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Everything posted by Dr Archeville
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Thanks And, sadly, I'm not nearly as much of an overachiever as I once was. Trying to focus most of my energies on getting that degree; haven't written anything in over three months :(
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Thanks And, sadly, I'm not nearly as much of an overachiever as I once was. Trying to focus most of my energies on getting that degree; haven't written anything in over three months :(
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*tears off Benjamin Franklin mask* Hi, everybody! I'm Jon, though I've been using the "Dr Archeville" handle as long as I've been online, a lil' over a decade. When I was first exposed to the webernets, the first sites I went to were Transformers-based boards (Beast Wars was first airing at the time and held me tight). I noticed most everyone on the forums had handles based on a TF character, so I decided to do the same, but wanted a name that wasn't already taken (no "OptimusPrime24601"). Fortunately, almost none of the (few) human character names were taken, so I adopted the name of the human mad scientist Dr. Archeville (alternatively spelled Arkeville or Arkavil -- I prefer my spelling ). I'm a full-time staff at the NCSU Libraries, have been for about 7 years, and am still working on getting a BA in English (focus on Language, Writing and Rhetoric). The thing that's been holding me back are the foreign language courses -- my brain doesn't like them (a friend suggested that it's because my brain is already full with so much English), which makes me somewhat jealous of my brother, who can speak French, German, Italian and Japanese (and is currently in Japan teaching English as a second language). (I also have a sister, she's very active in her college's Christian youth group.) I love comic books, roleplaying games, science fiction, fantasy, horror, and cooking (I adore Alton Brown). I've got a MySpace page, and recently joined GoodReads. I'm engaged (hoping to wed in late March/early April), and live with my wonderful fiance and our two cats, Shadow and Leo. We don't make much, but enough to get by. Oh, and I'm a freelance writer; so far all my stuff's been for the Mutants & Masterminds system. My stuff can be found at e23,, Lulu, and RPGNow.
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*tears off Benjamin Franklin mask* Hi, everybody! I'm Jon, though I've been using the "Dr Archeville" handle as long as I've been online, a lil' over a decade. When I was first exposed to the webernets, the first sites I went to were Transformers-based boards (Beast Wars was first airing at the time and held me tight). I noticed most everyone on the forums had handles based on a TF character, so I decided to do the same, but wanted a name that wasn't already taken (no "OptimusPrime24601"). Fortunately, almost none of the (few) human character names were taken, so I adopted the name of the human mad scientist Dr. Archeville (alternatively spelled Arkeville or Arkavil -- I prefer my spelling ). I'm a full-time staff at the NCSU Libraries, have been for about 7 years, and am still working on getting a BA in English (focus on Language, Writing and Rhetoric). The thing that's been holding me back are the foreign language courses -- my brain doesn't like them (a friend suggested that it's because my brain is already full with so much English), which makes me somewhat jealous of my brother, who can speak French, German, Italian and Japanese (and is currently in Japan teaching English as a second language). (I also have a sister, she's very active in her college's Christian youth group.) I love comic books, roleplaying games, science fiction, fantasy, horror, and cooking (I adore Alton Brown). I've got a MySpace page, and recently joined GoodReads. I'm engaged (hoping to wed in late March/early April), and live with my wonderful fiance and our two cats, Shadow and Leo. We don't make much, but enough to get by. Oh, and I'm a freelance writer; so far all my stuff's been for the Mutants & Masterminds system. My stuff can be found at e23,, Lulu, and RPGNow.
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*tears off Benjamin Franklin mask* Hi, everybody! I'm Jon, though I've been using the "Dr Archeville" handle as long as I've been online, a lil' over a decade. When I was first exposed to the webernets, the first sites I went to were Transformers-based boards (Beast Wars was first airing at the time and held me tight). I noticed most everyone on the forums had handles based on a TF character, so I decided to do the same, but wanted a name that wasn't already taken (no "OptimusPrime24601"). Fortunately, almost none of the (few) human character names were taken, so I adopted the name of the human mad scientist Dr. Archeville (alternatively spelled Arkeville or Arkavil -- I prefer my spelling ). I'm a full-time staff at the NCSU Libraries, have been for about 7 years, and am still working on getting a BA in English (focus on Language, Writing and Rhetoric). The thing that's been holding me back are the foreign language courses -- my brain doesn't like them (a friend suggested that it's because my brain is already full with so much English), which makes me somewhat jealous of my brother, who can speak French, German, Italian and Japanese (and is currently in Japan teaching English as a second language). (I also have a sister, she's very active in her college's Christian youth group.) I love comic books, roleplaying games, science fiction, fantasy, horror, and cooking (I adore Alton Brown). I've got a MySpace page, and recently joined GoodReads. I'm engaged (hoping to wed in late March/early April), and live with my wonderful fiance and our two cats, Shadow and Leo. We don't make much, but enough to get by. Oh, and I'm a freelance writer; so far all my stuff's been for the Mutants & Masterminds system. My stuff can be found at e23,, Lulu, and RPGNow.
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As someone who's run/played several play-by-post games (three of them being D&D), I can most definitely say a set-up like this would work fine And what you propose does sound quite good. Have on forum (possibly with sub-forums) for the actual adventuring (the "roll-playing" aspect), another forum (again, possibly with sub-forums) for more... social aspects, the bits where a DM isn't strictly needed. One could be an Arcane University where folks can have discussions on magic and monsters (or even hold lectures), one could be the Inn where most adventures begin, one could be a Castle for noble intrigue, and so on. When/if the interactions become bloody and the dice come out, the discussion's moved to the roll-playing forum.
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As someone who's run/played several play-by-post games (three of them being D&D), I can most definitely say a set-up like this would work fine And what you propose does sound quite good. Have on forum (possibly with sub-forums) for the actual adventuring (the "roll-playing" aspect), another forum (again, possibly with sub-forums) for more... social aspects, the bits where a DM isn't strictly needed. One could be an Arcane University where folks can have discussions on magic and monsters (or even hold lectures), one could be the Inn where most adventures begin, one could be a Castle for noble intrigue, and so on. When/if the interactions become bloody and the dice come out, the discussion's moved to the roll-playing forum.
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As someone who's run/played several play-by-post games (three of them being D&D), I can most definitely say a set-up like this would work fine And what you propose does sound quite good. Have on forum (possibly with sub-forums) for the actual adventuring (the "roll-playing" aspect), another forum (again, possibly with sub-forums) for more... social aspects, the bits where a DM isn't strictly needed. One could be an Arcane University where folks can have discussions on magic and monsters (or even hold lectures), one could be the Inn where most adventures begin, one could be a Castle for noble intrigue, and so on. When/if the interactions become bloody and the dice come out, the discussion's moved to the roll-playing forum.
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Thanks! I'll be sure to let my friend know it's still getting good reviews :)
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Thanks! I'll be sure to let my friend know it's still getting good reviews :)
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Thanks! I'll be sure to let my friend know it's still getting good reviews :)
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Doktor Archeville (PL15) - Dr Archeville (Platinum)
Dr Archeville replied to Dr Archeville's topic in Archived Characters
[floatr][/floatr]Players Name: Dr Archeville Characters Name: Doktor Archeville Power Level: 15 (250/250PP) [297] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 Progress to Impervium: 147/150 Awards: Bronze: Free Equipment 15 for this character. Silver: Minion 15 for Dead Head. Gold: 3rd char slot, for Protectron. Platinum: Equipment 15 for this character. New Version, to be used after July 17th, 2011 In Brief: German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver," trying to use his Science! for good, partly to undo the evils his grandfather did. (Except when he's not.) Alternate Identities: Viktor Heinrich Archeville Identity: Public Birthplace: Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) Occupation: Scientist, Philanthropist, CEO of ArcheTech Affiliations: ArcheTech (CEO and Majority Shareholder), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), The Interceptors (Founder, Secret Backer/Director), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), Technische Universitat Manchen/Technical University of Munich (Alumnus, Donor), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) Family: Cynthia Bauer Archeville (Mother, Deceased); Varick Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more here. Age: 33 (DoB: June 1977) Apparent Age: 24 Gender: Male Ethnicity: German Height: 5'10" (1.78 meters) Weight: 151 lbs. (68.49 kg) Hair: Golden Blonde Eyes: Rhine Blue Description: Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders. Though he is almost 34, he looks to be only about 25, having aged at roughly half the normal pace since he turned 16. Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). Power Descriptions: His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. History: Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read his FC PbP Wiki page. UPDATE: In August 2010, a horrible change came over Archeville. After reading from an Eldrich Tome, Archeville's "Id" became more dominant, and able to manifest in a Jekyll/Hyde-like manner. Archeville is wholly unaware of this. [floatl][/floatl] Personality & Motivation: Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the world at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind. However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent; the affectation is a concession to his Evil!side, who would prefer he only speak German), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occasional prototype for some truly horrifying weapons and downright bizarre technologies. UPDATE: Since his encounter with the eldrich tome, Archeville -- now freed of his darker impulses -- has been more relaxed and jovial. He's even stopped talking in his outrageously exaggerated German accent. Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of their abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientific theories debunking their mystical origins. Roleplayng Notes: Archeville's inner conflicts are represented by two "Shoulder Daemons." On his right is an angelic version of Archeville, in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a demonic version of Archeville, with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he needs both: his Demonic!Side represents his energy, his drive, his strength of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way. Powers and Tactics: Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. (His extreme intelligence and skill is, in fact, a bit of a hindrance: he cannot make as big an impact on the world as he would like because it is so difficult to get his work peer reviewed!) Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others. Archeville's scientific & technical skill are not the only aspects of his mind which are enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level. When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools." Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. When fully focused on doing so, he can take down most foes in seconds. (See the 2009 Sherlock Holmes film for examples.) Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it. UPDATE: Archeville no longer requires sleep, nor does he age. He is unaware of this, and does still get tired; when he does to sleep, his Evil! side dominates. Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His Gravimetric Belt (utilizing both antigravity and contragravity technologies) enables him to fly and can generate a very potent protective force field. The flight system can be set to allow him to teleport (via short-lived micro-wormholes) or stabilize him against unwanted movement, and the force field can be modulated to it can either cloak him from all forms of detection, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. For a time he wielded an elektromagnetische pistole ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/television), but he used the parts from it to both upgrade his gravimetric belt and construct his very versatile elektromagnetische schraubenzieher ("electromagnetic screwdriver"), which can harness the energies of the electromagnetic spectrum for a wide variety of effects as well as interface with and alter or improve the function of most forms of technology. Complications: Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice. Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains. Hatred: Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others. My Own Worst Enemy: Archeville's divided nature is now more divided than ever, and he is completely unaware of what his Evil! side does when it takes over (or even that it can take over), or the changes he undergoes when that happens. Obsession: To say Archeville is obsessed with science and technology (and debunking magic) is like saying the Sun is warm and the oceans are damp. Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. Responsibility: Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is very busy. Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. Secret: Archeville's pseudo-Multiple Personality Disorder is not widely known, and they would prefer very much to keep it that way. Abilities: 0 + 2 + 0 + 14 + 10 + 0 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 40/32/24 (+15/+11/+7) Wisdom: 36/20 (+13/+5) Charisma: 26/10 (+8/+0) Combat: 16 + 16 = 32PP Initiative: +15/+7 Attack: +20 unarmed in Melee mode/+13 ranged in Ranged mode/+10 other melee in Melee mode/+8 base Grapple: +8, +10 in Melee mode Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed Knockback: -16/-9/-4/-0 Saving Throws: 4 + 5 + 3 = 12PP Toughness: +18/+15/+4/+0 (Impervious 15/4/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt) Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4) Reflex: +6 (+1 Dex, +5) Will: +16/+8 (+13/+5 Wis, +3) Skills: 156R = 39PP Bluff 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int)SM Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int) Diplomacy 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM Disguise 0 (+0, +6 at HQ; +8/+14 w/ Enhanced Cha) Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha) Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int) Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM Knowledge (Any Other) 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis) Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) Perform (Oratory) 7 (+7; +15 w/ Enhanced Cha) Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Sense Motive 5 (+10; +18 w/ Enhanced Wis) Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking) Feats: 29PP Attractive Beginner's Luck Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich]) Connected Contacts Eidetic Memory Equipment 30 (150EP) (Veteran Reward) Fascinate (Perform [Oratory]) Improvised Tools Inventor Jack-of-All-Trades Luck 4 Master Plan Online Research Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology]) Sneak Attack Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) Well-Connected Powers: 8 + 53 + 22 + 3 + 2 + 21 + 3 = 112PP Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP] Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP] Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP] Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP] Device 13 (Gravimetric Belt v1.1.5.b, 65PP, Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], Flaws: Hard-To-Lose) [53PP] Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP] Base Power: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action, Feats: Instant Up, Move-By Action) [16/16PP] Alternate Power: Teleport 7 (700ft per Move Action, 200 miles per Full Action, Feats: Change Direction, Change Velocity) [16/16PP] Gravitic Defensive Systems 18 (36 points; PFs: Alternate Power x3) [39PP] Base Power: Enhanced Fortitude 6 + Force Field 14 (Extras: Impervious 11; Feats: Selective) + Shield 4 [6+26+4=36/36PP] With Labcoat, total Toughness is +18 [imp 15] and Defense is +12 (+4 flat-footed). Alternate Power: Concealment 10 (All Senses, Feats: Close Range, Hide in Plain Sight, Flaws: Blending) [12PP] + Enhanced Skills 20 (Stealth 20 [+21]) [5PP] + Force Field 11 (Feats: Selective, Subtle) [13PP] [12+5+13=30/36PP] With Labcoat, total Toughness is +15 [imp 4] and Defense is +8 (+4 flat-footed). Alternate Power: Force Field 14 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) [14+22=36/36PP] With Labcoat, total Toughness is +18 [imp 4] and Defense is +8 (+4 flat-footed). Alternate Power: Force Field 11 (Extras: Impervious 4) [15PP] + Shrinking 20 (Miniscule, -20 STR [sTR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; Feats: Atomic Size) [21PP] [15+21=36/36PP] When Minuscule, with Labcoat, total Toughness is +10 [imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action. Immunity 9 (Life Support) [9PP] Gadgets 3 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move]; Flaws: Easy-To-Lose 2; Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [22PP] Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited [1/2 Effect] for Disease and Poison) [3PP] Morph 6 (+30 Disguise, one other form [Evil!Archeville/Chevalier]; Flaw: Uncontrolled [when asleep, sufficiently angered/upset, or at Ref's choosing]; PF: Metamorph [to Evil!Archeville/Chevalier]; Drawback: Action 2 [standard]) [2PP] Pseudonaturally Enhanced Mind 8 (16PP Array, Feats: Alternate Power x5, Subtle; Drawbacks: Action [Move]) [21PP] Base Power: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") [16PP] Alternate Power: Enhanced Wisdom 16 (to 36 [+13]; Erhöht Bewusstsein/"Enhanced Awareness") [16PP] Alternate Power: Enhanced Charisma 16 (to 26 [+8]; Erhöht Gegenwart/"Enhanced Presence") [16PP] Alternate Power: Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]) [8PP] & Enhanced Intelligence 8 (to 32 [+11]) [6PP] (Linguistische Analyse/"Linguistic Analysis") [8+8=16/16PP] Alternate Power: Enhanced Feats 16 (Attack Focus [Melee] 2, Attack Specialization [unarmed] 5, Improved Critical 2 [unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) [16/16PP] Melee Attack +10, Unarmed Attack +20, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass or power knuckles, though the Melee Attack Focus does. Alternate Power: Enhanced Feats 16 (Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) [16/16PP] Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc). Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 15 (17/20*) Toughness Damage Thrown Items Thrown DC 20 (22*) Toughness Damage Thrown Weapons Thrown DC 23 (25*) Toughness Damage Weapons Melee DC 19 (21/24*) Toughness Damage * Sneak Attack / Extra Sneak Attack from Melee Combat Mode Or by Gadget or Invention Abilities (26) + Combat (32) + Saving Throws (12) + Skills (39) + Feats (29) + Powers (112) - Drawbacks (0) = 250/250 Power Points Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here. Sample Settings for Elektromagnetischer Schraubenzieher ("Electromagnetic Screwdriver"), aka Gadgets 3 (15PP): [*:1hic8v85]Corrosion 4 (PF: Precise) (laser torch) {13/15} [*:1hic8v85]Datalink 6 (20 miles; Extra: Area; PFs: Rapid, Selective, Subtle) (city-wide computer overrider) {15/15} [*:1hic8v85]Datalink 2 (100 feet; Extra: Area; PFs: Selective, Subtle) {6} + ESP 2 (all senses, 100 feet; Extra: Duration [sustained]; Flaw: Medium [machines]; PF: Subtle) {9} (computer & security sensor override) {6+9=15/15} [*:1hic8v85]Drain Dexterity 15 (Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) (mobility systems overloader) {15/15} [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse Blast) {10+5=15/15} [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Strike 10 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse) {10+5=15/15} [*:1hic8v85]Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 7 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {14/15} [*:1hic8v85]Enhanced Flight 7 (to Flight 14 [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/15} [*:1hic8v85]Enhanced Skills 6 (+6 to Notice) and Super-Senses 5 (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) (Goggles Do Something Useful) {1.5+5=6.5/15} [*:1hic8v85]Enhanced Skills 48 (+6 to any 8 skills that his home HQ can help with) plus Super-Senses 1 (communication link with home HQ) {12+1=13/15} [*:1hic8v85]Enhanced Teleport 0 (Extra: Portal on the 7 ranks of Teleport from his Belt; PF: Progression 1 [10-ft. portal]) (mass transit mode) {15/15} [*:1hic8v85]Enhanced Teleport 3 (adds to Teleport 7 from his Belt for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {10/15} [*:1hic8v85]Illusion 4 (holoprojektor; visual & radio; PF: Progression 1 [10-ft. radius]) {13/15} [*:1hic8v85]Power Control 15 (Flaw: Limited [Only technological powers]) (universal remote) {15/15} [*:1hic8v85]Strike 15 (lichtsäbel) {15/15} [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect electromagnetic radiation [radio]) (tricorder) {4/15} [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect physical objects [radio]) (tricorder) {4/15} [*:1hic8v85]Super-Senses 5 (penetrates concealment detect metal [radio]) (metal detector) {5/15} -
[floatr][/floatr]Players Name: Dr Archeville Characters Name: Doktor Archeville Power Level: 15 (250/250PP) [297] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 Progress to Impervium: 147/150 Awards: Bronze: Free Equipment 15 for this character. Silver: Minion 15 for Dead Head. Gold: 3rd char slot, for Protectron. Platinum: Equipment 15 for this character. New Version, to be used after July 17th, 2011 In Brief: German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver," trying to use his Science! for good, partly to undo the evils his grandfather did. (Except when he's not.) Alternate Identities: Viktor Heinrich Archeville Identity: Public Birthplace: Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) Occupation: Scientist, Philanthropist, CEO of ArcheTech Affiliations: ArcheTech (CEO and Majority Shareholder), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), The Interceptors (Founder, Secret Backer/Director), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), Technische Universitat Manchen/Technical University of Munich (Alumnus, Donor), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) Family: Cynthia Bauer Archeville (Mother, Deceased); Varick Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more here. Age: 33 (DoB: June 1977) Apparent Age: 24 Gender: Male Ethnicity: German Height: 5'10" (1.78 meters) Weight: 151 lbs. (68.49 kg) Hair: Golden Blonde Eyes: Rhine Blue Description: Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders. Though he is almost 34, he looks to be only about 25, having aged at roughly half the normal pace since he turned 16. Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). Power Descriptions: His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. History: Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read his FC PbP Wiki page. UPDATE: In August 2010, a horrible change came over Archeville. After reading from an Eldrich Tome, Archeville's "Id" became more dominant, and able to manifest in a Jekyll/Hyde-like manner. Archeville is wholly unaware of this. [floatl][/floatl] Personality & Motivation: Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the world at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind. However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent; the affectation is a concession to his Evil!side, who would prefer he only speak German), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occasional prototype for some truly horrifying weapons and downright bizarre technologies. UPDATE: Since his encounter with the eldrich tome, Archeville -- now freed of his darker impulses -- has been more relaxed and jovial. He's even stopped talking in his outrageously exaggerated German accent. Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of their abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientific theories debunking their mystical origins. Roleplayng Notes: Archeville's inner conflicts are represented by two "Shoulder Daemons." On his right is an angelic version of Archeville, in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a demonic version of Archeville, with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he needs both: his Demonic!Side represents his energy, his drive, his strength of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way. Powers and Tactics: Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. (His extreme intelligence and skill is, in fact, a bit of a hindrance: he cannot make as big an impact on the world as he would like because it is so difficult to get his work peer reviewed!) Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others. Archeville's scientific & technical skill are not the only aspects of his mind which are enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level. When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools." Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. When fully focused on doing so, he can take down most foes in seconds. (See the 2009 Sherlock Holmes film for examples.) Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it. UPDATE: Archeville no longer requires sleep, nor does he age. He is unaware of this, and does still get tired; when he does to sleep, his Evil! side dominates. Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His Gravimetric Belt (utilizing both antigravity and contragravity technologies) enables him to fly and can generate a very potent protective force field. The flight system can be set to allow him to teleport (via short-lived micro-wormholes) or stabilize him against unwanted movement, and the force field can be modulated to it can either cloak him from all forms of detection, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. For a time he wielded an elektromagnetische pistole ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/television), but he used the parts from it to both upgrade his gravimetric belt and construct his very versatile elektromagnetische schraubenzieher ("electromagnetic screwdriver"), which can harness the energies of the electromagnetic spectrum for a wide variety of effects as well as interface with and alter or improve the function of most forms of technology. Complications: Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice. Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains. Hatred: Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others. My Own Worst Enemy: Archeville's divided nature is now more divided than ever, and he is completely unaware of what his Evil! side does when it takes over (or even that it can take over), or the changes he undergoes when that happens. Obsession: To say Archeville is obsessed with science and technology (and debunking magic) is like saying the Sun is warm and the oceans are damp. Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. Responsibility: Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is very busy. Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. Secret: Archeville's pseudo-Multiple Personality Disorder is not widely known, and they would prefer very much to keep it that way. Abilities: 0 + 2 + 0 + 14 + 10 + 0 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 40/32/24 (+15/+11/+7) Wisdom: 36/20 (+13/+5) Charisma: 26/10 (+8/+0) Combat: 16 + 16 = 32PP Initiative: +15/+7 Attack: +20 unarmed in Melee mode/+13 ranged in Ranged mode/+10 other melee in Melee mode/+8 base Grapple: +8, +10 in Melee mode Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed Knockback: -16/-9/-4/-0 Saving Throws: 4 + 5 + 3 = 12PP Toughness: +18/+15/+4/+0 (Impervious 15/4/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt) Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4) Reflex: +6 (+1 Dex, +5) Will: +16/+8 (+13/+5 Wis, +3) Skills: 156R = 39PP Bluff 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int)SM Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int) Diplomacy 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM Disguise 0 (+0, +6 at HQ; +8/+14 w/ Enhanced Cha) Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha) Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int) Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM Knowledge (Any Other) 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis) Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) Perform (Oratory) 7 (+7; +15 w/ Enhanced Cha) Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Sense Motive 5 (+10; +18 w/ Enhanced Wis) Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking) Feats: 29PP Attractive Beginner's Luck Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich]) Connected Contacts Eidetic Memory Equipment 30 (150EP) (Veteran Reward) Fascinate (Perform [Oratory]) Improvised Tools Inventor Jack-of-All-Trades Luck 4 Master Plan Online Research Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology]) Sneak Attack Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) Well-Connected Powers: 8 + 53 + 22 + 3 + 2 + 21 + 3 = 112PP Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP] Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP] Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP] Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP] Device 13 (Gravimetric Belt v1.1.5.b, 65PP, Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], Flaws: Hard-To-Lose) [53PP] Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP] Base Power: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action, Feats: Instant Up, Move-By Action) [16/16PP] Alternate Power: Teleport 7 (700ft per Move Action, 200 miles per Full Action, Feats: Change Direction, Change Velocity) [16/16PP] Gravitic Defensive Systems 18 (36 points; PFs: Alternate Power x3) [39PP] Base Power: Enhanced Fortitude 6 + Force Field 14 (Extras: Impervious 11; Feats: Selective) + Shield 4 [6+26+4=36/36PP] With Labcoat, total Toughness is +18 [imp 15] and Defense is +12 (+4 flat-footed). Alternate Power: Concealment 10 (All Senses, Feats: Close Range, Hide in Plain Sight, Flaws: Blending) [12PP] + Enhanced Skills 20 (Stealth 20 [+21]) [5PP] + Force Field 11 (Feats: Selective, Subtle) [13PP] [12+5+13=30/36PP] With Labcoat, total Toughness is +15 [imp 4] and Defense is +8 (+4 flat-footed). Alternate Power: Force Field 14 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) [14+22=36/36PP] With Labcoat, total Toughness is +18 [imp 4] and Defense is +8 (+4 flat-footed). Alternate Power: Force Field 11 (Extras: Impervious 4) [15PP] + Shrinking 20 (Miniscule, -20 STR [sTR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; Feats: Atomic Size) [21PP] [15+21=36/36PP] When Minuscule, with Labcoat, total Toughness is +10 [imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action. Immunity 9 (Life Support) [9PP] Gadgets 3 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move]; Flaws: Easy-To-Lose 2; Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [22PP] Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited [1/2 Effect] for Disease and Poison) [3PP] Morph 6 (+30 Disguise, one other form [Evil!Archeville/Chevalier]; Flaw: Uncontrolled [when asleep, sufficiently angered/upset, or at Ref's choosing]; PF: Metamorph [to Evil!Archeville/Chevalier]; Drawback: Action 2 [standard]) [2PP] Pseudonaturally Enhanced Mind 8 (16PP Array, Feats: Alternate Power x5, Subtle; Drawbacks: Action [Move]) [21PP] Base Power: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") [16PP] Alternate Power: Enhanced Wisdom 16 (to 36 [+13]; Erhöht Bewusstsein/"Enhanced Awareness") [16PP] Alternate Power: Enhanced Charisma 16 (to 26 [+8]; Erhöht Gegenwart/"Enhanced Presence") [16PP] Alternate Power: Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]) [8PP] & Enhanced Intelligence 8 (to 32 [+11]) [6PP] (Linguistische Analyse/"Linguistic Analysis") [8+8=16/16PP] Alternate Power: Enhanced Feats 16 (Attack Focus [Melee] 2, Attack Specialization [unarmed] 5, Improved Critical 2 [unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) [16/16PP] Melee Attack +10, Unarmed Attack +20, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass or power knuckles, though the Melee Attack Focus does. Alternate Power: Enhanced Feats 16 (Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) [16/16PP] Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc). Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 15 (17/20*) Toughness Damage Thrown Items Thrown DC 20 (22*) Toughness Damage Thrown Weapons Thrown DC 23 (25*) Toughness Damage Weapons Melee DC 19 (21/24*) Toughness Damage * Sneak Attack / Extra Sneak Attack from Melee Combat Mode Or by Gadget or Invention Abilities (26) + Combat (32) + Saving Throws (12) + Skills (39) + Feats (29) + Powers (112) - Drawbacks (0) = 250/250 Power Points Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here. Sample Settings for Elektromagnetischer Schraubenzieher ("Electromagnetic Screwdriver"), aka Gadgets 3 (15PP): [*:1hic8v85]Corrosion 4 (PF: Precise) (laser torch) {13/15} [*:1hic8v85]Datalink 6 (20 miles; Extra: Area; PFs: Rapid, Selective, Subtle) (city-wide computer overrider) {15/15} [*:1hic8v85]Datalink 2 (100 feet; Extra: Area; PFs: Selective, Subtle) {6} + ESP 2 (all senses, 100 feet; Extra: Duration [sustained]; Flaw: Medium [machines]; PF: Subtle) {9} (computer & security sensor override) {6+9=15/15} [*:1hic8v85]Drain Dexterity 15 (Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) (mobility systems overloader) {15/15} [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse Blast) {10+5=15/15} [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Strike 10 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse) {10+5=15/15} [*:1hic8v85]Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 7 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {14/15} [*:1hic8v85]Enhanced Flight 7 (to Flight 14 [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/15} [*:1hic8v85]Enhanced Skills 6 (+6 to Notice) and Super-Senses 5 (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) (Goggles Do Something Useful) {1.5+5=6.5/15} [*:1hic8v85]Enhanced Skills 48 (+6 to any 8 skills that his home HQ can help with) plus Super-Senses 1 (communication link with home HQ) {12+1=13/15} [*:1hic8v85]Enhanced Teleport 0 (Extra: Portal on the 7 ranks of Teleport from his Belt; PF: Progression 1 [10-ft. portal]) (mass transit mode) {15/15} [*:1hic8v85]Enhanced Teleport 3 (adds to Teleport 7 from his Belt for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {10/15} [*:1hic8v85]Illusion 4 (holoprojektor; visual & radio; PF: Progression 1 [10-ft. radius]) {13/15} [*:1hic8v85]Power Control 15 (Flaw: Limited [Only technological powers]) (universal remote) {15/15} [*:1hic8v85]Strike 15 (lichtsäbel) {15/15} [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect electromagnetic radiation [radio]) (tricorder) {4/15} [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect physical objects [radio]) (tricorder) {4/15} [*:1hic8v85]Super-Senses 5 (penetrates concealment detect metal [radio]) (metal detector) {5/15}
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Doktor Archeville (PL15) - Dr Archeville (Platinum)
Dr Archeville replied to Dr Archeville's topic in Archived Characters
[floatr][/floatr]Players Name: Dr Archeville Characters Name: Doktor Archeville Power Level: 15 (250/250PP) [297] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 Progress to Impervium: 147/150 Awards: Bronze: Free Equipment 15 for this character. Silver: Minion 15 for Dead Head. Gold: 3rd char slot, for Protectron. Platinum: Equipment 15 for this character. New Version, to be used after July 17th, 2011 In Brief: German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver," trying to use his Science! for good, partly to undo the evils his grandfather did. (Except when he's not.) Alternate Identities: Viktor Heinrich Archeville Identity: Public Birthplace: Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) Occupation: Scientist, Philanthropist, CEO of ArcheTech Affiliations: ArcheTech (CEO and Majority Shareholder), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), The Interceptors (Founder, Secret Backer/Director), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), Technische Universitat Manchen/Technical University of Munich (Alumnus, Donor), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) Family: Cynthia Bauer Archeville (Mother, Deceased); Varick Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more here. Age: 33 (DoB: June 1977) Apparent Age: 24 Gender: Male Ethnicity: German Height: 5'10" (1.78 meters) Weight: 151 lbs. (68.49 kg) Hair: Golden Blonde Eyes: Rhine Blue Description: Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders. Though he is almost 34, he looks to be only about 25, having aged at roughly half the normal pace since he turned 16. Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). Power Descriptions: His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. History: Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read his FC PbP Wiki page. UPDATE: In August 2010, a horrible change came over Archeville. After reading from an Eldrich Tome, Archeville's "Id" became more dominant, and able to manifest in a Jekyll/Hyde-like manner. Archeville is wholly unaware of this. [floatl][/floatl] Personality & Motivation: Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the world at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind. However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent; the affectation is a concession to his Evil!side, who would prefer he only speak German), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occasional prototype for some truly horrifying weapons and downright bizarre technologies. UPDATE: Since his encounter with the eldrich tome, Archeville -- now freed of his darker impulses -- has been more relaxed and jovial. He's even stopped talking in his outrageously exaggerated German accent. Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of their abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientific theories debunking their mystical origins. Roleplayng Notes: Archeville's inner conflicts are represented by two "Shoulder Daemons." On his right is an angelic version of Archeville, in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a demonic version of Archeville, with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he needs both: his Demonic!Side represents his energy, his drive, his strength of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way. Powers and Tactics: Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. (His extreme intelligence and skill is, in fact, a bit of a hindrance: he cannot make as big an impact on the world as he would like because it is so difficult to get his work peer reviewed!) Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others. Archeville's scientific & technical skill are not the only aspects of his mind which are enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level. When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools." Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. When fully focused on doing so, he can take down most foes in seconds. (See the 2009 Sherlock Holmes film for examples.) Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it. UPDATE: Archeville no longer requires sleep, nor does he age. He is unaware of this, and does still get tired; when he does to sleep, his Evil! side dominates. Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His Gravimetric Belt (utilizing both antigravity and contragravity technologies) enables him to fly and can generate a very potent protective force field. The flight system can be set to allow him to teleport (via short-lived micro-wormholes) or stabilize him against unwanted movement, and the force field can be modulated to it can either cloak him from all forms of detection, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. For a time he wielded an elektromagnetische pistole ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/television), but he used the parts from it to both upgrade his gravimetric belt and construct his very versatile elektromagnetische schraubenzieher ("electromagnetic screwdriver"), which can harness the energies of the electromagnetic spectrum for a wide variety of effects as well as interface with and alter or improve the function of most forms of technology. Complications: Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice. Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains. Hatred: Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others. My Own Worst Enemy: Archeville's divided nature is now more divided than ever, and he is completely unaware of what his Evil! side does when it takes over (or even that it can take over), or the changes he undergoes when that happens. Obsession: To say Archeville is obsessed with science and technology (and debunking magic) is like saying the Sun is warm and the oceans are damp. Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. Responsibility: Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is very busy. Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. Secret: Archeville's pseudo-Multiple Personality Disorder is not widely known, and they would prefer very much to keep it that way. Abilities: 0 + 2 + 0 + 14 + 10 + 0 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 40/32/24 (+15/+11/+7) Wisdom: 36/20 (+13/+5) Charisma: 26/10 (+8/+0) Combat: 16 + 16 = 32PP Initiative: +15/+7 Attack: +20 unarmed in Melee mode/+13 ranged in Ranged mode/+10 other melee in Melee mode/+8 base Grapple: +8, +10 in Melee mode Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed Knockback: -16/-9/-4/-0 Saving Throws: 4 + 5 + 3 = 12PP Toughness: +18/+15/+4/+0 (Impervious 15/4/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt) Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4) Reflex: +6 (+1 Dex, +5) Will: +16/+8 (+13/+5 Wis, +3) Skills: 156R = 39PP Bluff 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int)SM Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SMUE Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int) Diplomacy 5 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha) Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM Disguise 0 (+0, +6 at HQ; +8/+14 w/ Enhanced Cha) Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha) Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int) Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM Knowledge (Any Other) 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis) Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) Perform (Oratory) 7 (+7; +15 w/ Enhanced Cha) Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Sense Motive 5 (+10; +18 w/ Enhanced Wis) Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking) Feats: 29PP Attractive Beginner's Luck Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich]) Connected Contacts Eidetic Memory Equipment 30 (150EP) (Veteran Reward) Fascinate (Perform [Oratory]) Improvised Tools Inventor Jack-of-All-Trades Luck 4 Master Plan Online Research Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology]) Sneak Attack Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) Well-Connected Powers: 8 + 53 + 22 + 3 + 2 + 21 + 3 = 112PP Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP] Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP] Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP] Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP] Device 13 (Gravimetric Belt v1.1.5.b, 65PP, Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], Flaws: Hard-To-Lose) [53PP] Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP] Base Power: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action, Feats: Instant Up, Move-By Action) [16/16PP] Alternate Power: Teleport 7 (700ft per Move Action, 200 miles per Full Action, Feats: Change Direction, Change Velocity) [16/16PP] Gravitic Defensive Systems 18 (36 points; PFs: Alternate Power x3) [39PP] Base Power: Enhanced Fortitude 6 + Force Field 14 (Extras: Impervious 11; Feats: Selective) + Shield 4 [6+26+4=36/36PP] With Labcoat, total Toughness is +18 [imp 15] and Defense is +12 (+4 flat-footed). Alternate Power: Concealment 10 (All Senses, Feats: Close Range, Hide in Plain Sight, Flaws: Blending) [12PP] + Enhanced Skills 20 (Stealth 20 [+21]) [5PP] + Force Field 11 (Feats: Selective, Subtle) [13PP] [12+5+13=30/36PP] With Labcoat, total Toughness is +15 [imp 4] and Defense is +8 (+4 flat-footed). Alternate Power: Force Field 14 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) [14+22=36/36PP] With Labcoat, total Toughness is +18 [imp 4] and Defense is +8 (+4 flat-footed). Alternate Power: Force Field 11 (Extras: Impervious 4) [15PP] + Shrinking 20 (Miniscule, -20 STR [sTR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; Feats: Atomic Size) [21PP] [15+21=36/36PP] When Minuscule, with Labcoat, total Toughness is +10 [imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action. Immunity 9 (Life Support) [9PP] Gadgets 3 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move]; Flaws: Easy-To-Lose 2; Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [22PP] Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited [1/2 Effect] for Disease and Poison) [3PP] Morph 6 (+30 Disguise, one other form [Evil!Archeville/Chevalier]; Flaw: Uncontrolled [when asleep, sufficiently angered/upset, or at Ref's choosing]; PF: Metamorph [to Evil!Archeville/Chevalier]; Drawback: Action 2 [standard]) [2PP] Pseudonaturally Enhanced Mind 8 (16PP Array, Feats: Alternate Power x5, Subtle; Drawbacks: Action [Move]) [21PP] Base Power: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") [16PP] Alternate Power: Enhanced Wisdom 16 (to 36 [+13]; Erhöht Bewusstsein/"Enhanced Awareness") [16PP] Alternate Power: Enhanced Charisma 16 (to 26 [+8]; Erhöht Gegenwart/"Enhanced Presence") [16PP] Alternate Power: Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]) [8PP] & Enhanced Intelligence 8 (to 32 [+11]) [6PP] (Linguistische Analyse/"Linguistic Analysis") [8+8=16/16PP] Alternate Power: Enhanced Feats 16 (Attack Focus [Melee] 2, Attack Specialization [unarmed] 5, Improved Critical 2 [unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) [16/16PP] Melee Attack +10, Unarmed Attack +20, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass or power knuckles, though the Melee Attack Focus does. Alternate Power: Enhanced Feats 16 (Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) [16/16PP] Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc). Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 15 (17/20*) Toughness Damage Thrown Items Thrown DC 20 (22*) Toughness Damage Thrown Weapons Thrown DC 23 (25*) Toughness Damage Weapons Melee DC 19 (21/24*) Toughness Damage * Sneak Attack / Extra Sneak Attack from Melee Combat Mode Or by Gadget or Invention Abilities (26) + Combat (32) + Saving Throws (12) + Skills (39) + Feats (29) + Powers (112) - Drawbacks (0) = 250/250 Power Points Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here. Sample Settings for Elektromagnetischer Schraubenzieher ("Electromagnetic Screwdriver"), aka Gadgets 3 (15PP): [*:1hic8v85]Corrosion 4 (PF: Precise) (laser torch) {13/15} [*:1hic8v85]Datalink 6 (20 miles; Extra: Area; PFs: Rapid, Selective, Subtle) (city-wide computer overrider) {15/15} [*:1hic8v85]Datalink 2 (100 feet; Extra: Area; PFs: Selective, Subtle) {6} + ESP 2 (all senses, 100 feet; Extra: Duration [sustained]; Flaw: Medium [machines]; PF: Subtle) {9} (computer & security sensor override) {6+9=15/15} [*:1hic8v85]Drain Dexterity 15 (Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) (mobility systems overloader) {15/15} [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse Blast) {10+5=15/15} [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Strike 10 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse) {10+5=15/15} [*:1hic8v85]Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 7 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {14/15} [*:1hic8v85]Enhanced Flight 7 (to Flight 14 [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/15} [*:1hic8v85]Enhanced Skills 6 (+6 to Notice) and Super-Senses 5 (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) (Goggles Do Something Useful) {1.5+5=6.5/15} [*:1hic8v85]Enhanced Skills 48 (+6 to any 8 skills that his home HQ can help with) plus Super-Senses 1 (communication link with home HQ) {12+1=13/15} [*:1hic8v85]Enhanced Teleport 0 (Extra: Portal on the 7 ranks of Teleport from his Belt; PF: Progression 1 [10-ft. portal]) (mass transit mode) {15/15} [*:1hic8v85]Enhanced Teleport 3 (adds to Teleport 7 from his Belt for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {10/15} [*:1hic8v85]Illusion 4 (holoprojektor; visual & radio; PF: Progression 1 [10-ft. radius]) {13/15} [*:1hic8v85]Power Control 15 (Flaw: Limited [Only technological powers]) (universal remote) {15/15} [*:1hic8v85]Strike 15 (lichtsäbel) {15/15} [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect electromagnetic radiation [radio]) (tricorder) {4/15} [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect physical objects [radio]) (tricorder) {4/15} [*:1hic8v85]Super-Senses 5 (penetrates concealment detect metal [radio]) (metal detector) {5/15} -
My avatar is a painting of Benjamin Franklin photoshopped to have my own face. It was done by a friend up in Canada, who was surprised as just how much I do look like ol' Ben.
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My avatar is a painting of Benjamin Franklin photoshopped to have my own face. It was done by a friend up in Canada, who was surprised as just how much I do look like ol' Ben.
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My avatar is a painting of Benjamin Franklin photoshopped to have my own face. It was done by a friend up in Canada, who was surprised as just how much I do look like ol' Ben.
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Everyone telles me either Benny Hill, Benjamin Franklin, or Drew Carey. That site says Danny Elfman, Peta Wilson (my long hair throws it off), or Dan Rather(?!).
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Everyone telles me either Benny Hill, Benjamin Franklin, or Drew Carey. That site says Danny Elfman, Peta Wilson (my long hair throws it off), or Dan Rather(?!).
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Everyone telles me either Benny Hill, Benjamin Franklin, or Drew Carey. That site says Danny Elfman, Peta Wilson (my long hair throws it off), or Dan Rather(?!).