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Life Knight (PL14) - Sandman XI (Silver)
Dr Archeville replied to Sandman XI's topic in Archived Characters
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Martial Artist w/ a Power Ring Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage (Blast) or -1 Attack / +1 Damage (strikes) or None (Move Object), -1 Defense / +1 Toughness (+2 Attack/-2 Damage & +2 Defense/-2 Toughness pre-Ring) Abilities: 10 + 6 + 6 + 0 + 10 + 0 = 32PP Strength: 28/16 (+9/+3) Dexterity: 22/16 (+6/+3) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 14 + 16 = 32PP Initiative: +10/+7 Attack: +8, +9 melee, +10 Move Object (all include +1 Size) Grapple: +11/+8, +16 Move Object, +22 Concentration move Object Defense: +9 (+8 Base, +0 Dodge Focus, +1 Size), +4 Flat-Footed Knockback: -5, -4 flat-footed -2, -1 flat-footed w/out Force Field Saving Throws: 0 + 3 + 3 = 6PP Toughness: +11 (+3 Con, +2 Defensive Roll, +6 Force Field), +9 flat-footed +5, +3 flat-footed w/out Force Field Fortitude: +3 (+3 Con, +0) Reflex: +9/+6 (+6/+3 Dex, +3), Evasion (Evasion 2 w/ Ring) Will: +8 (+5 Wis, +3) Skills: 48R = 12PP Acrobatics 12 (+18/+15) SM Climb 6 (+17/+9) Concentration 6 (+11) Escape Artist 9 (+15/+12) Intimidate 0 (-2; includes -2 Size) Notice 6 (+11) SM Sense Motive 5 (+10) SM Stealth 4 (+12/+11; includes +4 Size) SM Feats: 15PP Acrobatic Bluff Attack Focus (Melee) Challenge (Fast Acrobatic Bluff) Defensive Roll Elusive Target Evasion Improved Initiative Improved Throw Move-by Action Paralyzing Attack Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Sneak Attack Stunning Attack Uncanny Dodge (auditory) Powers: 45 + 1 + 7 = 53PP Device 11 (Ring of Ki, 55 points; Flaw: Hard to Lose; PF: Restricted [Wis 20+]) [45PP] Enhanced Dexterity 6 (to 22/+6) {6DP} Enhanced Feats 1 (Evasion [to Evasion 2]) {1DP} Flight 3 (50 MPH / 500 feet per Move action; PF: Subtle) {7DP} Force Field 6 {6DP} Immunity 8 (cold, disease, heat, poison, sleep, starvation/thirst, suffocation; Flaw: Limited [half effect]) {4DP} Ki Manipulation 13.5 (27 points; PFs: Alternate Power 4) {31DP} BE: Blast 10 (Ki Blast; PFs: Indirect 3, Precise, Split Attack, Variable Descriptor 2 [any energy]) {27/27} AP: Enhanced Strength 12 (internal fires; to 28/+9; Extra: Autofire 10) {22/27} AP: Move Object 8 (Str 40, Hvy Load 3 tons; Extra: Damaging; PFs: Accurate, Precise, Subtle) {27/27} AP: Move Object 14 (Str 70, Hvy Load 200 tons; Extra: Damaging 8; Flaw: Duration [Concentration]; PFs: Accurate, Indirect 2, Precise, Subtle) {27/27} AP: Strike 6 (blazing weapons; Extra: Penetrating [as DMG 15]; PFs: Extended Reach 2 [10 ft.], Improved Crit 2, Improved Disarm, Improved Trip, Knockback 5 [Total 14], Mighty, Precise, Variable Descriptor 2 [any energy or weapon]) {27/27} 6+1+7+6+4+31 = 55/55 Immunity 1 (aging) [1PP] Shrinking 4 (Small; Extra: Duration [Continuous]; Flaw: Permanent; PFs: Innate, Normal Movement, Normal Toughness) [7PP] Drawbacks: (-0) = 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 (20) Toughness (Staged) Damage (Physical) Enhanced STR Touch DC 24 (26) Toughness (Staged) Damage (Physical) Blast Ranged DC 25 (27) Toughness (Staged) Damage (Energy) Move Object Ranged Grapple Pinned/Bound Move Object (Thrown) Ranged DC 23 (25) Toughness (Staged) Damage (Physical) Strike Touch DC 24 (26) Toughness (Staged) Damage (Variable) Totals: Abilities (32) + Combat (32) + Saving Throws (6) + Skills (12) + Feats (15) + Powers (53) - Drawbacks (0) = 150/150 None know how long the ancient one has lived, or even where he comes from. Enigmatic in speech, slow to act, he prefers diplomacy (even though he's not actually very good at it) to combat. While slow to enter a fight, he's swift to end it, especially now that he has a mystical ring which allows him to better harness his Ki. Like AA's Martial Artist with a Power Ring, he's a solid PL 7 without it, but with it he's a potent PL 10. Subtle Flight covers the running & prodigious acrobatic leaps, and the Strike is of course an assortment of lightsaber-esque weapons. But why Enhanced Strength? Because his unarmed Strength damage is what his Paralyzing Attack and Stunning Attack are based on! Like Yoda, he's devastating in a one-on-one fight -- be sure to use his Acrobatic Bluff every round to keep the Sneak Attack damage bonus! -- but groups give him problems, hence the lack of Takedown Attack most martial artists have. Lots of ways to advance him: take Ki Mastery out of the Ring and into him as he internalizes the power, more Combat feats, Diplomacy (to make him an actual diplomat) or Bluff (to make him a Trickster). -
From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage or None Abilities: 12 + 6 + 8 + 0 + 6 + 6 = 38PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +6, +10 melee, +10 plasma caster, +12 unarmed/wrist blades Grapple: +18 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 out of armor Saving Throws: 3 + 1 + 5 = 9PP Toughness: +10 (+5 Con, +5 Armor), +5 out of armor Fortitude: +8 (+5 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Climb 4 (+14) Intimidate 12 (+15) Language 1 (English, Yautjan [native]) Notice 8 (+11) Stealth 7 (+12) Survival 8 (+11) Feats: 13PP All-out Attack Attack Focus (Melee) 4 Attack Specialization (Unarmed/Wrist Blades) Dodge Focus 4 Endurance Fearless Power Attack Powers: 36 + 6 + 4 + 7 + 5 + 1 + 1 = 60PP Device 9 (Yautja Armor & Plasma Caster, 45 points; Flaw: Hard to Lose) [36PP] Blast 10 (plasma caster; PFs: Accurate 2) [22DP] Concealment 4 (all visual; Flaw: Limited [not in water]) [4DP] Enhanced Feats 4 (Eidetic Memory [audio/video recorder], Improved Aim [targeting system], Improved Critical 2 [unarmed/wrist blades]) [4DP] Feature 1 (Voice Mimicry [audio playback]) [1DP] Immunity 4 (acid damage, cold, suffocating in Earth's atmosphere; Flaw: Limited [half effect from acid damage]) [3DP] Protection 5 [5DP] Super-Senses 6 (darkvision, detect physical condition [infravisual], radio, tracking [infravisual], ultravision) [6DP] 22+4+4+1+3+5+6 = 45/45 Device 2 (medicomp, 10 points; Flaw: Easy to Lose) [6PP] Healing 5 (Extra: Total; Flaw: Personal) [10DP] Device 1 (blunted combistick, 5 points; Flaw: Easy to Lose; PF: Indestructible) [4PP] Strike 2 (PFs: Extended Reach, Mighty, Thrown) [5DP] Growth 2 (7' tall, +4 Str, +2 Con; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [7PP] Immunity 7 (aging, heat damage [5], radiation; Flaw: Limited [half effect form heat damage]) [5PP] Speed 1 (10 mph/100 feet per Move action) [1PP] Super-Senses 1 (infravision) [1PP] Drawbacks: (-2) + (-2) = -4PP Disability (can only see in infravision, functionally illiterate in normal human society) (-2PP) Vulnerability (cold [common], +1 DC [minor]) (-2PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness (Staged) Damage (Physical) Combistick Touch DC 25 Toughness (Staged) Damage (Physical), Extended Reach, Thrown Plasmacaster Ranged DC 25 Toughness (Staged) Damage (Energy) Wristblades Touch DC 23 Toughness (Staged) Damage (Physical), crit 18-20 Totals: Abilities (38) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (13) + Powers (60) - Drawbacks (4) = 150/150 Power Points It came to hunt, and found its prey. But the prey was different, some sort of hard meat/soft meat hybrid. The Hunter went after the prey anyway -- its' skull would surely make a unique trophy! -- but adolescent superpowered natives actually defended the hybrid, driving the Hunter back to its spacecraft, and nearly killed it! The Hunter planned to commit suicide by wrist-nuke, but before it could they knocked it unconscious and captured it. Now it was caged, prey for these strange superpowered humans, and their pet hybrid. It stayed in their holding cell for weeks as they tried contacting numerous off-word allies, but no one wanted to take responsibility for dealing with it; most suggested letting it kill itself, as was its traditional response to failure. But the heroes balked at that, and tried to communicate with and teach it. Eventually it began to listen: clearly these being had a strong code of conduct and honor, as it did. Here's my attempt to make a Predator, to match AA's Xenomorph Hero. I tried giving it abilities the movie and books and comics agreed on (they don't always agree!), and I think I struck a decent balance. One of his biggest challenges will be his vision: since it sees primarily in the infrared spectrum (which implies evolution in a colder environ where heat patterns would stand out), it can't read normal books or billboards or traffic signs! Other Complications includes other aliens who know of his species, members of his own species coming to investigate why one of their ships is on this world, or the original alien stock for the hybrid he had hunted earlier (and the organization that made it and would be eager to get its hands on the Hunters gear and DNA!). -
You can only Take 20 on Knowledge checks if you've got a Library. Which, I see, she does (in her suit)!
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Deadman Walkin', USMCorpse Power Level: 10 (150/150PP) Trade-Offs: +4 Attack / -4 Damage (gun) or None (unarmed), -2 Defense / +2 Toughness Abilities: 20 + 6 + (-10) + 4 + 6 + 6 = 32PP Strength: 30 (+10) Dexterity: 16 (+3) Constitution: --- Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +6, +8 melee, +10 unarmed, +14 handgun Grapple: +18 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -11 Saving Throws: 2 + 2 = 4PP Toughness: +12 [imp 10] (+12 Protection) Fortitude: --- Reflex: +5 (+3 Dex, +2) Will: +5 (+3 Wis, +2) Skills: 36R = 9PP Craft (mechanical) 3 (+5) Intimidate 12 (+15) SM Knowledge (Tactics) 8 (+10) SM Notice 6 (+9) SM Stealth 7 (+10) SM Feats: 21PP Attack Focus (Melee) 2 Attack Specialization (Handgun) 4 Attack Specialization (Unarmed) Benefit 3 (use Knowledge [Tactics] in place of Stealth to set up a surprise attack; use Knowledge [Tactics] in the place of Notice or Sense Motive to detect an ambush or avoid a feint in combat; use Knowledge [Tactics] in place of an Intelligence check for the Master Plan feat) Challenge (Fast Startle) Dodge Focus 3 Equipment 2 Master Plan Precise Shot Quick Draw Skill Mastery (Intimidate, Knowledge [Tactics], Notice, Stealth) Startle Equipment 10EP Headquarters Reinforced Storage Locker Size: Fine; Toughness: 10; Features: Communications, Concealed, Security System, Workshop Cost: (-3) + 1 + 4 = 2EP Weapons Beretta M9 Handgun: Blast 4 {8EP} Powers: 30 + 22 + 5 + 1 + 2 = 60PP Immunity 30 (Fortitude Effects) [30PP] Protection 12 (Extra: Impervious 10) [22PP] Regeneration 5 (Recovery bonus +5 [+0 total]) [5PP] Speed 1 (swift as death; 10 mph / 100 feet per Move action) [1PP] Super Senses 2 (darkvision) [2PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage (Physical) Beretta M9 Ranged DC 19 Toughness (Staged) Damage (Ballistic) Totals: Abilities (32) + Combat (24) + Saving Throws (4) + Skills (9) + Feats (21) + Powers (60) - Drawbacks (0) = 150/150 Power Points He was a gung-ho military man, pride of his unit, caught in the wrong place at the wrong time. A raid on what was supposed to be a small terrorist cell turned out to be a major terrorist bioweapons lab, and in the ensuing firefight he & his men were exposed to all manner of mutagens and nerve gases. They stopped the bad guys, but barely made it out alive; the military doctors did all they could, even trying some experimental radiation-based treatments, but it was too late. He received a military funeral with full honors. One stormy night, as a torrential downpour turned the earth to mud, he rose! Bursting through his coffin and crawling through the muck, he stalked the night, struggling with a faulty memory. He made his way home, but found his wife and son had left, gone to some South American country. He moved on to his storage locker, paid some months in advance and abandoned by his grieving widow, and studied the items there. More and more of his memories came back, along with a dawning realization of what he was: some sort of undead, like a zombie. A thinking zombie. And if he could think, and reason, he must still have other qualities that make him human, that made him a soldier. That could still make him a force for good and protection. A note on his skills and feats: since Master Plan does not allow you to Take 10 or 20 on the check, the Benefit and Skill Mastery he has will not allow him to Take 10 on the Knowledge (Tactics) check for Master Plan checks. The Craft (Mechanical) is for maintaining his sidearm (with which he is PL 9), as any good solider should be able to do. Was it something in the bioweapons those terrorists were making that brought him back? The radiation? A combination? Or something else entirely? Did some necromancer raise him to lead his unholy army? Or was it just some kids meddling with forces beyond their ken and his rise was an unintended side effect? Any of these could lead to some excellent Drawbacks and Complications. Fortunately for him, Freedom City has folks like Nick Cimitiere and Dead Head to help solve the mystery of his reanimation! The pic is of "Bub," the moderately intelligent ghoul from George Romero's Day of the Dead, who remembered enough of his past military training to answer a phone, shave, and salute (and shoot a firearm; his final scene shows why this fine fellow has Precise Shot). His actor, Sherman Howard, would later go on to voice Derek "Blight" Powers in Batman Beyond! -
Blast 13 (boomerangs), Penetrating Blast 10 (razor cards), Obscure 8 (1,000-ft. radius), Paralyze 16, Snare 16, and Stun 16 are all way too high for Equipment. Your Boomerang & Razor Cards are also built wrong: for Ranged Damage effects, you need one rank of Mighty per point of Str bonus you wish to add. As they are now, his boomerangs (Mighty Blast 5) only to damage as Blast 6, despite the fact he has a Str of 18/+4; you'd need to buy 3 more ranks of Mighty to get his full Str bonus. I strongly advise checking out other people's Utility Belts (such as Shaen's) to see what would be more appropriate.
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Crusader, PL 7, GranspearZX (Bronze)
Dr Archeville replied to GranspearZX's topic in Archived Characters
Unarchived at player request. -
Did Ace send her? There is no end to the people he knows... Archeville shook his head, "I know the frequencies and wavelengths of energies she generates, but... but tracking them would be like... like...," he gestured and fumbled, "like trying to track one particular stream of photons from the Sun. But moreso, because the Terminus contains every form of energy that has ever existed, every form that could exist, and many that have not even been imagined yet." "I think... I think it might be more successful if we tried tracking her brainwaves, her very mind. Though such a scanner would need to be more powerful than any ever constructed before... and if she is unconscious, it would make an already-difficult process more daunting. But there would be less 'background noise' to contend with, since there are fewer minds in that twisted place."
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... Mona.... The damaged Doktor lost focus again, staring off for a moment. ... no. No, I am not going to wallow like this. I must do something, I need to do something. "I... I honestly do not know," he said, clearly pained by the admission. "Her power dampers were sh-shattered during the battle, so even if she were merely... shunted to someplace else on this planet, I could not use those to track her. More likely, though, she was sucked into the Terminus itself, which would make tracking her b-by her own Terminus energy signature near-useless. Even if I had the equipment to do so..."
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I am perfectly fine with that! Notice check, DC 10 (1d20=7) Spending an HP (his last HP, I think) to re-roll. Notice check, DC 10; HP re-roll (1d20=5) but +10 = 15, so that makes it
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Lady Blue, Robin Hood-esque force field-centric battlesuit Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Abilities: 0 + 10 + 4 + 14 + 4 + 8 = 40PP Strength: 26/10 (+8/+0), effective Str 46 Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +6, +8 Force Projection; +4 out of Suit Grapple: +20/+6, +4 out of suit Defense: +8, +5 out of Suit (+4 Base, +1 Dodge Focus, +3 Dodge from Suit), +2 Flat-Footed Knockback: -10, -1 w/out Force Field Saving Throws: 2 + 2 + 2 = 6PP Toughness: +12 [imp 9] (+2 Con, +10 Force Field), +2 w/out Force Field Fortitude: +8/+4 (+2 Con, +2, +4 Suit) Reflex: +7 (+5 Dex, +2) Will: +8/+4 (+2 Wis, +2, +4 Suit) Skills: 76R = 19PP Acrobatics 6 (+11) Bluff 0 (+4, +8 w/ Attractive) Computer 8 (+15) Concentration 8 (+10) Craft (Electronics) 8 (+15) Diplomacy 2 (+6, +10 w/ Attractive) Gather Information 6 (+10) Knowledge (Physical Sciences) 8 (+15) Knowledge (Streetwise) 3 (+10) Knowledge (Technology) 8 (+15) Notice 8 (+10) Perform (Oratory) 5 (+9) Stealth 6 (+11) Feats: 10PP Accurate Attack Acrobatic Bluff Attack Specialization (Force Projection) Attractive Defensive Attack Dodge Focus Improved Throw Inventor Move-by Action Power Attack Powers: 59PP Device 14 (Force Projection Suit; 70 points; Flaw: Hard to Lose; Drawback: Vulnerability [magnetic attacks; uncommon, major {x2 DC modifier} {-3PP}]) [59PP] Enhanced Attack 2 (targeting systems; to +6) [4PP] Enhanced Fortitude Save 4 (modulated force field; Extras: Linked [Enhanced Will], Linked [Force Field]) {4PP} + Enhanced Will Save 4 (modulated force field; Extras: Linked [Enhanced Fort], Linked [Force Field]) {4PP} + Force Field 10 (force field; Extra: Impervious 9, Linked [Enhanced Fort], Linked [Enhanced Will]) {19PP} [4+4+19=27PP] Flight 4 (magnetic field manipulation; 100 mph / 1,000 feet per Move action; PFs: Dodge Focus 3) [11PP] Force Projection Systems 12 (24 points; PFs: Alternate Power 3) [27PP] BE: Blast 12 (power blast) {24/24} AP: Blast 8 (auto-blast; Extra: Autofire) {24/24} AP: Create Object 8 (force barriers; Extra: Movable) {24/24} AP: Enhanced Strength 16 (strength augmentation; to 26/+8) {16} + Super-Strength 4 (effective Str 46, Hvy Load 7.36 tons) {8} {16+8=24/24} Super-Senses 1 (radio) [1PP] 4+27+11+27+1 = 70/70 Drawbacks: -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/23 Toughness (Staged) Damage (Physical) Auto-Blast Touch DC 23 Toughness (Staged) Damage (Physical), Autofire Power Blast Touch DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (40) + Combat (16) + Saving Throws (6) + Skills (19) + Feats (10) + Powers (59) - Drawbacks (0) = 150/150 Power Points Tara Lemick grew up in a poor but very loving family, so she really never felt as impoverished as her parent's bank accounts indicated. Thriving under their support, she excelled in school, and won some scholarships to a prestigious university, where she majored in electronic engineering, specializing in force fields. She invented several revolutionary forms of force field technology, but was stymied on how best to use them. Determined to make a difference, she created a skintight suits of powered "armor" incorporating her tech, allowing her to fly (by "thrusting" against the Earth's magnetic field) and project bolts of energy. (One design flaw she's yet to work out is that exposure to intense magnetic fields or directed magnetic attacks causes intensely painful short circuits.) Thus equipped, she set out as Lady Blue, a modern day Robin Hood stealing from the rich and corrupt and giving to the poor and needy (and if she gets a bit of a thrill out of it, what's the harm?). While her boasts that she's never harmed an innocent in her numerous crimes (mostly property crimes) are not entirely true, it is close enough to true that, while her actions are unquestionably criminal, her popularity remains as high as that of many superheroes, and the fact she has genuinely helped dozens of people to better themselves puts many heroes in something of a moral dilemma when facing her. This, her tendency to run rather than fight, and some very good criminal defense attorneys (some paid for by the grateful people she's helped) has resulted in her never seeing the inside of a prison cell. When she does fight, she typically starts with full Accurate/Defensive Attack, to scare off a pursuer with a well-placed shot, to gauge how much (or how little) punch they can take, and to be prepared for any retribution, releasing the suit's full offensive power as a last resort. In both the Champions and Freedom City settings, Lady Blue is villain largely because she is so proactive and so set to change the world (for example, stealing from a corporation whose pollution was giving the people who lived near its factories cancer and donating whatever money she didn't need to maintain her suit to pay for the medical bills of those families), something superheroes don't typically do. She works fine as-is in this setting, someone who presents a more ethical/moral challenge to your heroic characters rather than a purely physical force to overcome. Of course, this sheet works equally well for a superheroic character, and the background even works pretty well (up until she decided to start stealing from people!). Heroes don't have to come from angst-ridden backgrounds, they can have supportive home lives -- just ask Jaime! Do be aware that there are several drawbacks compared to a conventional battlesuit -- few Super-Senses, no Immunities/life support -- but those can easily be added. In many ways the suit is like a full body Green Lantern power ring, so combine that with her top-notch technical skills and you can upgrade the suit in pretty much any way you'd like! (Another track to go is to focus on her interaction skills, persuading villains with kind and heartfelt words as well as projected bolts of force.) Also note that, out of her suit, she's a measly PL 3 defensively, PL 2 offensively! PL 7 (105PP) Version -
Ah, the Richards's's! I wondered when they'd show again. I'd like to see if Dead Head can sense any lingering necro-traces from their brief contact with Zombie!Cartwright. DH has Magic & Mental Awareness, with Acute & Analytical if it pertains to Necromantic stuff. Would those pcik up any lingering traces, or should I stunt some manner of Detect super-sense?
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Minion, eh? DH has Takedown Attack 2. Any other Revenants within 5 feet of him?
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"Dampers, not limiters," he corrected, showing another sign of his old (non-megalomaniacal) self. His voice lifted a little, "we first met when she had some concerns over her powers, and during testing she, well, overloaded, releasing Terminus energies. I made the dampers to help control those strain-induced outbursts, and to prevent any constant low-level Terminus exposure to those around her." And if she had never come to me, we would never have gotten so close... she would never have been controlled... and she never would have sacrificed herself... He slumped again, voice lowering, "the dampening 'function' was not broken, the dampers themselves were shattered, so even if I had a way to track her across dimensions, there is nothing to track." His left foot began tapping nervously, "I would have to try to track her, her specific Terminus energy signature...."
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How strange that Ace Danger, of all people, would be the one to show me the most concern and sympathy. Though he certainly has his share of personal demons he has overcome, so perhaps not so strange. "I... appreciate the offer, Ace," he replied, looking up at the young immortal and stating to show the faintest spark in his eyes, "but... there is still much that needs to be done, and is best done here. Phantom assured me, and the League, that the taint of that.. that thing is completely gone from me, that I am now no more sus-sceptible to such influence than anyone else." The light in his eyes dimmed as they lost focus, but soon came back up. "And Scarab says she detects no trace of any Other in my mind, that the visions that plague my sleepless nights are m-merely memories, not some malignant influence. 'Metaphysically,' I have a clean bill of health... physically, there appears to be some lingering neural damage." He held up a hand, and after a moment it began to tremble slightly. He brought it back down onto his lap quickly, "Though the therapists are s-split as to whether that is true damage or psychosomatic."
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Life Knight (PL14) - Sandman XI (Silver)
Dr Archeville replied to Sandman XI's topic in Archived Characters
I cleaned up the formatting a bit, and borrowed some tricks used to note differences in size from Cubic's sheet. Bad news is, his size-shifting, as it is now, really screws up his Caps! When he's Large, his Defense is too high; when he's Small or Tiny, his Attack is too high! Assuming you want him to be PL 12, that is. If you're okay with his size-shifting breaking through the self-imposed PL 12 cap, then it's fine. Some names for your effects -- "DeathWave" for his Area Strike, for example -- would be appreciated. Speaking of, I don't think Indirect (much less Indirect 3) is needed for a Touch Range Area [burst] effect; that combo already means it's coming off him in every direction. -
"As I have already been in contact with the authorities," Protectron said as he took to the air, "I shall continue interacting with them." "Greeting, human authority figures," it said as it landed before the AEGIS agents. "I am Protectron. I work with The Lab. I have assisted superpowered organics Cobalt Templar, Freedom Angel, and Glowstar," it gestured toward the pier where the heroes & manimals were, "in liberating an assortment of uplifted animals. They had escaped imprisonment by an organization called 'Section 13,' and we returned to this location to ascertain the veracity of their story. Whoever had been here had already packed up their equipment and was loading it onto that ship there; our attempts to stop them so we could investigate was met with resistance from both nonpowered humans equipped with firearms and superpowered agents, many of whom we have detained. One, wearing a battlesuit, escaped capture, and threatened retribution."
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"'Nox!," Dead Head called out. "Damn, these Grue Revenants is tough buggers," he muttered. He let out a whistle, a sound that echoed in Nick's skull. [bg=#000000]"Ancient Spirits a' Parkhurst! Transform this decayed form inta... inta... well, gimme somethin', guys!"[/bg] Small wisps of ectoplasm leached out form the floors, walls and ceilings and into Dead Head, making him bulk up considerably; faint images of hands overlaying his own seemed to guide his blows. He reared back with his shovel, but instead of bringing it down in a crashing overhead sweep as before, he kept going back and around and brought it crashing up under the Grue Revenant's jaw, shattering the handle of his trusty tool with the force of the impact! In one eerily smooth motion, he spun around and plunged the shattered remnant of the handle into the shoulder of another Grue Revenant, then continued around to face a third Grue Revenant, the one that had just attacked Equinox. [bg=#000000]"Yer next!"[/bg] Meanwhile, Mutt had been snarling and snapping at the lone standing Grue Arcane. At a moment he sensed some vulnerability, he leaped over to the intruder, sinking his mighty jaws into the alien arcanist's leg.
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Okay, now Dead Head's gettin' ticked. Dead Head Free Action: Extra Effort stunt off Necromancy; will be fatigued at start of next round Enhanced Feats 4 (guidance of the dead; Improved Crit [shovel] 2, Improved Crit [unarmed] 2) {4) + Enhanced Strength 8 (channeling the strength of the dead; to 32/+11) {8} {4+8=12/12} Dead Head's PL 13, and at +13 Attack w/ Shovel. Str +11 + Strike 2 = Dmg 13 = he finally hits caps. But since his shovel is Equipment, it's going to shatter with this hit. Standard Action: Attack, attack, attack Grue Revenant #4 Attack; Master Plan (+1 Attk), All-out Attack (-5 Def/+5 Attk), Power Attack (-5 Attk/+5 Dmg). DC 33 Toughness save if it hits (1d20+14=24) not a crit, but that should hit Move Action: Startle at Grue Revenant #2 (the one that punched Equinox) Intimidate/Startle, w/ Master Plan (+1) bonus (1d20+18=34) :arrow: EDIT: Meant Demoralize, not Startle; Startle makes a foe flat-footed against your next attack, Demoralize makes them shaken (-2 attacks & saves) for one round (which is more useful as everyone can take advantage of that). Need to take a -5 to do so as a Move action, though, so that's a 29, not 34. Summary: Shovel broken, 2 HP (0 spent), Fatigued at start of next round's actions Mutt Move Action: Intimidate/Startle Grue Arcane #2. Skill Mastery + -5 for doing so as a Move Action + Master Plan (+1) = 20 total Standard Action: Charges same Grue Arcane; it's badly injured so maybe he'll have some impact Charge (+2 Att/-2 Def), All-Out Attk (-2 Def/+2 Attk), Power Attack (-2 Attk/+2 Dmg); DC 21 Toughness save if it hits, 23 if it's startled/flat-footed and thus eligible to be Sneak attack'd (1d20+8=17)
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Hrm, somethin's' got in the doc's craw. Bad day at th' office, or somethin' more? Need t'see if he's got anythin' t'do with Cartwright gettin' up an' about, and if so, what 'is game is. An' if not, if he knows any leads. Hrn, I could bust this door in, no problem, but that'd call a bit much attention t'me, an' I doubt the young lady, or her fmaily, would appreciate it. I- oh! The door ain't locked! Well, that solves that problem! "Oh, but Doctor Gorsky," 'she' said as the door opened; the voice was Kelly's but the inflection and tone was decidedly more Southern Belle than that of the late party girl, "if I could just see you for just a moment..."
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Archived at player request.
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Mad Dog (PL 11) - Lone Star (Silver)
Dr Archeville replied to Lone Star's topic in Archived Characters
Archived at player request. -
Kid Cthulhu (PL 11) - Lone Star (Silver)
Dr Archeville replied to Lone Star's topic in Archived Characters
Archived at player request. -
NOOOOOooooooo... * I wish you the best, and hope to see you back soon!