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"Oh, that is wonderful!" Archeville replied warmly, remembering how fondly she'd spoken of her grandfather and his book shoppe. "And I would absolutely love to see the place... ah..." his tone shifted back down a bit, "perhaps in disguise." He was quiet a few moments more, partly from not knowing what to say, partly from not wanting to open the door to talking about his own romantic relationship. At last he said, "I am sorry things went that way. 'Workplace romances' -- for whatever definition of 'workplace' one uses -- can often be difficult. And us tech-heads are notorious for troubles in that area, on top of that," he added with a small smirk. "But I hope that, at worst, you two part on amicable terms, having learned something from each other, and about yourselves. And if you two do wind up getting back together... then that's good, too. Though, I am curious," he paused to take a sip from his drink, "what sort of tech did she focus on? Electronics? Biochemical?" Maybe steering her there will avoid unpleasant questions. "I'm not sure yet," he replied quickly to her last question. "I have a few ideas. I do not think I will be moving back to Freedom, though I do wish to stay for a bit, undercover, and touch base with a few folks. I've considered moving out to Emerald City, or perhaps even further out, and explore the stars. Daedalus did that, back in the 1980s, but I know there's a lot left to explore."
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Claremont's newest student, Davyd Palahniuk, was already in the Headmistress's office. He appeared to be sitting in a chair, bouncing one leg up and down. His hands were clasped together in front of him, and he was twiddling his thumbs. His fingers were slowly morphing into boneless tentacles that twined about each other -- he did not seem to be aware of this, as his attention was focused on everything else in the room, and thoughts of who he’d soon be meeting. Be cool, be cool. Remember, you’ve wanted this. You never dreamed you’d get it, but you did! And now you’ll get the chance to prove that you can be a great hero, alongside the rest of the latest generation of heroes! No pressure! At least he'd stopped pacing across the floor... and walls... and ceiling.
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"Yeah, lotsa folks tend t'have a 'shoot first, ask questions later' ways 'bout 'em," Dead Head said, "and them Leaguers can be 'specially jumpy. But I don't think I'll be stoppin' by their place. It's smack dab in the middle'a the city, and I try not t'go there 'less I haveta." He looked in the direction of downtown Freedom. "I'll keep an eye out for... Comrade Frost, was it? Yeah, I'll keep some feelers out fer the feller." "Had a relation with th' divine," Dead Head corrected Hypno-Hippie. "Well, still do, in a way, seein' as how Samedi's still out there causin' no end'a trouble, an' I'm always up fer stoppin' 'im. But the one I had in me -- Papa Ghede -- he ain't here no more," he said while knocking on his skull. "You Super Freaks sound alright, though. I ain't never tried th' wacky tobacky myself, back when I was breathin', an' I doubt it'd do anythin' fer me now," he said while giving Revenant a conspiratorial wink. "Y'all jes be careful where ya get yer weed from, there's some folks out there'll give ya bad stuff." He locked his flaming cyan eyes with hers, and a tone of concern crept into his voice, "like, 'bad' as in 'you'll wind up like me but not have no will'a yer own. That's what Samedi an' his boys do." "A simple undead lawyer?!," Dead Head repeated, exaggerating his southern drawl even more. "Why, I do declare, you must be busy as the night is long!" He brought his hands up to his chest and ran his thumbs up and down imaginary suspenders, "tell me, counselor, have there been any landmark cases concerning either the undead or resurrected persons in the past few years?"
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Rebuilding Doktor Archeville for SPAAACE
Dr Archeville replied to Dr Archeville's topic in Character Building
... why is strikethrough text showing up? ? I see now -- it got FUBAR'd when I typed "[ Strike ]" (without the spaces), which somehow triggered the strikethrough feature (and also erased the word "[ Strike ]" from the entry. So the workaround is to either type it as "[ Strike ]", or use "[Damage]." -
Rebuilding Doktor Archeville for SPAAACE
Dr Archeville replied to Dr Archeville's topic in Character Building
Doktor Archeville Power Level: 15 (built/operating as PL 12) Power Points: 250 / 250 Unspent Power Points: 0 Trade-Offs: -4 Attack/+4 Damage, or +2 Att/-2 Dmg w/ "Combat Mind"; -2 Defense / +2 Toughness Doktor Archeville is, as written, operating as a PL 12 character. However, a combination of his Nanotech-Enhanced Brain APs, Shapeshift, and Inventions could bump him up to PL 15 for Combat, though this will only be done if and when the GM explicitly allows it. ABILITIES: 0 + 0 + -2 + 14 + 6 + -2 = 16PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 24/8 (+7/-1) Intelligence: 34/24 (+12/+7) Wisdom: 32/16 (+11/+3) Charisma: 24/8 (+7/-1) COMBAT: 16 + 12 = 28PP Initiative: +12/+7 Attack: +8 (Base), +14 w/ “Enhanced Coordination & Kinesthetics” Grapple: +8, +14 w/ “Enhanced Coordination & Kinesthetics” Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -13/-7, -12/-6 flat-footed SAVING THROWS: 0 + 5 + 3 = 8PP Toughness: +14 (Impervious 12/0) (+7 Con, +2 Defensive Roll, +5 Protection; Imp 12 w/ “deflector shield”), +12 flat-footed (Imp 12/0) Fortitude: +7 (+7 Con, +0), Immune (Half Effect) Reflex: +10/+5 (+0 Dex, +5 & +5 more from Flight), Evasion (when flying) Will: +14/+6 (+11/+3 Wis, +3) SKILLS: 136R = 34PP Bluff 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha) Computers 11 (+18, +20 w/ Masterwork tools; +23/+25 w/ Enhanced Int) SM Craft (Chemical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE Craft (Electronic) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE Craft (Mechanical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE Craft (Structural) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) Craft (Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int) Diplomacy 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha) Disable Device 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM Disguise 0 (-1, +19 w/ Morph; +7/+27 w/ Enhanced Cha) Investigate 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) SM Knowledge (Behavioral Sciences) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) Knowledge (Life Sciences) 11 (+17, +20 w/ MW tools; +23/+25 w/ Enhanced Int) Knowledge (Physical Sciences) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) Knowledge (Technology) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM Knowledge (Any Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 6 (+9, +11 w/ MW tools; +17/+19 w/ Enhanced Wis) SM Perform (Oratory) 9 (+8; +16 w/ Enhanced Cha) Sense Motive 9 (+12; +20 w/ Enhanced Wis) Stealth 0 (+0; +16 w/ “Electromagnetic Cloak”) FEATS: 24PP Attractive Beginner's Luck Benefit 2 (Wealth [Rich]) Connected Contacts Dodge Focus 2 Eidetic Memory Improvised Tools Inventor Jack-of-All-Trades Luck 4 Master Plan Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine) Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) Enhanced Feats Accurate Attack (from “Enhanced Coordination & Kinesthetics”) All-Out Attack (from “Enhanced Coordination & Kinesthetics”) Defensive Attack (from “Enhanced Coordination & Kinesthetics”) Defensive Roll (from Flight) Evasion (from Flight) Hide in Plain Sight (from “Electromagnetic Cloak”) Instant Up (from Flight) Move-By Action (from Flight/Teleport) Power Attack (from “Enhanced Coordination & Kinesthetics”) Veteran Awards Equipment 41 (205 EP) POWERS: 5 + 8 + 15 + 17 + 19 + 2 + 37 + 37 = 140PP Archeville's Comprehend has the Training descriptor, everything else has the Technology (and specifically Nanotechnology) descriptor. His Gravitic Defense and Gravitic Movement systems obviously have the Gravity descriptor. Comprehend 3 (languages 3 [read all, speak any one at a time, understand all]; Drawback: Power Loss [requires time -- GM’s discretion -- to process and assimilate entirely new languages]) [5PP] Cyberkinetic Container 1.6 (8 points) [8PP] Comprehend 2 (electronic 2 [speak to, understand]) [4PP] Datalink 2 (100 feet, radio; PF: Machine Control) [3PP] Super-Senses 1 (radio) [1PP] Gravitic Defensive Systems 7 (14 points; PF: Alternate Power) [15PP] BP: Impervious Toughness 12 (“deflector shield”; note: Sustained Active effect) {12pp} + Shield 2 {2pp} {12+2=14/14PP} [Toughness is +14 (Imp 12), Defense +10 (+3 flat-footed), Knockback -11. Defensive PL 12] AP: Concealment 6 (“electromagnetic cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 16 (Stealth 16 [+16]) {4pp} {9+4=13/14PP} [Toughness is +14, Defense +8 (+3 flat-footed), Knockback -7. Defensive PL 11] Gravitic Movement Array 7.5 (15 points; PFs: Alternate Power, Move-By Action/Turnabout) [17PP] BP: Enhanced Reflex Save 5 (to +10) {5} plus Flight 3 (“contragravity”; 50 mph / 500ft per Move Action; PFs: Defensive Roll, Evasion, Instant Up, Subtle) {10} {5+10=15/15PP} (Toughness +14 (+12 flat-footed), Reflex +10) AP: Teleport 6 (“wormhole”; 600 ft. per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy) {15/15PP} Nanotech Enhanced Brain Array 8 (16PP Array; PFs: Alternate Power 4; Drawback: Action [Move] to change configuration) [19PP] BP: Enhanced Intelligence 10 (“enhanced intellect”; to 34 [+12]) {10PP} + Enhanced Quickness 6 (“thinks very fast”; to Quickness 10 [x2,500]; Flaw: Limited [Mental Tasks]) {3PP} {10+3=13/16PP} AP: Enhanced Attack 6 (“enhanced coordination & kinesthetics”; to +14) {12} and Enhanced Feats 4 (Accurate Attack, All-Out Attack, Defensive Attack, Power Attack) {4} {12+4=16/16} AP: Enhanced Charisma 16 (“enhanced interpersonal intelligence”; to 24 [+7]) {14PP} {16/16PP} AP: Enhanced Datalink 0 (“ghost in the machine”; adds to Datalink 2; Extra: Area 2; Flaw: Distracting 2; PFs: Rapid 3 [x1,000], Selective, Subtle) {5pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [Sustained]; Flaw: Medium [technological sensors]) {10pp} {5+10=15/16pp} [Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from this combines with Dok's Mental Quickness 4 to get Quickness 14 (x25,000); can do an extended search of a 100 ft. radius [200 ft. diameter] area in 0.48 seconds (or Take 20 and do it in 0.96 seconds).] AP: Enhanced Wisdom 16 (“enhanced intrapersonal intelligence"; to 32/+11) {16/16PP} Quickness 4 (“thinks fast”; x25; Flaw: Limited [Mental Tasks]) [2PP] Shapeshift 4 (“Internalized Electromagnetic Screwdriver & Technorganic Form”; 20PP Variable Power, Any Power, Multiple Powers At Once [8pp/rank]; Extra: Action [Move]; PF: Subtle) [37PP] Sample Settings: Default Setting Enhanced Skills 16 (“masterwork tools”; +2 to Computers, Craft [Chemical, Electrical, and Mechanic], Disable Device, Investigate, Knowledge [Technology], and Medicine) {4} Morph 4 (“holodisguise w/ voice modulator”; one form [pre-reformatted Doktor Archeville], +20 Disguise; PF: Voice Mimicry) {5} Super-Senses 8 (“electromagnetic senses”; analytical for all radio [2], analytical for all visual [2], communication link [w/ Haus von Archeville, radio], extended vision, infravision, ultravision) {8} {6+5+8=19/20} Technorganic Form 7.4 (37 point Container, Permanent Duration) [37PP] Enhanced Constitution 16 (to 24/+7) [16PP] Immunity 30 (Fortitude effects; Flaw: Limited [1/2 effect]) [15PP] Protection 5 (technorganic flesh) [5PP] Regeneration 1 (disabled 1 [5 hours]) [1PP] DRAWBACKS: -0PP TOTALS Abilities (16) + Combat (28) + Saving Throws (8) + Skills (34) + Feats (24) + Powers (140) - Drawbacks (0) = 250/250 Power Points ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- With his mind set to Enhanced CHA or WIS (the default when he's interacting with people), and without using his home tools/"Screwdriver," he's at +18 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech). This puts him ahead of Daedalus -- FC's Hank Pym/Tony Stark expy -- on Know/Life Sci (+14), equal on Computers (+18), slightly behind on (+20), and noticeably behind on DisDev, Know/Phy Sci, and Know/Tech (+22). His tools bump his Computers, Crafts, and DisDev up to +20, which is better, but still lagging behind in some areas. Mental Quickness is at 4 (x25) With his Enhanced INT active & using his tools, Dok is at +25 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech). This puts him slightly ahead of Daedalus on Disable Device and Know (Phys Sci & Tech), and at least 5 points ahead on everything else. Mental Quickness is at 10 (x2,500) -
Rebuilding Doktor Archeville for SPAAACE
Dr Archeville replied to Dr Archeville's topic in Character Building
Utility Belt/Coat Reduce ranks to keep items more like their book/standard counterparts -- they're meant for taking on/out mooks, not actual threats Remove Unreliable 2 (i use) flaw, leave running out of items as a Complication. Remove Fear and Laughing gases Change Blast ("assorted explosive") to rank 5 (equivalent to dynamite), and Strike ("assorted explosives") to rank 10 (equivalent to plastic explosive) Add Throwing Disks (Blast) and Darkman-esque "Sprayflesh" (Morph) Archeville's "Utility Coat" 13 (26 points; PFs: Alternate Power 12) [38 EP, or Equipment 8] Free: Digital audio recorder, Flashlight, Smartphone (cell phone/digital camera) BE: Blast 5 (“assorted explosives, thrown”; Extra: Area [General, Shapeable, 1-25 consecutive 5-ft. cubes]; PFs: Precise, Progression [Area] 2 [5 5-ft. cubes per rank], Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 50-ft. increments]) {24/26} AP: Blast 3 (“throwing discs”; Extra: Autofire; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawback: Reduced Range [5 30-ft. increments]) {12/26} AP: Dazzle Auditory & Visual 4 (“flash-bangs”; Extra: Area [General, Burst, 20 ft. radius], Linked [stun]; Drawbacks: Full Power, Reduced Range 1 [5 40 ft. increments]) {14} + Stun 4 (Extras: Area [General, Burst, 20 ft. radius], Linked [Dazzle], Range [Ranged]; Flaws: Limited [Dazed]) {12} {14+12=26/26} AP: Dazzle Olfactory & Visual 4 (“tear gas”; Extras: Area [General, Cloud, 20 ft. diameter], Linked [Nauseate]; Drawbacks: Full Power, Reduced Range [5 40 ft. Increments]) {14} + Nauseate 4 (Extras: Area [General, Cloud, 20 ft. diameter], Linked [Dazzle], Range [Ranged]; Flaws: Limited [sickened]) {12} {14+12=26/26} AP: Corrosion 4 (“acids & acetylene torches”; PFs: Precise, Variable Descriptor [acids or cutting torch]) {14/26} AP: Fatigue 4 (“sleep gas grenade”; Extras: Area [General, Cloud, 20 ft. diameter], Range [Ranged], Secondary Effect; PFs: Insidious, Sedation, Subtle; Drawbacks: Full Power, Reduced Range [5 40 ft. Increments]) {21/26} AP: Morph 4 (“sprayflesh”, +20 Disguise, pre-technorganic Viktor Archeville; Extras: Independent, Total Fade [80 minutes]; PFs: Covers Scent, Slow Fade 4 [20 mins per pp]) {13/26} AP: Obscure Olfactory & Visual 3 (“smoke pellets”, 25 ft. radius; Extras: Independent, Total Fade [9 rounds]; Drawback: Reduced Range 1 [5 30 ft. increments]) {11/26} AP: Paralyze 4 (“paralytic darts”; Extras: Alt Save [Fort], Area [Targeted, Cone, 40 ft.], Secondary Effect; Drawbacks: Full Power) {15/26} AP: Snare 4 (“goo grenade”; Extras: Area [General, Burst, 20 ft. radius], Linked [Trip]; Drawback: Reduced Range [5 40 ft. Increments]) {11} + Trip 4 (Extras: Area [General, Burst, 20 ft. radius], Linked [Snare]; PF: Improved Throw) {9} {11+9=20/26} AP: Strike 10 (“assorted explosives, placed”; Extra: Area [General, Shapeable, 1-50 consecutive 5-ft. Cubes]; Flaw: Action [Full]; PFs: Precise, Progression [Area] 2 [5 5-ft. cubes per rank], Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]) {25/26} AP: Strike 3 (“assorted collapsible weapons”; PFs: Improved Critical [19-20], Improved Disarm, Improved Reach 3 [+15 ft.], Improved Trip, Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {11/26} AP: Stun 4 (“stun bomb v2”; Extras: Area [General, Burst, 20 ft. radius], Range [Ranged]; PF: Sedation; Drawbacks: Full Power, Reduced Range [5 40 ft. increments]) {15/26} Move Blast ("throwing discs") and Strike ("assorted collapsible weapons") to one 'slot'? -
Dead Head Paying Final Respects (2 GM, 8 IC) Doktor Archeville [Titanium] (posts to Dead Head, then Horrorshow) Better Thinking in the Lost World (13 IC) Do you want tentacles? Because that's how you get tentacles. (19 IC) Mending Fences (7 IC) Horrorshow Mud Pack (11 IC) Nostalgia Trip (2 IC)
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Rebuilding Doktor Archeville for SPAAACE
Dr Archeville replied to Dr Archeville's topic in Character Building
Archeville’s Spacecraft/Home Haus = House Hausboot = houseboat Raum = chamber/room Fahrzeug = vehicle Welt = world Weltraum = space (area beyond atmosphere of planets) Weltraumfahrzeug = spacecraft/spaceship Wohnmobil = Winnebago (literally, "mobile residence") Wohnwagen = mobile home (literally, "residential wagon") Weltraumwohnmobil = Space Mobile Home Alternate Name: Synthia Bower, in honor of his mother (Cynthia Bauer), also from "synthetic" meaning artificial, and "bower" referring to a private apartment or remote dwelling. Size: Awesome/Gargantuan (interior space battleship size, exterior private jet/fighter jet size) {5p} Strength: 60 (lt load 17 tons, med load 34 tons, hvy load 51 tons, drag/pull 256 tons) {0p} Defense: 6 {0p} Toughness: 15 {0p} [5+0+0+0 = 5P] FEATURES [24P] Alarm 2 (DC 25) Communications Computer Dual Size 2 (STR & Toughness based on interior, Defense based on exterior) Navigation System 3 (+15) Remote Control Rooms 14 (Garage, Gym, Hangar, Holding Cells, Infirmary 2 [MW], Library 2 [MW], Laboratory 2 [MW], Living Space, Personnel, Workshop 2 [MW]) (3e introduced the option of allowing Dual Size for Vehicles, but it’s ranked, each rank lets the outside be one size category smaller than the inside. You use the STR and Toughness based on the interior size, but Defense is based on the exterior size.) POWERS [14 + 12 + 18 + 10 + 4 + 43 + 37 = 138p] Defensive Screens 6 (12 points; PFs: Alternate Power 2) [14p] BE: Concealment 6 (“EM cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 12 (Stealth 12 [+12]) {1pp} {9+3=12/12p} AP: Impervious Toughness 12 (“force screen”; Active Sustained effect) {12/12p} AP: Morph 5 (“holographic field & IFF spoofer”; +25 to Disguise, any vehicle of the same type & size; PF: Covers Radio) {11/12} Energy-Matter Converters 5 (10 points; PFs: Alternate Power 2) [12p] BE: Corrosion 3 (“recyclers”) {9/10p} AP: Create Object 3 (“replicators”, 3 5-10 ft. cubes, Toughness 3; Extra: Duration [Continuous]; Flaw: Permanent; PFs: Innate, Precise, Progression, Subtle) {10/10} AP: Transform 1 ("replicators", Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 3 [10 lbs.]) {10/10p) Flight 9 (5,000 mph) [18P] Immunity 10 (life support, starvation & thirst) [10P] Super-Movement 2 (Space Travel 2 [interstellar]) [4P] Super-Senses 43 (Accurate, Analytical, and Extended 3 [10,000 ft. {1.89 miles} increment] on all Radio senses [12], Analytical, Extended 3 and Radius for all Visual senses [10]; communication link [with Doktor Archeville; radio] [1]; danger sense [radio] [1], detect geological data [radio] [2], detect life forms [radio] [3], detect weather [radio] [2], distance sense [1], infravision [1], low-light vision [1], radio (with accurate, this is also radar) [1], time sense [1], trace teleport [radio] [1], ultravision [1], uncanny dodge [radio] [1], x-ray vision [4]) [12+10+1+1+2+3+2+1+1+1+1+1+1+1+1+4 = 43P] Weapons Systems 12 (24 points; PFs: Alternate Power 5, Improved Range 3 [range increment of rank x 100 feet], Indirect 2, Progression [Range] 3 [max range = rank x 1,000 feet]) [37p] BE: Blast 12 (“surveying & prospecting lasers”) {24/24} AP: Dazzle Radio & Visual 8 (“EM Sensor Overloader”) {24/24} AP: Drain Toughness 16 (“EMP Blasters”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {16p} + Blast 16 (“EMP Blasters”; Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {8P} {16+8=24/24p} AP: Illusion 12 (“sensor ghosts”; radio group; PFs: Precise, Progression [Area] 8 [2,500 ft. radius]) {21/24} AP: Move Object 12 (“tractor beam, narrow”; STR 60) {24/24p} AP: Move Object 8 (“tractor beam, wide”; STR 40; Extra: Area [General, Burst, 40 ft. radius]) {24/24} Cost: Size 5 + Str 0 + Toughness 0 + Features 24 + Powers 138 = 167 EP (Equipment 34) -
"Ice Man? One who... with a volcano woman?" Dead Head was clearly taken aback by this, "how the- dang, I been outta the loop more'n I thought. Ya take one trip through the deadlands and ev'rythin's changed on ya when ya get back," he says with an exaggerated sigh and shake of his head; a few bugs shake loose. "An', no, like I said, I ain't one what hungers, fer flesh or souls, thank Ghede. Only thing I crave now an' again is a good book or a cheesy movie." He did a double-take at Hypno Hippe, "you're a preacher? Dang, a lot has changed..." He patted her on the shoulder, and his rictus grin widened, "always nice t'hear folks spreadin' messages o' peace. We should all get that in the end, but it's nice for folks t' see it while they're breathin', too. And th'Ice Man, Comrade Frost, helped out? Sounds like he's a real n-Ice guy!" He chuckled, then turned his head to Revenant, "I'll keep that in mind, ma'am. Though I'm afraid I'll have t'disagree with ya a bit on th' hungry dead thing." He turns his whole body towards her, "true, th' hungry dead ain't all bad -- though I ain't met a one that weren't dramatic as all get-out," he said, remembering a certain hockey mask-wearing vampire fondly, "but I think it's a mite disingenuous to say they ain't all at least a bit dangerous. 'Cuz ya can never fully control that hunger, not really, it's always lurkin' there, waitin' for ya to slip up. An' while some'a them is victims, more often' than not, that hunger comes from some hunger they had in life, which lead 'em down dark paths." He sighs again, this time more sincerely, despite the lack of needing to breath, "I've managed t'help a few, but most," he unslings the item from his back, a shovel, apparently made of fused bones, and sinks the blade end into the dirt, "I had t'put down t'final rest. Most were grateful, though." He turned back to Sea Devil, "I really should meet with those two ya mentioned 'fore I go. You got a line on 'em?"
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"Aww, my hero- er, heroine," Dead Head exclaimed, fluttering his eyelids at Revenant. "I's jes' havin' a bit o' fun. And I must say," he looked to Hypno Hippe, "ya handled that well." He let out a dry chuckle again as he took his hand back from her and held it to the stump. They melded together seamlessly, and he held the reattached hand up and wiggled the fingers at Sea Devil, "see? No lastin' harm done!" "So I'm guessin' neither o' you two have had much experience dealin' with th' undead, which means ya probably ain't heard boo 'bout ol' Jack. With that fancy armor o' yers," he turned to Sea Devil, "I'd guess yer one o' them hi-tech types, 'cept that trident is... well, I don't reckon I know what it is, but I can tell it ain't tech. An' you," he turned his head to face Hypno Hippie, rotating it far more than any living person should be able to, then a moment later turned his body to follow, "well, I don't know what t'make o' you, 'cept that ya look like the kind o' person my pappy warned me 'bout when I went off t' college. But ya look harmless enough, and I've chatted with enough Grateful Dead fans to know y'all're alright in my book." "But you," he lolled his head in Revenant's direction, "I know you know a thing or two 'bout the undead. Heard a lot o' good things 'bout you, too. I seen you here several times, always meant to say hi to a neighbor. I'm sorry I never did so 'till now."
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Archeville smiled, not as weakly as before, but still far from his old self. "Not house arrest, no, though I was in intensive therapy for some time. For parts of that time, I was catatonic, unresponsive as I processed everything that had happened. That I had done." He pauses a moment. "For parts of it, I screamed endlessly as my body shifted and changed, expanded my senses -- I could see gamma rays, hear x-rays, smell gravitons. Such beauty... such terrifying beauty..." He pauses another moment, then exhales a breath he hadn't realized he'd been holding in. "Yes, Dragonfly and Miss Americana and Phantom and Scarab erased some of my memories -- the secret identities of all the heroes that I knew. Erased it from all my computer systems, too. I would have to re-earn that knowledge, that trust, if such a feat is possible. Some may never be willing to forgive, and I accept that. All I can do is make a sincere effort." "So," he shifted, trying to lighten the mood, "what have you been up to since you returned? Are you running with another team of heroes, or are you patrolling solo?"
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The walking corpse stuck one finger in its ear as Sea Devil bellowed, "ya mind turnin' that down a bit? Yer bein' loud enough t'wake th' dead!" A dry chuckle escaped his throat. "An', no, I ain't th' kind that eats meat, or blood, or souls, or anythin' like that. I'm self-sustainin' -- perpetual, even!" "Ain't no illusions here," he said, turning to Hypno Hippie, "whatcha see is whatcha get with ol' Dead Head. That's me, by the by. Pleased t'meetcha!" He extended one hand to her, and the other to Revenant. "But y'all say my lights is what broughtcha here? Well, that is a bit embarassin', seein' as I was tryin' t'keep a low profile an' all... and a might peculiar, since Lantern Jack's lights is usually seen 'round these parts. Although..." he paused a moment, looked around, "that would explain a few bits I heard on my way over, 'bout him bein' gone. Any o' you hear tell 'bout that?" Dead Head's handshake with Revenant went off without a hitch. His handshake with Hypno Hippie went off... in that his hand came off in hers, snapping off at the wrist. He gave a quick wink to Revenant as it popped off.
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For all our die-rolling needs.
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wip Rebuilding Dead Head for Bedlam
Dr Archeville replied to Dr Archeville's topic in Character Building
Ah, I had missed that, thanks. A -5's a good start, at least. Lowered CHA by 2 points, and took away 4 ranks of Gather Information and Intimidate. Now he's within budget (presuming my math's correct). -
What the heck is goin' on here? Dead Head stopped when he heard the sounds of two, then three people. I think I recognize th' pale lady, she was runnin' 'round here back before I'd left. The other two, though, never seen 'em. And the one in armor -- is that a Deep One? I'd heard some chatter about there bein' one in Freedom, but I thought that was just talk from that invasion a few years back. I definitely gotta check this out. The figure turned and began trudging towards the trio. As it approached, more details could be made out. The smell hit first, the mix of decay and spices and dried herbs. The figure was tall, a bit lanky, and swayed slightly as it walked. The light from its eyes momentarily obscured its face, so until your eyes adjusted you could only focus on the rest of it. Whoever or whatever it was, it was dressed like a biker -- worn black boots, torn blue jeans, a torn white t-shirt, and a well-worn leather jacket. In addition to their old and worn condition, all were also dirty, mostly with dirt but here and there with... other stains. Its silhouette indicated something was strapped to its back -- a shotgun? No, too thin. A sword? No, the handle didn't match. Now your eyes had adjusted to the light from its eyes, and you could make out its face... and you wish you hadn't. A tiny upturned nose peeked out from under its sunken eyes, and its mouth was pulled open into a hideous rictus grin, exposing yellowed teeth set in blue-black gums. Its skin was a splotchy bluish-purple, like his entire body was bruised, and the whole head was framed in a wild mass of gray-white hair, like a ghostly shroud clinging to it. "Evenin' folks," he said in a gravelly yet affable Southern drawl. "How we doin' t'night?"
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[GM post] The first thing to hit Sea Devil were the scents: fog, rich earth, stone markers, and something else. Rot, but not too pungent, masked by spices and herbs. There was a corpse nearby, a preserved one (some odd Surfacer custom?), but she was given to understand that this particular cemetery had not had any new bodies placed in it in over 80 years. Her keen ears and tremorsense let her know there was something moving out there, in the gloom. And her Deep One ears picked up something else: the sounds of necromancy. Powerful, yet passive, for the most part. Not someone raising up the dead, but an animate corpse was out there. And it was moving south-southwest, towards West End. And then she saw it, in the distance. A humanoid figure, with a cyan light in front of its face. A lantern? No, its arms were by its side -- the light was coming from its eyes! And then, a second animate corpse! Revenant sees Aquaria, and also the odd figure, its head limned in a greenish-blue light. A moment's examination shows her it is not carrying a lantern, but rather that its very eyes are the source of the weird glow.
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It has begun! Everyone is welcome to pay their final respects! Former Midnighters are especially welcome!
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Date: April 1st, 2019. An hour or so after sundown. [GM Post] April Fools' Day. A day to play jokes, spring pranks, and spread hoaxes. A day where everything must be taken with a grain of salt, even in a place like Freedom City, where fantastic things happened with some regularity. But there are some things that even the citizens of Freedom would consider "unusual." Long-time residents of West Freedom know of Lantern Jack, the spectre that haunts Lantern Hill. Or, rather, haunted -- not a spark of his eerie lamplight has been seen for years. Some hope he had finally passed on to Heaven, others fear he had been dragged down to Hell, or banished to some Limbo. But now, an eerie, blue-green light -- similar to the one from his lamp -- shone again on Lantern Hill, slowly wandering about the graveyard. Was it Lantern Jack, back from... wherever he had been? Or was it something else?
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Dead Head's happy to meet all types of folks!
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Folks have been reporting odd -- odder than usual -- things at Lantern Hill lately, a figure with some glowing blue lights. Is it Lantern Jack, returned after a long absence? Nope -- it's Dead Head! Thought I'd have a quick thread in FC for ol' Burt before he moves on the Bedlam. Meet some old friends, maybe some new ones, have a chance to see that Freedom's in good hands before he moves on. Anyone interested?
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Won't have nearly as much to rework as I do with Dead Head, but some changes are needed. Feats Should get rid of the first two, post-ArchEvil. Reduce the Wealth (since he no longer controls ArcheTech), or remove it altogether (since he won't be easily able to draw on Earth-based resources while in SPAAACE)? Equipment Hanover Home: The only home/hq he still has. Space Plane: Dok's been thinking about this for a while already. I'm thinking Dok might be using a (heavily modified) Pegasus Space Plane he'd been tinkering with, back when he was part of the FL Auxiliary. (Would the League have let him keep that, though?) * Give Space Plane the Dual Size feature, put all the Hanover Home HQ stuff into it? ** The Hanover Home transforms into a spaceship?! Utility Belt/Coat: Get rid of Fear Gas and Laughing Gas bombs (they're not his style). Add Throwing Discs/Spheres and... Sprayflesh (Morph, One Appearance [Pre-Technorganic Dok]; Independent, Total Fade; Precise, Slow Fade)?
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Doktor Archeville can make an appearance here, before going off into SPAAACE.
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wip Rebuilding Dead Head for Bedlam
Dr Archeville replied to Dr Archeville's topic in Character Building
Abilities: Increased Wisdom by +4 and Charisma by +4 Combat: Reduced Attack Saves: Reduced Toughness. Reduced Reflex save, increased Will save Skills: Added Diplomacy, lowered Intimidate, increased Gather Information and Sense Motive. Feats: Added Improved Disarm, Interpose (which I was sure he already had), Prone Fighting, Skill Mastery, Weapon Bind, and Well-Informed. Powers: This had the biggest change Animated Objects/Undead: Reduced Progression Comprehend (Spirits): Added Challenge [Discrete Inquiry], to reflect how spirits gathering information for him won't alert suspicion from the normals. Device (Shovel): changed to a non-Device power. Immunity (Crits) and Impervious Toughness: removing Blessed/Holy (b/c when Papa Ghede left he removed the corruption from the Horrors that had tried setting up shop there), but replacing it with Salt (a traditional bane of voudoun zombies). Keeping the Magic and Silver thing, and a note that "Magic" does include the natural weapons (claws/fangs/etc.) of supernatural critters. Insubstantial: moved to Undead Body (see below). Necromancy: increased ranks. Increased speed of Flight for "Aspect of the Penanggalan". Added Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) to represent his bite-y head that latches on and won't let go. Reduced ranks of Fearsome Presence. Added Skill Challenge feats. Lowered ranks of Morph, added Comprehend (languages). None of the powers in this slot are linked, so he can use the Comprehend even when not actively Morphed and Shrunk. Reduced rank of "Body Weapons" Strike, added Penetrating, Improved Critical, and Incurable. Added Change Direction, Change Velocity, and Turnabout to Teleport, increased Progression/Mass, and clarified that it only works to and from "places of death." Protection: Decreased ranks. Regeneration: decreased rate of recovery for Injured. Speed: moved to Undead Body (see below). Undead Body array: now contains Insubstatial (disturbingly limber body) and Leaping + Speed + Super-Strength (pushing body beyond human athlete limits) Also, an edit to A Mutt: spent that last unspent PP on the Move-By Action feat, and swapped the 'blessed' for 'salt' on his Insubstantial. COMPLICATIONS Appearance: It's a zomumbie! Eek! The GM may give him a Hero Point if someone reacts negatively upon seeing him use some of his more disgusting abilities (or simply upon seeing him for the first time), such as fleeing from him, trying to drive him off, and/or attacking him. Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. The GM can give Dead Head a Hero Point when his antics run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. The GM can give him a Hero Point in exchange for one of these people/groups attacking or otherwise disrupting him at the worst possible times. Spare Change? Chaaange?: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or the closets of allies). The GM can award a Hero Point should these present a significant impediment to him. Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. The GM can give him a Hero Point to force him to take a course of action which would be straightforward but also foolish and/or rash. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. ABILITIES: 14 + 4 + (-10) + 2 + 6 + 6 = 22PP Strength: 24 (+7), effective Str 29 w/ Shovel Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 10 + 4 = 14PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +11 Shovel (+5 Base) Grapple: +16, +17 w/ Shovel or Tireless Limbs, +18 w/ both Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -12, -7 vs Magic, Salt, or Silver ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Shovel Touch DC 24 Toughness (Staged) Damage (Physical) Shovel, Breaking Touch DC 17 Fortitude (Staged) Drain Toughness; Objects Only DC 22 Toughness (Staged) Damage (Physical); Objects Only Necromancy / Body Weapons (Crit 19-20) Touch +5 ft. DC 26 Toughness (Staged) Damage (Physical) Necromancy / Fearsome Presence 50 ft. DC 20 Will (Staged) Shaken / Frightened / Panicked SAVING THROWS: 0 + 3 + 7 = 10PP Toughness: +15 (Impervious 10 [not vs Magic, Salt, or Silver]) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +7) SKILLS: 72R = 18PP Diplomacy 8 (+11) Disguise 0 (+3, +23 w/ Morph) Gather Information 7 (+10) SM Intimidate 11 (+14) SM Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Notice 8 (+11) SM Sense Motive 12 (+15) SM FEATS: 23PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 1 Contacts Dodge Focus 2 Fearless Improved Disarm Interpose Jack of All Trades Luck Power Attack Prone Fighting Ritualist Skill Mastery (Gather Information, Intimidate, Notice, Sense Motive) Startle Takedown Attack 2 Weapon Bind Well-Informed Enhanced Feats Challenge 4 (Gather Information: Discrete Inquiry [-20 to penalty]) (from Comprehend Spirits) Challenge 7 (Intimidate: Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 [-5 penalty], Startle as a Move action) (from “Boo!”) Elusive Target (from "Aspect of The Penanggalan") Fearsome Presence 10 (from “Boo!”) Improved Grab (from “Bite-y Flying Head”) Improved Grapple (from “Bite-y Flying Head”) Improved Pin (from “Bite-y Flying Head”) Improved Trip (from “Body Weapons”) Move-By Action (from "Aspect of The Penanggalan") Veteran Feats Minion 15 POWERS: 3 + 12 + 2 + 1 + 30 + 1 + 5 + 7 + 21 + 15 + 31 + 5 + 9 + 2 + 6 = 150PP All powers have the magic, supernatural, and undead descriptors. "Shovel" also has the dimensional/summoning descriptor (since he summons it from another dimension). Anatomic Separation 1 (Extras: Variable Split) [3PP] Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 3 [up to 10 zombies]) [12PP] Enhanced Strength 0 (ghost grabbin'; Feats: Affects Insubstantial 2) [2PP] Features 1 (Internal Compartment; lt. load 346 lbs.) [1PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits, Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [1PP] Impervious Toughness 10 (Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [5PP] Medium 3 (6PP Array; PF: Alternate Power) [7PP] BE: Comprehend 1 (Spirits; PFs: Challenge 4 [Discrete Inquiry]) {6/6} AP: Comprehend 2 (Objects; Flaw: Limited [corpses]) {2} and Super-Senses 8 (postcognition, precognition; Flaw: Unreliable) {4} {2+4=6} Necromancy 8.5 (17PP Array; PFs: Alternate Power 4) [21PP] BE: Enhanced Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} plus Flight 2 ("Aspect of The Penanggalan"; 25mph / 250ft per Move Action; Flaws: Limited [Only Detached Head Can Fly]; PFs: Elusive Target, Move-by Action) {4pp} plus Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) {4} {9+4+4=17/17} AP: Enhanced Feats 17 ("Boo!"; Challenge 7 [Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 {-5 penalty}, Startle as a Move action], Fearsome Presence 10 [50-ft. radius, DC 20]) {17/17} AP: Comprehend 3 (”spirit translators”; read all, speak any one at a time, understand all) {6} plus Morph 4 ("Faces of Death"; Any Humanoid, +20 Disguise; Flaw: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {7} + Shrinking 4 ("Creepy Dead Kid"; Small [-4 Str, -1 Toughness, +1 attack/defense, -4 grapple, +4 stealth, -2 intimidate]) {4} {6+7+4=17/17} AP: Strike 4 (”body weapons”; Extra: Penetrating 4; PFs: Extended Reach, Improved Critical, Improved Trip, Incurable, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {15/17} AP: Teleport 6 (”gravewalking,” 600 feet/20 miles; Extra: Accurate; Flaw: Limited [only from & to places of death {cemeteries, morgues, etc.}]; PFs: Change Direction, Change Velocity, Easy, Subtle, Turnabout) {17/17} Protection 15 [15PP] Regeneration 29 (Recovery 14 [+9], Recovery Rate: Injured 3 [1 minute], Disabled 5 [1 minute], Resurrection 7 [1 minute]; PFs: Persistent, Regrowth) [31PP] Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP] BE: Strike 2 (whack!; PF: Mighty) {3/3} AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3} AP: Super-Strength 1 (leverage; STR 29 [Heavy Load: 1,400 lbs.]; PF: Breaking) {3/3} Super-Senses 12 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Hearing Counters Concealment [Flaw: Undead only], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Vision Counters Concealment [Flaw: Undead only]) [9PP] + Enhanced Super-Senses 4 (Acute & Analytical for All Mental Senses; Flaw: Limited [Only for Necromantic Effects]) [2PP] Undead Body 2.5 (5 points; PF: Alternate Power) [6PP] BE: Insubstantial 1 (disturbingly limber) {5/5} AP: Leaping 1 (tireless limbs; x2: running long jump 34 ft., standing long jump 17 ft., high/vertical jump 8 ft.) {1} plus Speed 2 (tireless limbs; 25 mph) {2} plus Super-Strength 1 (tireless limbs; effective STR 29 [Heavy Load: 1,400 lbs.]) {2} {1+2+2=5/5} DRAWBACKS: -0PP None TOTALS Abilities (22) + Combat (14) + Saving Throws (10) + Skills (18) + Feats (23) + Powers (150) - Drawbacks (0) = 237/237 Power Points (0 pp under) (But by my calculations I should be getting around 7pp for Dead Head for March 2019 activity.) (EDIT: I was a bit off, he got 6pp for March 2019.) (EDIT: Added in 3pp earned April 2019.) -
wip Rebuilding Dead Head for Bedlam
Dr Archeville replied to Dr Archeville's topic in Character Building
That's a fair point. Assorted Musings: Lower Toughness to +15 (Impervious 10) Lower attack and damage. May get rid of Sneak Attack, just to keep the math simpler. Add Well-Informed, from gossipy spirits lingering about. Maaaybe Connected, too. Add Weapon Bind & Improved Disarm (you stab him, the blade gets stuck in his ribs! Now you don't have a knife anymore!) Lower Necromancy/Fearsome Presence so it's at PL 10. Lower Regeneration, from Injured (no time) to Injured (1 minute). Remove Device flaw from Shovel, per this idea. -
So over here I was talking about moving Dead Head out to Bedlam. But then I was reminded of something: Bedlam's got a cap of PL 10. And right now, he's at PL 12/15 (PL 12 for offense, fully Toughness-shifted PL 15 for defense). Time for some changes! How to explain it? Maybe his long absence weakened him some physically, but he made up for it by learning some new tricks.