-
Posts
14,693 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by Dr Archeville
-
From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Pharmacopeist Power Level: 10 (150/150PP) Trade-Offs: -2 Attk/+2 Dmg & -2 Def/+2 Tough as Bruiser, -2 Def/+2 Tough as Blaster or Psychokinetic, +2 Attk/-2 Dmg as Speedster Abilities: 2 + 4 + 6 + 6 + 4 + 4 = 26PP Strength: 26/12 (+8/+1)34 (+12), effective Str 69 w/ Bruiser Cocktail Dexterity: 14 (+2) Constitution: 26/16 (+8/+3), 30 (+10) w/ Bruiser Cocktail Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 8 = 20PP Initiative: +2+14 w/ Speedster Cocktail Attack: +8; +6 out of Armor, +12 melee, +8 range w/ Speedster Cocktail Grapple: +16, +7 out of Armor+27 w/ Bruiser Cocktail, +20 w/ Psychokinetic Cocktail, +20 w/ Speedster Cocktail Defense: +8/+5 (+4 Base, +4/+1 Dodge Focus), +2 Flat-Footed+10 (+4 Base, +6 Dodge focus), +2 Flat-Footed w/ Speedster Cocktail Knockback: -4 without, -1 out of Armor-11 w/ Bruiser Cocktail, -11 vs. Energy, -6 vs. Physical (-4 w/out Force Field) w/ Blaster Cocktail, -6, -4 flat-footed w/ Psychokinetic Cocktail, -5, -4 Flat-Footed w/ Speedster Cocktail Saving Throws: 3 + 5 + 5 = 13PP Toughness: +8 (+8/+3 Con), +3 out of Armor * +12 (+10 Con, +2 Protection; Imp 10) w/ Bruiser Cocktail, * +12 (+8 Con, +4 Force Field; Imp 10 vs. Energy) w/ Blaster Cocktail, * +12 (+8 Con, +4 Force Field), +8 flat-footed w/ Psychokinetic Cocktail, +10 (+8 Con, +2 Defensive Roll), +8 Flat-Footed w/ Speedster Cocktail Fortitude: +11/+6 (+8/+3 Con, +3) * +13 (+10 Con, +3) w/ Bruiser Cocktail Reflex: +7 (+2 Dex, +5) * Evasion w/ Speedster Cocktail Will: +7 (+2 Wis, +5) Skills: 76R = 19PP Concentration 8 (+10) Craft (chemical) 8 (+11) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 8 (+10) SM Knowledge (life sciences) 12 (+15) SM Medicine 8 (+10) SM Notice 8 (+10) SM Sense Motive 8 (+10) Feats: 10PP All-Out Attack Challenge (Fast Demoralize, Fast Startle) 2 Dodge Focus Inventor Power Attack Skill Mastery (Intimidate, Knowledge [life sciences], Medicine, Notice) Startle Uncanny Dodge (visual) Well-Informed Powers: 36 + 26 = 62PP Device 9 (Armor, 45 points; Flaw: Hard-to-Lose) [36PP] Enhanced Attack 2 (to +8) [4PP] Enhanced Constitution 12 (to 26/+8) [12PP] Enhanced Feats 3 (Dodge Focus 3) [3PP] Enhanced Strength 14 (to 26/+8) [14PP] Immunity 11 (life support, sleep, starvation & thirst; Flaw: Limited [Half effect] for sleep and starvation/thirst) [10PP] Quickness 1 (x2) [1PP] Speed 1 (10 mph / 100 feet per Move action) [1PP] Device 8 (Drug Injector Harness, 40PP; Flaw: Easy to Lose; PFs: Restricted 2 [self only]) [26PP] Drug Injection Array 19 (38 points; PFs: Alternate Power 4; Flaw: Action 2 [standard Action to switch powers]) [40PP] BE: Enhanced Constitution 4 (to 30/+10) {4PP} + Enhanced Strength 8 (to 34/+12) {8PP} + Impervious Toughness 10 (note: Sustained Active effect) {10PP} + Protection 2 {2PP} + Super-Strength 7 (effective Str 69) {14PP} (4+8+10+2+14 = 38/38} (Bruiser Cocktail) AP: Blast 12 (PFs: Precise, Variable Descriptor 2 [any Metabiologically-generated energy]) {27PP} + Flight 1 (10 mph / 100 feet per Move action) {2PP} + Force Field 4 (energy barrier) {4PP} + Impervious Toughness 10 (energy absorption; note: Sustained Active effect; Flaw: Limited [Not vs. Physical]) {5PP} (27+2+4+5=38/38} (Blaster Cocktail) AP: Enhanced Feats 16 (Attack Focus [Melee] 4, Defensive Roll, Dodge Focus 2, Elusive Target, Evasion, Fast Overrun, Improved Initiative 3, Improved Overrun, Instant Up, Move-By Action) {16PP} + Enhanced Quickness 7 (to Quickness 8 {x500}) {7PP} + Enhanced Speed 7 (to Speed 8 {2,500 mph / 25,000 feet per Move action}) {8PP} + Enhanced Strength 0 (Extra: Autofire for Str +8) {8PP} (16+7+7+8 = 38/38} (Speedster Cocktail) AP: Force Field 4 (psychokinetic barrier; Flaw: Limited [not while flat-footed]) {2PP} + Move Object 10 (Str 50; Extras: Range [Perception]; PF: Indirect 2, Precise, Subtle) {34} + Super-Senses 2 (tremorsense [tactile sense; enhancement: ranged]) {2PP} (2+34+2=38/38} (Psychokinetic Cocktail) Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/16 Toughness (Staged) Damage (Physical) Unarmed, Bruiser Touch DC 27 Toughness (Staged) Damage (Physical) Unarmed, Speedster Touch DC 23 Toughness (Staged) Damage (Physical), Autofire Blast Ranged DC 27 Toughness (Staged) Damage (Energy) Psychokinesis Perception Grapple Pinned/Bound PK, Thrown Object Ranged DC 25 Toughness (Staged) Damage (Physical) Totals: Abilities (26) + Combat (20) + Saving Throws (13) + Skills (19) + Feats (10) + Powers (62) - Drawbacks (0) = 150/150 Power Points Here's another character influenced by the Technocracy of Mage: The Ascension, specifically the Progenitors, whose developments of genetic manipulation, advanced surgical techniques, and sophisticated drugs constantly push the envelope of medicine. Medical professionals do have some presence in comics -- there was a brief "Golden Age" of Medical Comics, as well as more the more standard superhero (and supervillain) medical professionals. The Doctors Mid-Nite are probably the most famous, but there's also Cardiac, Green Lantern Soranik Natu, Cecilia Reyes, and... okay, a lot of them (Hush, Dr. Malus, Murmur) are villains, but that doesn't mean yours has to be! (More importantly, though, don't model them after anyone from Grey's Anatomy or Nip/Tuck or any other 'medical drama.' This is a superhero site.) I borrowed a lot from TT's excellent Combat Medic (a build which could also be used just fine for a Progenitor-esque char), and recycled bits from the drug-injecting armor my namesake character whipped up (based on equal parts the Juicers from Palladium's Rifts and the plasmids from the BioShock series), to create a char who has used their great medical and pharmacological knowledge to create a wearable drug injecting harness which grants superpowers. The Action drawback represents the time needed (still remarkably fast by real-world standards) to flush out the old cocktail when switching to a new one. I went with Enhanced Traits (Con, Str) rather than Boost (as in my old armor) because Boost is either not a very good or is too good a power. "But Doc, you mad, handsome man, you," you ask, "why is part of it done as an Easy to Lose Device?" Well, the char draws a lot from Batman's foe Bane (whose pic is used above), and in many of their encounters (especially in assorted animated incarnations), Batman beats Bane by yanking out the drug feeds. That could be treated as a Disarm check, which you cannot do with Hard to Lose Devices (unless the character is already helpless or unconscious), but you can do it mid-combat with Easy to Lose ones. Here, you pull out the tubes, and the character loses access to the Drug Injection Array, but they'd still have the smaller injectors throughout the suit (granting the assorted Enhanced Traits), allowing him to still fight as a PL 8. (And the opponent can't just slap the Drug Injector on, since it's keyed to your specific biochemical/genetic profile.) Out of the suit, he's a puny PL 4, so look out! Admittedly this build could be considered unbalanced; one easy way to bring it better in line it to drop the Immunities from the Armor, knocking 2 ranks off that Device, and use those points to make the Injector a Hard to Lose Device. More importantly, make sure you're not stepping on anyone's toes: you have a lot of different abilities, and (like a Mimic) can fill many roles, but that does not mean you get to hog the spotlight; support, don't overshadow. That aside, options for customization and development are many: you can have different powers with different drugs (and stunt them with a vial of an experimental serum you have on hand), or justify buying off the Device flaws completely by changing it to an implanted drug pump, or saying the lengthy exposures to the drugs has mutated him. Healing would fit in well -- Healing 15 (Extra: Total; Flaw: Personal) could easily fit into the Drug Injector Array -- but Healing can skew dramatic tension so it may be best to leave that as a Stunt (and you can easily explain the fatigue from stunting with some "metabolic overstress" technobabble). (Or go the Sylar route and take samples from your allies and the crooks you fight so you can duplicate their... no, wait, that's terrible.) Equipment for an HQ would be nice, too; as the sheet is now the character's probably kit-bashed his rig from components "borrowed" from whatever medical facility he works at. -
The First Transhumans, or Why Doc Savage Lost His Superpowers
-
Looks good to me, too! :approved:
-
If he's going be bringing Devices to every encounter, they need to be represented on his sheet somehow, and not just as the Artificer feat.
-
"This should hold until you can get professional medical treatment," the floating head said as it flew back to rejoin its body. "I must pursue 'Handsome' Harry Print, and determine how he is duplicating himself, and stop him. What do you know of him? Do you know where he may be running to?"
-
Knowledge (Streetwise) check (1d20+5=9) It knows nothing!
-
The Doktor nodded silently. There is much he is not telling me, but much is implied. The horrors he has faced, both those he did and those he had done to him... the mechanics of it still haunt me. So many questions I desperately do not want the answers to, yet cannot stop myself from asking. But they will remain unvoiced. For now, at least. The folks at Providence say talking about things gets it out of you, but... Archeville shook some stray thoughts from his head, "so, ah, who was the intended audience, if not the peoples in the lower parts of the cities? Did the ones at the higher tiers have a degree of freedom such that propaganda was, ah, necessary?"
-
He does that a lot, too. Nervous habit? Stockpiling in case he is cut off? Did he get another pet after he gave Archimedes back to Mona? "Ooh," the Doktor almost purred as he picked up and examined the device. But when Harrier mentioned what it contained, his sounds abruptly changed. "Oh? Oh! Oh! Ah, right, quantum etheric storage media with full sensory playback... well, I do not have anything quite like that, but," he glided towards the library, to the crystals on their delicate filigree stands. He placed Harrier's package on the table next to them, "I may be able to adapt this to the task. They are thought-stones from an extraterrestrial race Daedalus & Pseudo encountered on their sojourn through space. Anyone with sufficient telepathic ability can read and write over the stones, but if you lack such ability, these little stands can be placed on the head to amplify any latent psionic potential, enough to use the stones. These are a few Daedalus had loaned me, which contain an assortment of their musical styles. He thought I would enjoy them, and so far I have found many of them quite soothing." He turned back to Harrier's package, "I may need some items from my workshops downstairs, but first I will need to oen this up. I believe I felt a catch over here..."
-
"A personal request?" the Doktor's disembodied voice repeated. "I am honored! Please, follow the Kammerdieneraffe to my office... though I am sure by now you already know the way!" Steve did know the way, but it was easier to let the robotic gorilla lead the way. Down the right hallway they went, which was lined with numerous picture frames showing a slowly changing series of images, some flat (reproduction of German paintings), some 3D (holographic reproductions of German sculptures). Past that was Archeville's massive library, overflowing with works in a number of formats. There were printed books and journals, of course, as well as a handful of stations to read microforms and optical discs, some ancient scrolls under glass cases, carved stone tablets, braids of multicolored knotted ropes, crystals in delicate filigree holders, and other, more bizarre forms. A turn to the right, and Harrier was soon at Archeville's office, a cluttered wood-paneled room filled with papers and file cabinets and a slightly musty smell. A large desk took up a good portion of one corner, and held several dozen papers and files, covering the keyboard and reaching up to block the bottom third of the glowing monitor. Here sat Archeville, munching on a slice of apple he'd taken from a tray of fruits, cheeses and sliced meats that lay on one small stool at his side. Hunh, when he does come over here, it is always around lunch time. Coincidence? Or is he slave to some schedule? "Good to see you again, Steven!," he greeted, wiping his hands on a cloth napkin as he rose. He shook the man's hand, "You are well, I trust? Please, sit," he swept his hand in a low arc across the room, indicating several old-looking wooden chairs, "and have a bit to eat." The freed Omegadrone knew the Doktor knew of his condition, and (rightly) assumed the chairs only looked like they'd splinter under him.
-
Krolik staggered, "Oh! That..." he looked around timidly, "that was not normal construction sounds. A fight overhead, maybe?" No, not that -- something struck the building, and judging by the way it shook, struck it dead center. Which implies it was intentionally targeted, not some grazing blow by two meta brawling up above. Cannot tell from where while in this vault, though, the reverberations were too much to calculate the impact. Okay, first things first, make sure the people are safe. Could be anything out there, some thugs with some very high-powered explosives, maybe a commandeered energy weapon. Or some supervillain, either some new one who kept any powers they got from the Proteus affair, or some established one. "I-I think we should gather people together," the Russian said, still shaking a bit, "make sure no one was hurt."
-
Future reference, Dead Head does have Interpose, so he will be flinging himself in front of Nick or 'Nox as needed. Dead Head: Holds until Mutt's turn Mutt Reaction: Un-De-Conceal himself Move Action: Run up to Kriminel Standard Action: Attack roll to Aid DH (DC 10) (1d20+6=18) Dead Head Move Action: Teleports to Kriminel Standard Action: Attack vs. Kriminel (Defense 23); Power Attack (-5 Attk/+5 Dmg), +2 from Mutt's Aid; DC 29 toughness if it hits (1d20+10=11) Attack vs. Kriminel (Defense 23); Power Attack (-5 Attk/+5 Dmg), +2 from Mutt's Aid; DC 29 Toughness if it hits; HP re-roll (1d20+10=29) Much better! So much better, in fact, I'm spending an HP to get Improved Critical (Shovel), so that's now a DC 34 Tougnhess save for Kriminel. DH has 2 HP now.
-
The revenant's jaw almost dropped at the brutality before him. He'd seen worse, sure, but never against a friend. "Nick!" You ready, Mutt? Grrr... Good boy. Dead Head glared at Samedi (you must be havin' a field day, me defendin' you), then to Kriminel, "normally I'd be more'n happy t'let you take however much'a Samedi's hide you want, but you just hurt my friend..." A barely-visible shimmer leaped upon Kriminel, nipping and gnashing at his heels. As Mutt worked to distract the loa, Dead Head ducked behind a nearby tombstone, appearing from out behind another one adjacent to Kriminel, shovel held high, which he brought down on Kriminel's head with a resounding CRACK! "Keep y'alls family feudin' at home, in Guinee, not here!"
-
The sensors in the gnomes that lined the small path leading up to Archeville's door had noted Steven's approach, and notified the Doktor. The door swung open at Harrier's third knock. Beyond was a nice foyer, well-lit by a golden chandelier. The stained wood panels along the walls would normally indicate a touch of elegance, while the colorful mandala design in the tile floor would hint at an appreciation for the exotic and the esoteric, were the viewer more familiar with contemporary Earth cultures. Three hallways, left, center and right, branched off from the room, and simple doors between the halls were, he might assume, coat closets. It occurred to the freed Omegadrone that this foyer alone should, judging by the outer dimensions of the house, take up half the ground floor. But space-folding techniques were known to him, at least in function if not in how they operated. "Ah, Steven, welcome!," the Doktor's disembodied voice greeted from everywhere and nowhere. "What brings you by? Have you eaten? Would you like a snack?" One of the closet doors swung open, and out of it lumbered a silvery gorilla in a butler's suit. A moment's examination revealed that it was in fact a robotic gorilla, and not some sort of living mutant.
-
"Hrm?" Harvey seemed startled out of some reverie. In truth, the Rhine blue eyes behind the blue-gray contacts were sweeping over the bank, taking in every detail at fantastic speeds and filing them away in his nanite-enhanced mind. "Oh! How long... yes, let me see, it has been... oh, almost twenty years!" He nodded, "Not long after Terminus Invasion." He was silent a moment, and got that far-off look most Freedonians got when discussing that darkest of days. "I was very lucky, my warehouse only took minor damage. But seeink all that destruction, such devastation, made me want somethink more secure for my most previous valuables."
-
There we go, keep talking, I can determine just how guilty of all this I am after Kristin and I stop it and get this craft landed safely... "That... that seems terribly short-sighted of me," he said with conviction returning to his voice. "Advanced super-tech often has its own signatures, and if I -- or some part of me -- had made you, grown you, as a failsafe against me should I go completely mad, I would program you to go only after the tech with my signature elements. I mean, I assume I did mentally program you, that I did not teach you English and sabotage techniques in the normal fashion. Why English, anyway, why not German? Ah, I am getting off-track," he waved dismissively, "my point is, leaving you to go off on any technology that I happen to be near, well, that could even be a boon to me! If I had gone off the rails, and others managed to stop me, put me in Blackstone, would you not come out and wreck my cell, and in the process free every other supervillain there? That would be the perfect way for me to get out and continue whatever reign of terror I started, not a way to stop me!" I really hope Kristin is having better luck than I am!
-
Any chance Protectron may know something of this Flag Street Gang?
-
Archeville chuckled, "no, no, they have been fine hostesses. Informative, too," he nodded towards the photo Afareen had pointed out moments earlier, "I never knew Mona was a boxer!" "Ah!," the Doktor exclaimed, the pieces finally falling together. "Of course, those are quite a bit more than mere theory: all ArcheTech facilities have those as part of their power generation, and- ah," he held his hands out, "but you already know that!"
-
Archeville's jaw dropped, and he suddenly felt very ill. "I... you... what? I- ohhh... I remember!" I did make that thing! Or, rather, another persona did, one that was more active in making sure my 'Evil Side' did not get out of control, or to reduce the damage he/I could do. It - I - made this Gremlin to wreck 'my' devices... "... but why are you attacking the plane?" the Doktor choked out. "I had no hand in its construction, not even its design! These people had nothing to do with me!"
-
"Of course, young lady," the older Russian smiled, and handed over a worn piece of paper with his account information. "I am havink trouble rememberink sometimes, so I have to keep things written down." "Ah, and here," he reached into his pockets and pulled out an old leather wallet, "is driver's license and ATM card. You are needink more? Fingerprints, maybe?," he joked.
-
Let's spend another HP! This time, to temporarily get the Feat Fascinate (Bluff), hoping to keep it distracted and thus minimize what damage it does. Bluff check (1d20+6=12) 5 HP now
-
"... was? Was? What?!" Okay, it is about the same size and shape as those 'gremlins' I faced in the mall, but those had to touch things, so how did it shut off my gear without touching me? More importantly, why did it call me Master?! Maybe if I get it talking... "Game?," the Doktor spat out after regaining his composure, anger blotting out his confusion. "you think this is a game? There are other people on board, you are endangering them! And if this craft crashes, do you know how many others might get hurt?! What kind of game is that? What kind of thing are you?"
-
Harvey Krolik looked tired. But who didn't, in this economy? Times were tough for many, though Krolik was a bit more secure than most. Spice importing, like home improvement stores, were often a stable business no matter the economic climate: in lean times, people would buy materials to do their own repairs, or their own spices to perk up cheap, bland food, while in more prosperous times, people would hire professionals to renovate and add on (and they had to buy their materials from somewhere), and would try more exotic fares (with more exotic spices). Krolik had been a spice merchant for nearly two decades, importing them from his Russian homeland, and did well enough to live comfortably without attracting too much attention from the Mafiya. At least, that's what his papers indicated. Thing is, Harvey Krolik was not real. "Hello, young miss," he greeted the teller when it was his turn. He placed his liver-spotted hands upon the counter, folding them neatly, "I have come to check my safety deposit boxes. Two of them. It has been some time since I do so -- are you the one I speak to about it? Or is there another?"
-
Preliminary stuff: Archeville's a handsome and easily-recognizable man. He's also smart enough to realize this, to know being mobbed by paparazzi is not conductive to getting personal business done, and knows how to do disguises. (His home has, among other things, really good make up and costuming supplies, as represented by the +6 to Disguise skill it can grant.) So, Take 10 on a Disguise check + his Cha mod of +6 (unless otherwise stated, Dok always has his Mind set to Enhanced CHA) + 5 (Beginner's Luck to gain 5 ranks) + 6 from HQ = 27, -2 for different race (swarthy Russian), -2 for different age (swarthy middle-aged Russian) = 23, enough that his disguise isn't seen through by any Bystanders. (Heck, I could take another -2 for different sex, be a swarthy middle aged Russian babushka and still have a 21, but that's a bit silly.) Papers? Papers?! He's got yer papers right here! And with a (Take 10 + 15 Int [he'd be using his full INT when he made them] = ) 25 on the (unspecified) Craft check to forge (well, re-forge) the required identifications, the ones he'd used in opening the account, they should pass inspection. So say hello to Harvey Krolik, humble spice merchant from Russia! Krolik = Rabbit Harvey Krolik = Harvey Rabbit Krolik is used as a family name in Polish and Russian; Piotr Krolik (Peter Rabbit!) is actually the name of a drummer in a Polish folk-rock band BRAThANKI Starting HPs: 5 (1, + 5 from Luck 5, - 1 for Beginner's Luck)
-
From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Transhuman Cyborg Power Level: 10 (150/150PP) Trade-Offs: None Abilities: 4 + 6 + 4 + 14 + 0 + 0 = 28PP Strength: 30/14 (+10/+2); effective lifting Str 55 Dexterity: 16 (+3) Constitution: 30/14 (+10/+2) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +7 Attack: +6, +10 melee Grapple: +24, +12 without powers Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10 vs. Physical, -5 vs. Energy or without "Armor" Saving Throws: 0 + 2 + 5 = 7PP Toughness: +10/+2 (+10/+2 Con) (Impervious 10 [vs. Physical only]) Fortitude: +10/+2 (+10/+4 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +5 (+0 Wis, +5) Skills: 28R = 7PP Computers 3 (+10) Craft (Chemical) 3 (+10) Craft (Electronic) 3 (+10) Craft Mechanical) 3 (+10) Disable Device 3 (+10) Knowledge (Life Sciences) 3 (+10) Knowledge (Physical Sciences) 3 (+10) Knowledge (Technology) 3 (+10) Notice 4 (+4) Feats: 14PP Attack Focus (Melee) 4 Benefit 1 (Wealth 1) Dodge Focus 4 Improvised Tools Inventor Move-by Action Power Attack Speed of Thought Powers: 5 + 8 + 23 + 34 = 70PP Digital Enhancement Implant 1 (5 points) [5PP] Enhanced Feats 3 (Beginner's Luck, Eidetic Memory, Jack of all Trades) [3PP] Quickness 4 (x25; Flaw: Limited [Mental only]) [2PP] Implanted Radio 1.6 (8 points) [8PP] Communication 6 (20 miles, radio; PF: Subtle) [7PP] Super-Senses 1 (radio) [1PP] Nanomeds 4.6 (23 points) [23PP] Enhanced Constitution 16 (to 30/+10) [16PP] Immunity 12 (aging, life support, sleep, starvation & thirst; Flaw: Limited [Half effect]) [6PP] Regeneration 1 (disabled 1 [5 hours]) [1PP] Retractable Armor 6.8 (34 points) [34PP] Enhanced Strength 16 (to 30/+10) [16PP] Impervious Toughness 10 (Flaw: Limited [Physical only]) [5PP] Super-Strength 4 (effective Str 50, Hvy Load 12.5 tons) [8PP] Super-Strong Legs 2 (4 points; PF: Alternate Power) [5PP] BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) {4/4} AP: Speed 4 (100 mph / 1,000 feet per move action) {4/4} Drawbacks: (-0) + (-0) = -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (24) + Saving Throws (7) + Skills (7) + Feats (14) + Powers (70) - Drawbacks (0) = 150/150 Power Points Trollthumper's been doing a fine job of covering the Traditions from White Wolf's Mage: the Ascension over in his thread, but I thought I'd tackle the side most people would actually side with (for all that White Wolf tried to make them the soul-crushing baddies): the Technocracy. (In a world where the 'good guys' keep trying to give everyone Edge's "reality is what you make of it" powers, the side that's working to kill the dragons and vampires and other monsters, and introduce medical science and labor-saving devices, is the one I'd root for! Yes, yes, it's all very "Personal Freedom vs Safety," but in the crapsack World of Darkness, Safety is extremely welcome.) First up, the one that most easily slots into a superhero game (and the Technocratic Union's strong right arm), Iteration X, the Convention that's all about supporting and upgrading weak biology with superior machines, whether by waterwheels, windmills, and gunpowder or by cybernetic implants, powered armor, and robotic assistants. Of course, it helps that one of Marvel's top character, Tony "Iron Man" Stark, has become a transhuman cyborg over the past few years. (Though of course Marvel used the changes Extremis wrought as a scapegoat for his actions in Civil War, going with the Transhuman Treachery angle seen so often in things like the Borg and Cybermen. But that's a whole different rant.) Like Stark, this fellow has a number of devices (but not Devices) implanted in him (or, more accurately, grown within him by nanites that took assorted mineral and metal supplements -- and some extracted from his own body -- and did something useful with them), making him faster, stronger, and tougher than ever before, with a posthumasn biology that's far more efficient than (almost) anything else living. (Should they get shut off, he's still a solid PL 6, adequate to survive most encounters with non-powered opponents.) But it's not just the physical that's been enhanced: the implanted radio lets him send & receive radio transmission, while the DEI gives him both a huge, readily-accessible memory and the ability to temporarily download skills (i.e., the Beginner's Luck and Jack of all Trades feats) when needed. Loads of room for customization and upgrades: maybe swap out the Leaping/Speed for Flight 2, drop the Immunities and go with a full Impervious (or get both with earned points), a Blast 10 (PFs: Accurate 2, Indirect, Precise) AP off the Enhanced & Super-Str, and the like. More Tech skills would certainly be fitting; at +10, he's okay, but far from world-shaking. (Were the nanites he made a fluke success, or did he get help, knowingly or not, from another? Or perhaps he had no hand in making them, they were injected by someone else [aliens?], and his tech skills are a growing intuitive understanding of machines.) Do note he's no Tony Stark with the ladies; Charisma & Interaction Skills may be something you want to work on, or at least Intimidate for the flat, inhuman threats he makes. Not that he'd ever do that to his friends... -
Whoa, big lurch! On the bright side, we get low enough we can cross suffocating and freezing of our list... alright, Viktor, focus on the work. Archeville let out a long, low whistle as he examined the damage. Oh, my... now, that is a disturbing combination of precision and brute force. These wires were torn out, not cut, but at exactly the right spot. And those bits hooked up to generate feedback loops, that would build until it triggered a feedback loop there, building util it triggered a loop there, and so on... like a timer! I would admire the work who ever did, with their bare hands, no less... if I were not so busy working with my bare hands to undo it!