-ft. radius]; PFs: Affects Insubstantial, Progression [Reverse Area] 7 [5-ft. radius], Variable Descriptor 2 [any elemental]) {26/26} AP: Create Object 1 (”prestidigitation”; up to 1 5-ft. Cube, Lifting STR 5; Extra: Duration [Continuous]; PFs: Innate, Subtle, Variable Descriptor [any material]) {6}, and Environmental Control 1 (”dancing lights”; light 1, 5-ft. radius) {1}, and Illusion 1 (“illusionary sights, smells, and sounds”; all senses, 5-ft. radius) {4}, and Move Object 1 (”mage hand”, STR 5, heavy load 50 lbs.; Extra: Range [Perception]; PFs: Precise) {4}, and Obscure Auditory & Visual 1 (“darkness & silence”; 5-ft. radius) {3}, and Transform 1 (“prestidigitation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]) {6} {6+1+4+4+3+6 = 26/26pp} 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 (28) + Combat (20) + Saving Throws (7) + Skills (26) + Feats (9) + Powers (80) - Drawbacks (0) = 170/182 Power Points [15 unspent] With Devices and Magic – PL 10 Attack +6 melee, +8 ranged; Blast 12 (PL 10) Area Damage 10 (PL 10) Defense 8, Toughness +12 (PL 10) Without Devices (but with Magic) – PL 8 Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4) Area Damage 8 (PL 8 ) Defense +8, Toughness +8 (PL 8 ) Without Magic (but with Devices) – PL 6 Attack +6 melee, +8 ranged; Unarmed Strike +2 (PL 4), Blast 3 (PL 6) Defense +6, Toughness +6 (PL 6 ) Without Magic or Devices – PL 4 (but PL 6 skills) Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4 melee) Defense +6, Toughness +2 (PL 4)
  14. "Dang," Dead Head muttered as he watched Hex take off, "wanted to say 'hey' t'him, too. Ah, livin' folks," he huffed, "always off in a hurry." He made his way over to Dr. Thorn, stopping midway to have a brief chat with one of the server spirits. "Marcus, hey! Long time, no see!.... Yeah... oh, no, no, was off workin' a case... oh yeah, a looong trip... ya did? Oh, that's great! Keep it up and you'll- oh, right, right, I'll letcha go... we'll catch up later!" Eventually the mismatched tuxedo-wearing revenant reached Thorn, and extended a hand to her. "Heya! Folks call me Dead Head. How's you?"
  15. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers, and Atlantean understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces (some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera. The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity, and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking. Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances, but can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skill ranks may be used without the +20 DC modifier. Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, modern electronics, or even simple combustion engines, are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers.
  16. "Much obliged, Strix." He stuck what was left of his legs near what was left of his pelvis, and let his undead body do its thing. "So it's either someone doin' it fer fun," the bits slithered closer together, "someone doing' it fer someone else," bones grew and fused, "or someone doin' it to someone else," ropes of flesh snaked out and twined around each other. "Or maybe even all'a the above." He shook his head, then clambered up to stand in the ashes and hopped around a bit. "Ah, good as new. Right, so," he glanced around, "seems we gotta find out if'n there's any connection among th' places what got torched. If all of 'em is owned by th' same folks, it'd mean they's bein' targeted. An' if just some of 'em are, well," he shrugged, "could still mean they's bein' trargeted but the firebug's tryin' to keep folks off th' trail. An' if they's all owned by diff'rent folks, but they's got rivals in common, then that could be th' one callin' the shots. So now," he turned to look at Strix, then summoned his shovel and leaned casually on it, "we's gotta figure out where t'start diggin'."
  17. "My companion speaks truth," Archeville affirmed, "we are scientists, here to investigate what has been happening here, the source of these unusual mutations, and to see if they are a threat. And at the moment," he paused, looked around at the apes, their weapons, the dome, "while some of what I see here is concerning, I am not ready to classify this as a threat. Not yet, at least." The other W.E.S.T. agents may have made sounds of disagreement, but he continued. "I imagine your plans -- and those of your benefactor -- are global in scope, which would meet with no small amount of resistance. If an isolated ecosystem could be located -- one similar to the Lost World, but even further removed -- would you be amenable to relocating there, and carrying out your experiments in that isolated region?" He had a few ideas in mind, but they were long shots. "We would help you move, even provide additional animals and plants to use in your experiments. Your new creations would be free to create whatever cultures and societies they wanted, to find all the love and joy and pleasure they want," he said, making sure to repeat Uplift's own words. "But once you are settled there, you all would need to stay there; the only thing we could allow back is information, messages, any research notes that you might wish to share with the world."
  18. He nodded, an exhaled slowly. "I have considered all those factors, yes, and more besides. I am... reasonably sure most of those could be circumvented." He had many ideas for solutions to some of the issues, a couple for others, but a few still had him stymied. "But whether or not we can is one thing. Would we want to, is what I'm asking now." "I am -- and I'm not saying this in an attempt to influence you," he quickly added, "but just to let you know where I am on the issue -- somewhat torn on it. On the one hand, as you said, I've purged a supernatural corruption from myself, my entire family line. On top of that, I am the last surviving member of my family line, since That Thing used us to build its body. So, in effect, a child would be the start of an entirely new branch of the Archeville family tree, one untouched by that corruption. A huge opportunity, and responsibility." "Linked to that, though, is my own paternal instincts. My father was... troubled," he reflexively glanced aside, then back to Mona, "and while the source of the madness that plagued him is gone, and I understand why he did what he did, it still shaped me. I can study all the books and videos on parenting there are, but that would only do so much." "Then there are cultural issues to consider. Society says we should be fruitful and multiply... but what difficulties would a child of ours face? How accepted would they be? You know better than I the issues Terminus Babies face, but add on the Archeville name..." "Lastly," he paused a moment, and a series of lights flickered through some of his technological parts, "one of the advantages of this new body is that I should be extremely long-lived. Not truly immortal, I believe, but good for several centuries, at least. And in many beings, with increased longevity comes decreased desire to reproduce. I would say this is true for me, also," he nodded, "having a child is not as foremost in my mind as it is in many other men my age, though the idea is still there."
  19. She got her armor from space? Well, that's an interestin' tidbit. Dead Head watched as Huang worked his magic near Nicole and Hex, a bit amazed and proud at how far the little nipper he'd babysat had come. When he noticed Arcana, his rictus grin widened a bit and he extended a hand, "pleased t'meetcha!" He turned to Masque and Veronica, extending his other hand to them, "and y'all, too! Folks call me Dead Head!" Lemme see, who else: gotta say 'hey' to that lady there, he nodded toward Dr. Thorn, got a feelin' I'll be workin' with her in th' near future. An' I've got to meet that dragon!
  20. My Atlantean Techno-Mage! Whose parents might be eaten by Deep Ones. :argh: The stuff about Atlantean techno-magic I got from 3E's Atlas of Earth Prime.
  21. Artificer Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +2 Attack/-2 Effect In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic. Identity: Secret Alternate Identity: Heroditus Fabricus Stylianos Birthplace: Atlantis Legal Status: Atlantean citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms Occupation: High School Student (Sophomore) Affiliations: Atlantis, Claremont Academy Family: Xyles (father), Yrdoste (mother), Theodora (twin sister) Age: 16 (Date of Birth: September 1st, 2003) Gender: Male Species: Human Offshoot (Atlantean) Height: 6 ft 4 in. (1.93m) Weight: 210 lbs. (95kg) Skin: Olive Hair: Black Eyes: Sea Green Tall, sleek, and reasonably attractive, with an Aquiline nose and strong jawline topped by sea green eyes. He keeps his black hair long, and is trying to grow in a beard; he is certain it shall be magnificent. HISTORY Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth. Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces. Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained. The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military. Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great. In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy. He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts. He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?! PERSONALITY & MOTIVATION Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house. He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft. He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both). POWERS & TACTICS Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure. He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters. Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself. He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities. His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing. Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology. It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies. Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.) COMPLICATIONS Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious. Exposure to intense heat or other desiccating effects can also cause this. Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety. He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. Where Are The Crystals?: Modern electronics, or even simple combustion engines, are as weird and alien to Heroditus as Atlantean techno-magic is to surface worlder engineers. ----- ABILITIES: [4 + 2 + 4 + 6 + 6 + 2 = 24PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT: [6 + 8 = 14PP] Initiative: +1 Attack: +3, +9 w/ Blast Grapple: +7, +8 w/ Move Object Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 w/out Force Field ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolts of Magic Ranged (500 ft. max) DC 20 Toughness (Staged) Damage (Any Magic) Blinding Cone 35 ft. DC 17 Reflex Area (Cone) Effect DC 17 or 13 Reflex, then Fortitude Dazzle (Visual) Burst of Magic 35 ft. DC 17 Reflex Area (Burst) Effect DC 22 or 18 Toughness (Staged) Damage (Any Magic) Invoked Imaginings Perception DC 14 Will Disbelieve Mage Hand Ranged (500 ft. max) Grapple vs. +8 (Staged) Pinned/Bound DC 20 Toughness (Staged) Damage (Physical) SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +7 (+2 Con, +5 Force Field), +2 w/out Force Field Fortitude: +4 (+2 Con, +2) Reflex: +3 (+1 Dex, +2) Will: +6 (+3 Wis, +3) SKILLS: [40R = 10PP] Concentration 4 (+7) Craft (Artistic) 7 (+10) Craft (Mechanical) 7 (+10) Craft (Structural) 7 (+10) Knowledge (Arcane Lore) 7 (+10) Knowledge (Technology) 7 (+10) Language 1 (Atlantean [native], English) FEATS: [7PP] Artificer Dodge Focus 3 Eidetic Memory Environmental Adaptation (Aquatic) Ritualist POWERS: [5 + 4 + 5 + 3 + 16 + 4 + 4 + 2 = 43PP] Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP] Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5} Device 1 (“Elemental Gauntlet,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [16 points]) {5} AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 3, Variable Descriptor 2 [any elemental/magical]) {15/16} AP: Dazzle Visual 7 (“blinding cone”; Extra: Area [General, Cone, 35 ft.]; Flaw: Range [Touch]) {14/16} AP: Illusion 4 (“invoked imaginings”; auditory, olfactory, and visual) {16/16} AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise) {16/16} AP: Transform 1 (“transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Progression [Mass] 3 [10 lbs.], Precise) {10/16} Force Field 5 (“arcane shields”) [5PP] Immunity 3 (cold, drowning, pressure) [3pp] Magic 8 (16 points) [16PP] BE: Damage 7 (“burst of magical power”; Extra: Area [General, Burst, 35-ft. radius]; PFs: Variable Descriptor 2 [any elemental/magical]) {16/16} 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] Swimming 2 (5 MPH) [2PP] DRAWBACKS: None TOTALS: Abilities (24) + Combat (14) + Saving Throws (7) + Skills (10) + Feats (7) + Powers (43) - Drawbacks (0) = 105/105 Power Points ----- Heroditus Fabricus Stylianos Stylianos = “pillar” Sophomore 2019-20 Junior 2020-21 Senior 2021-22
  22. "Well, in a way, you are," he said as he slowly resumed giving Penny another deep tissue massage. "Who knows what manner of extraterrestrial arts we'll encounter! Arts for beings who see more colors than we do, hear a wider array of sounds than humans, who have completely different senses!" He paused a moment, in a way that Mona knew indicated he was deep in thought (at the accelerated time scale his mind and her body worked at). "I can come with," he said at last, "when you visit family, if you think it would be okay. I would like to see Afareen and Fatima again. I..." his tone dropped, "don't know about seeing the Interceptors. Things with Lynn went well," his tone lifted a bit, "as I'd hoped they would, but the rest... " His tone dropped off again as he recalled the last things they'd said to him. He was quiet another moment, then turned and locked eyes with Mona. "Liebchen," he said slowly, moving one hand off Penny and onto hers, "there is something I need to ask you. Something that has been in the back of my mind for some time, but always pushed aside by other projects. It's something others have asked you, so I think I know how you'll respond, but I have never asked you, and I want to be sure I know where you are on the subject. I want to know... what your thoughts are... on having a child. With me."
  23. A thing I posted re: fire intensities. Rank Fire Example 1 Torch 2 Campfire 4 Blowtorch 6 Flamethrower 8 Burning jet fuel, napalm 10 Chemical accelerants (taken from an M&M 3E book)
  24. Deep inside the smoldering husk of the torched warehouse, something stirred. A pile of ashes, smoldering timbers, and shattered glass heaved and parted, as something buried under them shuddered and heaved. A hand -- badly burned, but with muscle and skin already regrowing -- shot up from the pile, followed by another. They pushed down on the floor, helping to leverage up the upper half of a body, which had been crushed by a heavy roof beam (now since burned away) as well as badly charred. Bones popped and re-set and organs regrew, quickly covered by flesh the color of a livid bruise. A head flipped up as the neck un-snapped, and turned this way and that as the eyes grew back in. "Well, that-" Dead Head began, before pausing to cough up the ashes and debris his lungs had formed around. "Hoo... been a while since I had t'come back from somethin' that big. But that's got me wonderin': was that so bad 'cause o' somethin' them fellers brought in, or somethin' what was already here?" He looked around again, "an' where th' heck is my legs?"
  25. Well, Scheiße. "My sincere apologies, then," Archeville replied with a slight bow. "Your story seemed... similar to ones I have encountered before. But a good scientist should not jump to conclusions, they should wait until all the facts and evidence are in." "And if you are asking for my suggestions," he continued, keeping his eyes on their captor, "I would suggest you focus on what it is that they truly need. Did they," he gestured towards the hyper-chimps, "truly need human-level sapience? And what are they using it for? You gave them intelligence, but did you give them education, something to use that intelligence on? Did you consider what effect this would have on their culture, on the intelligence they were already developing? Humans evolved intelligence -- pattern-matching, communication, imagination -- because it fit their needs. Other hominids never developed it to the levels humans did because there was no need to. On their own, in a few millennia, they might develop a more human-like intellect... or something wholly different, based on whatever environmental pressures they face. But these apes, they can't," anger began creeping into his voice, "because you stepped in and altered their evolution, imposed your values on them, to make them more human. Because of you, we may never see what chimpanzee intelligence and society could be, because you twisted them to your image." "But then, then," more anger crept into his voice, "you went and gave them energy rifles? How does that help them? How is that any different from some warlord handing out AK-47s to child soldiers? Who are you really doing this all for, hrm?"
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