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Dr Archeville

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  1. The ectoplasmic limbs did far worse to Dead Head and his cadaverous canine companion. One landed a solid blow to Mutt's midsection, with enough force to knock him into the air and back into Parkhurst; mercifully he was already unconscious by the time his body crashed to the floor. Dead Head also suffered a grievous wound, as an ectoplasmic claw sliced through his chest, severing his left collarbone cleanly in two. As his arm began to fall off, he turned from the soaring Mutt to glare at the injury, and as quickly as it was inflicted the undead flesh knitted itself back together, good as new. "Oh, y'all's gonna pay fer hurtin' mah Mutt, ya slimy bastards!" He pointed and roared at the first Hecatonchire, then made a mad dash for the second, at first rearing back as if to land a potent blow with his shovel, but quickly realizing his shovel had been broken on the jaw of one of the Grue Revenants, and shifting to a double-fisted overhead bash. Unfortunately, the beast proved too quick, and rolled aside in time for Dead Head's assault to miss. Craaap...
  2. Dead Head: DC 25 Reflex save for Area, then DC 30 [23] Toughness save. (1d20+6=24, 1d20+18=20) Fails the Reflex save by 1; Fails the Toughness save by 10, so Staggered + Disabled [limb lost!] + Dazed. DC 30 Toughness save; HP Re-Roll. (1d20+18=30) Makes it on the dot, no damage, but now he has 0 HP. Mutt: DC 25 Reflex save for Area, then DC 30 [23] Toughness save. (1d20+5=13, 1d20+6=21) Fails the Reflex save by 12; Fails the Toughness save by 9, and since he's just a Minion he's KO'd Free Action: Swear Vengeance Move Action: Fast Demoralize Hecatonchire #1, hoping to make it shaken & less effective combatant (because surely a giant beast like this will be all about physical pummelings and grapplings!) Intimidate check, with -5 penalty for doing so as a Move action (1d20+12=20) (... except it's Fearless, so it can't be Intimidated. Unless KC's Crit'd Mental Blast temporarily stripped that from it... ?) Standard Action: Charge Hecatonchire #2 (who's not gone yet and should thus be flat-footed) (... except it has Auditory Uncanny Dodge, which Dead Head has no way of knowing, so it retains it's Dodge bonus & thus won't suffer DH's extra Sneak Attack damage.) Attack; Charging (+2 Attk/-2 Def), All-Out Attack (-5 Def/+5 Attk), Power Attack (-5 Attk/+5 Dmg) = DC 29 Toughness save (1d20+13=21) ... that would hit, if it were truly flat-footed... (Crap, forgot he's going bare-handed -- broke his shovel on a Revenant -- so that's +9 Attack melee [still misses], and would be only a DC 27 Toughness save [which'd be just enough to get past its Impervious].) Summation: Mutt's KO'd, DH is at -7 to Defense until his action next round, and has 0 HP
  3. 2 July 2011 (Saturday, morning) A week after The Doktor is In(Sane)!, a day after Off-Hours Visit Back home after... everything. Everything that went so... so horribly... terribly wrong. Ah, no! I shall not stay mired in grief, I will go on. Must go on. Must do all I can... to help... But I must rebuild first. Not just my shattered Gravimetric Belt, but my mind. Whatever... thing was in my mind, my body, the boons it granted are gone with its malignant influence. But my time at Providence was not spent entirely in convalescence: I have designed a technological solution, a way to regain my lost mental abilities, and add some news one as well, which will -- I pray -- prevent anything like this from ever happening again. 7 July 2011 (Thursday, early morning) I am back! Oh, what a rush this is -- like I had been deafened and blinded, then given new ears and eyes! Eyes that can see wider bands of the electromagnetic spectrum, ears than can hear so much more! Oh, this is glorious! Must not get ahead of myself though! No, no, must not get lost in all these wondrous thoughts -- I have promises to keep! And miles to go before I sleep. And dimensions to breach before I sleep. Tools! I cannot bring my laboratory with me, so I shall work on rebuilding my Electromagnetic Screwdriver next. 9 July 2011 (Saturday, late evening) Eeee, I have a thing that does stuff! Oh, I have missed this, and all its sounds and lights and crackles. But I miss Mona more! And all my other friends... so, onward! Gravimetric Belt, ho! 15 July 2011 (Friday, late evening) My new Belt is complete! Some slight buy important changes from previous versions, but it is a solid piece of tech, and should serve me well in the coming trials and tribulations. Which means I should call Carrie back and see how far her friends have come along on that dimensional transporter. 16 July 2011 (Saturday, morning) Off to North Bay to meet up with Carrie and her friends. With luck, my next video journal will feature Mona!
  4. I'm having trouble thinking of anything else to add.
  5. Dead Head's initiative (1d20+2=18) Mutt's initiative (1d20+2=7)
  6. Much to do. So much to do. So much. "Not a worry," he replied, pacing around, looking this way and that, "will not be needing that desk much longer. Checking out... need to see the doctors... Ellis and Black... both may have gone home already... could easily be called, though. Call the night nurse... Friday night, should be Nurse Fletcher." He looked down at his papers, "need to organize... present my case... line up future therapy sessions... much to do, much, much to do." He turned back to her, "thank you, Carrie." By 7:00 that evening, Archeville met with Dr. Ashely Ellis, the asylum's Director, and Dr. Karen Black, the facility's "clinical occultist," both of whom had been working with him. After several hours, they agreed to release Archeville, on the condition that he continue regular weekly therapy sessions (circumstances permitting) at his home or at Providence. Continues in Never Split the Party
  7. Date: July 16th, 2011 (Saturday, the day before the first Gorgon Announcement) Continued from Off-Hours Visit North Bay, where, a month prior, terrible forces were unleashed, stopped by the apparent sacrifice of one of Freedom's most beloved heroines, Mona Teymourian, better known as Fulcrum. And now her fiance, Doktor Viktor Archeville -- the man who had unwittingly released those terrible forces, forces which had secretly bubbled and seethed within him and his family line for centuries, now purged -- stood on the site again, along with Mona's friend Carrie (whom Archeville knew had powers, but did not know she went by the name Silhouette) and some of her friends, and a whole lot of weird machinery. "Hello," he waved to her as he walked over to the assembled machines. His voice was firmer, stride surer, than when she last saw him in the asylum, much more like his old self that Carrie knew from television interviews and the few dinners they'd had with Mona. "Ah, so this is the dimensional breacher of which you spoke? Fantastic!"
  8. Yup, Doc Gorsky has been dabblin' in things what oughtn't be dabblin' in. Still don't know these folks story, though. "Yes, Gorsky, yooouuu brought me baaack," 'Cartwright' accused, drawing out the syllables to make him sound more pained, "but not aaallllll the waaay! And when yoouuou were dooone with me, yooouuu tossed me aside... but yooouuu didn't do thaaat all the waaay, either!" He turned to the Richards' and held up his hands in a begging gesture, "III feeeeeelll my body... rottttttiiiingggg... whyyy? Whyyy wooouuuld heee dooo thiiiissss tooo meee? III'mmm a doctooorrrr..."
  9. Welcome to the club, SuperCape! 1 Dr Archeville 12,195 2 AvengerAssembled 8,789 3 quotemyname 7,958 4 Electra 6,306 5 Gizmo 4,378 6 ShaenTheBrain 4,140 7 Geez3r 4,002 8 Supercape 3,961 9 angrydurf 3,959 10 Heritage 3,686
  10. Freedom City Play by Post is four years old today! :toot:
  11. Here's a rather nifty article on superhero architecture, including a map of Manhattan from one of the Official Handbook to the Marvel Universe, layouts of Avengers Mansion and the FF's Baxter Building, and a map of Gotham City. (No wonder Scarlet Witch went made, she'd settled down in Leonia, New Jersey!)
  12. The Marvelcution List 2011 (at least eleven people laid off, including three from editorial and four from production) Marvel Cancellations (Iron Man 2.0 Cancelled With Issue 12) 27 New Jobs At Marvel Comics – As Interns (Marvel began advertising on Facebook the upcoming Intern programs for college students in Manhattan, New York and Muscle Beach, LA starting in the spring of 2012. Many appear to be digital positions.) Marvel Comics To Recruit Artists From Mexico (Mexican comics news blog La Covacha confirmed a couple of days ago that Senior VP Talent, C.B. Cebulski, would visit Mexico in November in search of local artists for Marvel Comics)
  13. Character Name: Psychic Ninja Power Level: 10 (150/150PP) Trade-Offs: None Abilities: 2 + 8 + 4 + 0 + 6 + 6 = 26PP Strength: 18/12 (+4/+1) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 14 + 12 = 26PP Initiative: +4 Attack: +10 Melee, +12 Ranged, +14 Unarmed Melee; +7, +11 Unarmed w/out Powers Grapple: +14/+8, +6 w/ Move Object Defense: +10 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -5, -1 flat-footed Saving Throws: 3 + 4 + 5 = 12PP Toughness: +10/+2 (+2 Con, +4 Defensive Roll, +4 Force Field), +2 flat-footed Fortitude: +5 (+2 Con, +3) Reflex: +8 (+4 Dex, +4), Evasion 2 Will: +8 (+3 Wis, +5) Skills: 80R = 20PP Acrobatics 8 (+12) SM Bluff 8 (+11, +15 w/ Attractive) SM Diplomacy 8 (+11, +15 w/ Attractive) SM Disable Device 8 (+8, +10 w/ MW Tools) Drive 4 (+8) Escape Artist 8 (+12) Intimidate 12 (+15) SM Notice 8 (+11) Search 8 (+8) Stealth 8 (+12) Feats: 27PP Accurate Attack Acrobatic Bluff All-out Attack Attack Specialization (Unarmed) 2 Attractive Defensive Roll 2 Dodge Focus 2 Elusive Target Equipment 7 Evasion 2 Hide In Plain Sight Power Attack Skill Mastery (Acrobatics, Bluff, Diplomacy, Intimidate) Sneak Attack Startle Taunt Uncanny Dodge (auditory) Equipment 35 EP Armory Utility Belt Array 10.5 (21 points; PFs: Alternate Power 8) [29EP] BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 5-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) {21/21} AP: Blast 4 (twin heavy pistols; Extra: Autofire [6]; PFs: Split Attack, Variable Descriptor [bludgeoning or ballistic, any material]) {16/21} AP: Blast 2 (single large thrown projectile; PFs: Improved Critical 2, Improved Disarm, Improve Range 3 [1 200-ft. Increment], Improved Ranged Disarm, Indirect 2, Mighty, Ricochet 3, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]) {19/21} AP: Blast 2 (single large thrown projectile ricocheting off multiple targets; Extra: Area [10-ft. Burst, Targeted], Selective Attack; PFs: Improved Critical 2, Improved Disarm, Improve Range 2 [2 100-ft. increments], Improved Ranged Disarm, Indirect 2, Mighty, Progression [Area] 2 [50-ft. Burst], Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawback: Reduced Range [5 20-ft. increments, 100 ft. Max Range]) {20/21} AP: Blast 2 (multiple small projectiles, thrown in rapid succession; Extras: Autofire [8]; PFs: Improved Critical 2, Improved Disarm, Improved Range 2 [2 100-ft. increments], Improved Ranged Disarm, Mighty, Ranged Pin, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawbacks: Reduced Range [5 20-ft. increments, 100-ft. Max Range]) {21/21} AP: Obscure 4 (malodorous smoke pellets w/ chaff; olfactory, radio and visual, 50-ft. radius; Extras: Independent, Total Fade; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {20/21} AP: Paralyze 5 (paralytic dart volley; Extras: Alternate Save [Fort], Autofire, Range [Ranged], Secondary Effect; Flaws: Unreliable 2 [1 Use]; PFs: Accurate [+14 Ranged, +9 w/out Powers], Improved Critical 2, Improved Range 2 [2 250-ft. increments], Subtle; Drawbacks: Full Power, Reduced Range 1 [5 50-ft. Increments, 250-ft. Max Range]) {19/21} AP: Snare 4 (bolas; Extras: Autofire, Linked [Trip]; Flaw: Unreliable [5 Uses]; PFs: Improved Critical 2, Improved Range 2 [2 200-ft. increments], Indirect 2, Subtle; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {14} + Trip 4 (Extras: Autofire, Linked [snare]; Flaw: Unreliable [5 Uses]; PF: Improved Throw) {5} {14+5=19/21} AP: Strike 4 (a veritable armory of melee weapons; PFs: Extended Reach 2, Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning, piercing, or slashing, any material]) {13/24} Binoculars [1EP] Masterwork Disable Device Tools [1EP] Mini-Tracer [1EP] Night Vision Goggles [1EP] Parabolic Microphone [1EP] Rebreather [1EP] 29 + 1 + 1 + 1 + 1 + 1 + 1 = 35/35 Powers: 10 + 4 + 7 + 16 + 2 = 39PP Concealment 6 (all auditory and visual; Extra: Linked [Mental Concealment]; Flaw: Phantasm) [6PP] + Concealment 2 (all mental; Extra: Linked [Audiovisual Concealment]) [4PP] [6+4=10PP] Flight 1 (telekinesis-enhanced movement; 10 mph / 100 feet per Move action; PFs: Move-by Action, Subtle) [4PP] Force Field 4 (Extra: Linked [shield]; Flaw: Limited [Dodge Bonus]) {2PP} + Shield 2 (Extras: Linked [Force Field]; PFs: Selective, Subtle, Variable Descriptor [Dodge, Parry, Precognition, Telekinesis, Telepathy]) {5PP} [2+5=7PP] Psionics 6 (12PP Array, PFs: Alternate Power 4) [16PP] BE: Communication 6 (telepathy; Mental, 20 miles; PFs: Rapid [x10], Subtle) {8PP} + Comprehend 1 (Languages 1 [speak Any]) {2PP} + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2PP} {8+2+2=12/12} AP: Enhanced Feats 6 (Attack Focus [Melee] 3 [to +10, Unarmed +14], Improved Crit [unarmed], Takedown Attack 2) {6PP} + Enhanced Strength 6 (telekinesis-enhanced strength; to 18/+4) {6PP} {6+6=12/12} AP: Enhanced Feats 12 (Attack Focus [Ranged] 5 [to +12], Improved Aim, Improved Ranged Disarm, Precise Shot 2, Throwing Mastery 3) {12/12} AP: Mind Reading 10 (telepathy; Extras: Mental, Penetrating, Flaws: Duration [instant/Lasting], Feats: Subtle) {11/12} AP: Move Object 3 (telekinesis/pyrokinesis; Lifting STR 15 [Heavy Load: 200 lbs.]; Extras: Damaging, Range [Perception]; PFs: Precise, Subtle, Variable Descriptor [bludgeoning/piercing/slashing/fire]) {12/12} Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 (18*) Toughness (Staged) Damage (Physical) Unarmed, TK Enhanced Touch DC 19 (21*) Toughness (Staged) Damage (Physical); Crit 19-20 Bolas Ranged DC 14 Reflex Snared; Autofire Ranged Contested +4 vs. Str or Dex Tripped; uses worst of target's Str or Dex Melee Weapons Touch DC 20 (22*) Toughness (Staged) Damage (Physical); Crit 18-20 Melee Weapons, TK'd Touch DC 23 (25*) Toughness (Staged) Damage (Physical); Crit 18-20 Mind Reading Perception Contested +10 vs. Will Mind Reading Move Object Perception Grapple Pinned/Bound Move Object (Thrown) Perception DC 18 (20*) Toughness (Staged) Damage (Physical) Paralytic Dart Volley Ranged DC 18 (20*) Toughness (Staged) Damage (Physical) w/ Throwing Mastery DC 15 Fortitude (Staged) Slowed/Paralyzed; Crit 18-20, Autofire, Secondary Effect Thrown Weapons Ranged DC 21 (23*) Toughness (Staged) Damage (Physical), Crit 18-20 Thrown Objects, Random Ranged DC 19 (21*) Toughness (Staged) Damage (Physical) Twin Heavy Pistols Ranged DC 19 (21*) Toughness (Staged) Damage (Variable); Autofire * Sneak Attack Totals: Abilities (26) + Combat (26) + Saving Throws (12) + Skills (20) + Feats (27) + Powers (39) - Drawbacks (0) = 150/150 Power Points Here's a Psychic Ninja, in the fine tradition of folks like Marvel's Psylocke and Typhoid Mary/Mutant Zero, Sorus' Sage, AA's Psychic Martial Artist and Psi-Knight, or Alice, Queen of Hearts from Silver Age Sentinels (whose pic is used above). She's a low-level omni-psychic, taught to augment her (considerable) physical prowess with her powers; even if they are nullified, she's still a PL 7 combatant. Perhaps, like Alice, she was recruited by some secret government agency at an early age for some less-than-public work, trained in martial arts, marksmanship, and seduction, only to strike out on her own once it was discovered the organization was not acting for Queen & Country but instead solely for the man who'd organized it. Or perhaps she herself found out about its terrible works, and struck out on her own; she could even be the one who blew the whistle on them! This could also be a martial artist who unlocked certain mystic techniques in the course of her training, harnessing her ki in ways her masters had not expected (or maybe they did, explaining why they took her in in the first place), or a Farsider or Lor Mentat who took up martial arts (Lunar or Terran) in order to best use her abilities. The subtle Flight represents all manner of telekinetically-assisted leaps and ground skimming, allowing her to move unimpeded over any surface and making her Acrobatic Bluff all the more spectacular (and leaving no trace of her passing)! The Move Object is for telekinesis and pyrokinesis; once she picks something up, she can crush it, pierce it, slash it open, or set it alight. With her Acrobatics, Interactions skills, Acrobatic Bluff, Startle and Taunt, she can easily keep foes off their game, opening them up to her Sneak Attack; her Accurate, All-out, and Power Attack feats give her great leeway in customizing her attack. Her Throwing Mastery represent a telekinetic enhancement to the damage of any thrown object, whether it's designed to be a weapon or not. Speaking of weapons, she's got oodles of them concealed on her person, in a wide variety of both forms and materials. Vampires and werewolves mucking about? No problem! She's a potent character, whose only real big weakness is her sub-par Fort save and lack of Knowledges (the latter is what teammates are for!). Lots of room for customization. You could play down the Seductive Femme Fatale aspect (i.e., drop Attractive and some Bluff & Diplomacy) and focus on her organizational ties (which works well for alien monasteries, not so much for government black ops groups) and take some Gather Information, Contacts and Well-Informed. You could focus more on her psychic aspects -- some more Super-Senses, more psionic powers in her Array -- or her ninja aspects (Disable Device, Stealth, combat feats, moving combat feats out of her Psionic Array, a Mighty Strike for a purely Telekinetic Blade, or an Alt Save/Will Strike for a Telepathic one, and maybe some Craft skills so she can maintain & build new Equipment herself).
  14. The golden robot's headless body strode into the grouping of smaller robots, looking out at them via rerouted sensors in its chest and shoudlerpieces, and rammed its steel alloy hands into them at superhuman speeds, moving from one to the next with mechanical efficiency. "Friend-Ironclad," Protectron's head called out, turning from the Machine just enough to look at her with its standard optics, "I am unsure what the purpose of this machine is, but probability that it will be beneficial to the city or humanity is not high."
  15. Protectron Reaction: Spend HP to nix fatigue from last round's Extra Effort (0 HP now). Free Action: Extra Effort a power stunt Enhanced Feats 2 (Takedown Attack 2) off its Quickness 2. Will be fatigued at beginning of next round. Move Action (Body): Moves towards Small 'Bots (if necessary) Standard Action: Attacks, attempting to mow down as many as possible so they'll stop shooting Ironclad. All-Out Att (-2 Def, +2 Att), Power Att (-2 Att, +2 Dmg) = hits Defense 21, DC 26 Toughness if it hits. Move Action (Head): Studies big machine, trying to figure out how best to disable it (aside from bashing on it like Caradoc is). Disable Device check (1d20+5=16)
  16. Character Name: Speedster Scientist Power Level: 10 (150/150PP) Trade-Offs: +2 Defense / -2 Toughness Abilities: 0 + 6 + 4 + 14 + 6 + 2 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +23 Attack: +4, +10/+6 melee Grapple: +9/+6 Defense: +12/+8 (+4 Base, +8/+4 Dodge Focus), +2 Flat-Footed Knockback: -4/-3, -1 flat-footed Saving Throws: 2 + 4 + 3 = 9PP Toughness: +8/+6 (+2 Con, +6/+2 Defensive Roll), +2 flat-footed Fortitude: +4 (+2 Con, +2) Reflex: +7 (+3 Dex, +4), Evasion 2 Will: +6 (+3 Wis, +3) Skills: 84R = 21PP Computers 8 (+15) Craft (chemical) 8 (+15) Craft (electronics) 8 (+15) Craft (mechanical) 8 (+15) Disable Device 8 (+15) Investigate 8 (+15) Knowledge (civics) 3 (+10) Knowledge (earth science) 3 (+10) Knowledge (life science) 3 (+10) Knowledge (physical science) 3 (+10) Knowledge (technology) 8 (+15) Notice 8 (+10) Search 8 (+15) Feats: 10PP Attack Focus (Melee) 2 Defensive Roll Dodge Focus 4 Eidetic Memory Improvised Tools Inventor Powers: 23 + 5 + 5 + 26 + 3 = 62PP Enhanced Feats 23 (Attack Focus [Melee] 4, Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion 2, Fast Overrun, Improved Initiative 5, Improved Overrun, Instant Up, Move-By Action, Redirect) [23PP] Quickness 5 (x50) [5PP] Speed 5 (250 MPH / 2,500 feet per Move action) [5PP] Speedster Array 11 (22 points; PFs: Alternate Power 4) [26PP] BE: Enhanced Quickness 11 (to Quickness 16 [x250,000]) {11} + Enhanced Speed 11 (to Speed 16 [1,000,000 mph / 10,000,000 feet [1,893 miles] per Move action]) {11} {11+11=22/22} AP: Dazzle Visual 10 (Cherenkov radiation burst; Extras: Area [50-ft. Burst, General], Linked [Environmental Control]; Flaw: Range [Touch]) {20} + Environmental Control 4 (radiation 1 [light], 50-ft. radius; Extras: Independent, Linked [Dazzle]; Flaw: Range [Touch]) {2} {20+2=22/22} AP: Dazzle Auditory 10 (supersonic clapping; Extras: Area [50-t. Burst, General], Linked ; Flaws: Action [Full], Range [Touch]) {5} + Strike 10 (Extras: Area [50-ft. Burst, General], Linked [Dazzle]; Flaws: Action [Full]) {10} {5+10=15/22} AP: Strike 10 (goonsweeper; Extras: Area [shapeable, Targeted], Selective Attack; Flaw: Action [Full]; PF: Mighty, Progression [Area] 1 [20 5-ft. cubes]) {22/22} AP: Strike 10 (velocity punch; Extra: Autofire; PF: Mighty, Power Attack) {22/22} Super-Movement 3 (wall crawling 2, water walking; Flaw: Limited [Only when running]) [3PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Cherenkov burst 50 ft. DC 20 Reflex Area DC 20/15 Reflex/Fort Blinded Goonsweeper Touch DC 25 Toughness (Staged) Damage (Physical); Area [Targeted] Supersonic Clap 50 ft. DC 20 Reflex Area DC 20/15 Reflex/Fort Deafened DC 20 Reflex Area DC 25/20 Toughness (Staged) Damage (Physical) Velocity Punch Touch DC 25 Toughness (Staged) Damage (Physical); Autofire Totals: Abilities (32) + Combat (16) + Saving Throws (9) + Skills (21) + Feats (10) + Powers (62) - Drawbacks (0) = 150/150 Power Points So here's a smart & savvy speedster, for all your super-powered, super-thinking needs, not unlike Geez3r's Dynamo. He may've been a scientist who, either via accident (lightning striking a rack of chemicals!) or design (intentionally running electricity through a rack of carefully-arranged and precisely-measured chemicals!), gained fantastic powers, or a lucky soul who was exposed to some agent (transfusion of mongoose blood! heavy water vapors! experimental rocket fuel!), gained fantastic speed, and delved into the sciences in order to better use his powers (a task made easier by his brain's improved "processing speed"!). Even "idling" he's faster than anything that's ever lived (barring other metahumans or extraterrestrials), but when he focuses on it he can blow past most speedsters (Johnny Rocket only has Quickness/Speed 10). He can also sweep through groups of folks (Area Strike being better than Takedown 2 because the targets can be more than 5 feet from each other) or fire off a series of rapid punches with fists moving so fast they approach lightspeed and thus infinite mass. His scientific knowledge allows him to pull off some fairly atypical tricks for a speedster, such as vibrating the surrounding air with such force that the ambient light has to travel faster than its normal speed in that medium, causing it to emit a flare of blinding Cherenkov radiation (which is blue, hence my use of Blue Lantern Flash for the image), or clapping at supersonic speeds to create shock waves that deafen and stagger those around him. One potent combat trick to remember: a Hero Point can be used to double your Dodge bonus to Defense, so his Defense of 22 can become 32! His INT-based skills make him a go-to science guy (not as good as a dedicated Gadgeteer, but far from a slouch) and Craft guy (you can't use Quickness on the Construction check for Inventing, but it can be used for the Design check, and for using Craft to make repairs). (There's another idea for an origin: a mechanic who caught Hephaestus/Vulcan's eye, and he arranged for Hermes/Mercury to bestow him some boon. But why would Hephaestus do that? Ah, therein is the mystery!) His Notice and Search also make him a fine scout -- zip in, look around, zip out, report back to the team! (My feelings on DC's Flash's are mixed. Barry Allen should be one of my favorite comic book characters -- smart [forensic scientist! Invented his costume-storing ring and his Cosmic Treadmill!] & superpowered, written by sci-fi authors [i loved the random facts/trivia the writers peppered through his and The Atom's comics], well-liked by his fellow heroes [though, in his day, most every hero actually liked & got along with one another], had a good & noble death [like Marvel's Colossus, another favorite character], and named in honor of influential radio personality Barry Gray and legendary TV personality Steve Allen; I never saw him as any more bland than everyone else [Golden Age/early Silver Age chars weren't that multidimensional]. But Barry's young sidekick-turned-replacement was the one I actually read more of -- I didn't start regularly reading comics until after DC's Crisis -- and I initially didn't care for him b/c West was a less powerful second-stringer replacement with a big heap of "brash youth" [which I haaate], a trait exacerbated when he won a lottery and became a wealthy playboy. However, I did see and applaud the work done on making West a mature [mostly] and respected hero, and have really disliked the Flanderized/Mary Sue milquetoast "everyone looooves him. because." version of Allen we've been seeing/hearing about these past several years, and I wish he'd stayed dead.) Should his powers get nixed, he's still PL 7 defensively, but only punches as a PL 3 (so hurry up and jury-rig something!). Lots of was you could develop him: saves, of course, or Charisma & Interaction skills if you want him to be the type of person people would want to genuinely be around. Assorted Devices (sense-enhancing goggles [like what Thevshi's Velocity and Shaen's Zephyr have] or a speed-suit that helps him better harness his speed, giving him more power stunts [like the wand of Ecal's Equinox or the staff of my Zorran the Artificer]) would also work, or even the Gadgets power (oodles of pieces & parts carried with which he quickly assembles some useful widget). Lots of options for Complications: rival speedsters, Labyrinth-backed laboratories that want to discover the secret of your speed, Speedster Metabolism (like what Wally West had), Speedster Impatience (a la Marvel's Quicksilver), claustrophobia ("I've got to run freeeeee!"), and so on. A Speedster's accelerated metabolism could be represented by Regeneration (or Personal Tiring Total Healing, to represent a burst of accelerated metabolic activity, with Restoration to cover purging disease- and drug-descriptor'd Drains faster), or by a Vulnerability to diseases & poisons (as his speed makes them spread through his system that much faster!). Another idea is to take a page from Slipstream, the alien speedster from Silver Age Sentinels, who was permanently in fast-time, and required a suit to slow him down enough to interact with Earthlings; you could add the Uncontrolled Flaw to assorted Speedster powers, and have a Hard to Lose Device that buys off the Flaw. Below is a PL 7 version, suitable for a scientist who just gained his superspeed and is still experimenting with it, or a Claremont student in need of guidance. PL 7 (105P) Version
  17. Ten Things That Can Induce Fear, Anxiety, and Dread (i.e., what's Fear Master gassing you with?) Infrasound Sweat Noxious Smells Dopamine Corticotropin-Releasing Hormone (CRH) Channelrhodopsin (ChR), combined with lasers Brain-Derived Neurotrophic Factor (BDNF) Carbogen L-3,4-Dihydroxyphenylalanine (L-DOPA) Yohimbine
  18. She is determined. No wonder Mona likes her. "That is what I am getting at," he responded, the barest hint of irritation creeping into his voice, "I have absolutely no idea how long it will take. My brain is not functioning adequately to allow such calculations to be made. My best guess any sort of timetable is that it would take..." His voice trailed off, murmuring as his fingers bent and jerked and played with the belt to his blue terrycloth bathrobe. His eyes darted about for several moments. I have been thinking on this since Ace was here. Every methods has its drawbacks, but which ones are acceptable? I am, more and more, leaning towards the nanotech one... but the time needed for that, to build and program them.... He froze, and looked back to Carrie, "at least a week to restore my mind... and that is if nothing goes wrong... which is a terrifyingly large 'if'. But," he slowly stood, voice growing a fraction firmer, "if I let that stop me, I may as well just check in here permanently."
  19. Man, this spirit-juicin' feels good! Gotta let it go, though, don't wanna risk doin' any harm to 'em. [bg=#000000]"Yeah, I'd b[/bg]e glad t'help with tha-," he began, voice losing its eerie reverb as the spirits withdrew their power from him, when the big impact hit. "The heck?! Y'all get prepped, I'll go see what it is!" he yelled as he was already halfway to the front door. "C'mon, Mutt!" Mutt whined, gave Nick and the others a "why me?" look with is big glowing puppy dog eyes, then turned and trotted after the revenant. "Mebe they sent down another big Grue-Beast, like in the last invasion," Dead Head thought aloud, "or mebe they summoned somethin'? What would a Grue sorcerer summon? Man, all sorts a things we all could learn if they'd talk with us 'stead a' tryin' to conquer us all the time." He flung upon the door and looked out on the yard.
  20. Ah, looks like Doc Gorsky here's been dabblin' in things what oughtn't be dabbled in. So now I'm wonderin' if these folks is patients, or he's sizin' 'em up for some non-traditional necropathic treatments. "Oh, but Doctor Gorsky," 'Kelly' continued, "I am sorry to interrupt, but it's urgent. Y'see, there's someone lookin' for you, sir, a man. A doctor. Rather handsome, if I may say," 'she' giggled. "Said he had a very important message to give you. He- oh, silly me!," 'she' slapped 'her' forehead, "here I am jawin' away and not tellin' you who it is! His name is... is... well, now, how about that?" 'She' put her hands on her hips, "he never told me what his name was! Oh, well, you'd know him if ya saw him. He has a very distinctive look..." 'Kelly' turned and closed Gorsky's door, but when she turned back her shapely form was shifting and sagging, into the grey-skinned, brown suited form of Dr. Cartwright, the man the Richards' knew as Mr. Brown. He raised his right hand and pointed accusingly at the Russian doctor. "... and he wants to know what you did to him!"
  21. Could I? Not like this, not here. Should I? Yes... maybe... yes, of course. "Arranging off-site therapy, or return visits, would be little problem, true... especially if I call in some favors... though, if this rescue m-mission goes as I anticipate, I would be out of this dimension for an extended period, which would m-make treatment impossible. Then there is the m-matter of the mission itself: my Gravimetric Belt was destroyed in the battle with the beast, unique components destroyed...," he trailed off for a moment. Mona... "And... and m-my mind is not what it used to be. On... multiple levels. Part of my being here is to monitor brain and nerve damage suffered during the battle." Not entirely false, though he left specifics unsaid. "I would need to address and correct that before I could formulate the technologies needed for the task, and to be prepare for any challenges along the way."
  22. "But it was not," he began, voice cracking, but suddenly stopped himself. "No... no, it was me. The... the thing that took over me, the controlled me, was born from my angers and fears, all my foul and dark thoughts. It fed on them, amplifying them so it could continue gorging, a vicious, maddening cycle initiated by some alien cancer from beyond space and before time. But it was my thoughts that fed it, and my fears and hubris that kept me from telling anyone, from seeking help before it was far too late." I have to tell him the rest, I have to. "And Valkyrie died," his voice cracked again, "because of her supernatural origins. Because the thing inside my head knew that heroes like her, who knew of magic and other arcane matters, would be the ones best able to combat it and drive it off. She put up one hell of a fight though, and sacrificed herself to stop it. To stop... me."
  23. Archeville jumped at Ace's exclamation, and sat like a deer in headlights as the immortal adventurer had his say. Yes... yes, of course... "M-my mind is not up to the task," he began, "but... but it can be. It will be. It must be. With help from the doctors here to help me regain some," he turned from Ace a moment, gazing over the papers strewn about the room, "some focus and... perspective, and my own work to restore a technologically-crafted replacement for the enhancements my... previous condition bestowed... I think... I think... I think I could be an agent for good again." He turned back to the Freedom Leaguer, and the tiny light in his eyes, still far diminished from what Danger was used to seeing, was a tiny bit brighter than before. "Thank you, Ace."
  24. This is too awesome: John Carpenter's The Thing, as told from the point of view of "The Thing." (Note: contains some NSFW words.)
  25. Same deal, then: it's a Minion, so Dead Head can Take 10 on the attack, so total of 24, and if that hits, a DC 33 Toughness save.
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