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Everything posted by Dr Archeville
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TT, looks like you'll have to NPC Kid Cthulhu, too.
- 87 replies
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Oh, well if it's unlocked, "she" will just open the door despite Gorsky's protests!
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Brainchild, Gadgeteer/Psion Hybrid Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Abilities: 0 + 0 + 0 + 8 + 8 + 0 = 16PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 30/18 (+10/+4) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +10/+4 Attack: +4 Melee, +8 Ranged Grapple: +4, +4 w/ Psychokinesis Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -11, -0 w/out Force Field Saving Throws: 0 + 4 + 8 = 12PP Toughness: +12 [imp 10] (+0 Con, +12 Force Field), +0 w/out Force Field Fortitude: +8/+0 (+0 Con, +0; +8 Force Field Belt) Reflex: +4 (+0 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 100R = 25PP Computers 10 (+20/+14) Concentration 8 (+12) Craft (Electronics) 10 (+20/+14) Disable Device 10 (+20/+14) Knowledge (Behavioral Sciences) 10 (+20/+14) Knowledge (Current Events) 5 (+15/+9) Knowledge (Life Sciences) 10 (+20/+14) Knowledge (Physical Sciences) 10 (+20/+14) Knowledge (Popular Culture) 10 (+20/+14) Knowledge (Technology) 10 (+20/+14) Knowledge (all others) 0 (+10/+4) Stealth 7 (+7) Feats: 10PP Attack Focus (Ranged) 4 Dodge Focus 4 Eidetic Memory Inventor Speed of Thought Powers: 24 + 15 + 8 + 4 + 19 = 70PP Device 6 (Force Field Belt, 30 points; Flaw: Hard to Lose) [24PP] Enhanced Fort Save 8 (Extra: Linked [Force Field]) {6} + Force Field 12 (Extras: Impervious 10, Linked [Enhanced Fort Save) {22} {8+22=30/30} Device 5 (Molecular Destabilization Pistol, 25 points; Flaw: Easy to Lose) [15PP] Molecular Destabilization 12 (24 points; PF: Alternate Power) [25DP] BE: Blast 12 (destabilization) {24/24} AP: Disintegration 8 (disintegration; Flaws: Action [Full] for Blast and Drain Toughness) {24/24} Device 2 (Jetpack, 10 points; Flaw: Hard to Lose) [8PP] Flight 4 (100 mph / 1,000 feet per Move action; PFs: Move-by Action, Subtle) {10} Device 1 (Helmet & Goggles, 5 points; Flaw: Hard to Lose) [4PP] Super-Senses 5 (darkvision, infravision, radio, ultravision) {5DP} Psionic Powers 6 (12PP Array; PF: Alternate Power 7) [19PP] BE: Enhanced Intelligence 12 (to 30/+10) {12/12} AP: Communication 6 (telepathy; Mental, 20 miles; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid [x10], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication, Mind Reading]) {2} + Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend], Effortless, Mental; Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) {2} {8+2+2=12/12} AP: Illusion 4 (mind games; all senses; Flaw: Phantasm) {12/12} AP: Mental Blast 4 (brain blast; Flaw: Action [Full]) {12/12} AP: Mind Control 10 (mental control; Flaw: Action [Full]; PFs: Mind Link, Subtle) {12/12} AP: Mind Reading 10 (brain scan; Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {11/12} AP: Move Object 2 (psychokinesis; Str 10, Hvy Load 100 lbs.; Extras: Damaging, Range [Perception]; PFs: Precise, Split Attack, Subtle) {11/12} AP: Teleocation 9 (brain scan; 20,000 miles [entire planet]; PFs: Rapid 2 [x100], Subtle) {12/12} Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Brain Blast Perception DC 19 Will (Staged) Damage (Mental) Brain Scan Perception Contested +10 vs. Will Mind Reading Destabilization Ranged DC 27 Toughness (Staged) Damage (Energy) Disintegration Ranged DC 18 Fortitude (Staged) Drain Toughness DC 23 Toughness (Staged) Damage (Energy) Mental Control Perception Contested +10 vs. Will Controlled Mind Games Perception DC 14 Will Disbelieve Psychokinesis Perception Grapple Pinned/Bound PK (thrown Object) Perception DC 17 Toughness (Staged) Damage (Physical) Totals: Abilities (16) + Combat (16) + Saving Throws (12) + Skills (25) + Feats (11) + Powers (70) - Drawbacks (0) = 150/150 Power Points Here we have Brainchild, another Champions villain (though a more faithful conversion would actually put him around PL 8, as he is far from a world-class threat; below is a PL 7 version, suitable for his early career). Born with psychic abilities (including a nigh-superhuman intellect), Harold Jenkins breezed through school and the dating scene, then skipped college and headed right for the underworld. His first few robberies were a success, but then he got nabbed by the Drifer (essentially a John Constantine/Phantom Stranger mashup), where he quickly realized that A] pain sucks and B] his psionic powers were far from up to the task of tackling actual superheroes. He served his jail time, then went to work with VIPER (a COBRA/SHADOW expy) as a techie until he left after they failed to recognize his superior intellect, taking several gigs of sensitive data with him. So now he has to stay ahead of them, and other superheroes, all while trying to live the simple life of a man who should be recognized for his mental superiority and given everything he wants. He still robs banks sometimes, but now he spends more time behind the scenes, hiring himself out as an electronics wiz and consultant, providing gear and tactical advice for other criminals. He's become more dangerous as a gadgeteer than he ever was as a mentalist, though heroes who approach him simply as a cowardly little gadgeteer are in for a rude surprise! Being a vicious coward is no way for a superhero to act, of course, though many science-heroes do have some degree of intellectual arrogance. As a hero, this could represent someone born with a decent range of low-strength mental abilities who decided to focus on his scientific & technical skills and gadgetry rather than improving his psionic abilities, or maybe even a Farsider or Lor Mentat shoring up weak mental powers with advanced tech. Alternatively, he could be someone who started as a gadgeteer who, either through accident or design, gained psionic abilities, which he uses as an ace in the hole. When the villain strips you of your gear and locks you in an empty room, they won't expect you to be able to psychokinetically operate the switches from the other side of the room, or make the guard enter the wrong commands and free your comrades from their power dampers! The two main paths you can develop him on is either focusing on his psionics (more and more potent powers, perhaps some of the Enhanced Mind tricks I've used for Dok over the years) of his gadgeteering (adding more to his Devices, or even the Gadgets power as he starts carrying spare parts with which to quickly cobble something together, as Midnight II does), though you could split the different and make some psitech additions to his helmet & goggles that enhance his Psionic Powers! A note on Speed of Thought and Intelligence in Arrays: so as not to have to readjust initiative during combat, I find it's best to simply use the lower, unenhanced number for calculating initiative. Of course, it would be simpler to just buy the Enhanced INT out of the Array and do away with that slot! PL 7 (105 PP) version -
How strange that this young dressmaker seems to be expressing more hope for rescuing Mona than anyone else. Is there, perhaps, a lesson I should learn here? "I was able to track the power dampers she wears, but," he chewed one corner of his lip, "the range for those was only global, based on positioning satellites already in orbit, so if she is of-world, much less off-dimension, I would not be able to track her. Well... unless...." His fingers began twitching, tracing lines -- circuit diagrams? -- on his thigh, "unless I was able to build a separate tracking unit... but I am not sure even I could make such a scanner with what I have access to here... and," his fingers stopped, hand fell flat on his leg, "and even if I could, her dampers were cracked and overloading during the battle, they had stopped functioning even before she took the crystal from me."
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Masquerade Power Level: 10 (150/150PP) Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness Abilities: 4 + 10 + 6 + 6 + 4 + 10 = 40PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +10, +13 melee Grapple: +15 Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed Knockback: -2, -1 flat-footed Saving Throws: 0 + 0 + 2 = 2PP Toughness: +5 (+3 Con, +2 Defensive Roll), +3 flat-footed Fortitude: +3 (+3 Con, +0) Reflex: +5 (+5 Dex, +0) Will: +4 (+2 Wis, +2) Skills: 116R = 29PP Acrobatics 10 (+15) SM Bluff 10 (+15) SM Computers 7 (+10) Diplomacy 10 (+15) SM Disable Device 12 (+15) SM Disguise 5 (+10, +30 w/ Morph) SM Drive 5 (+10) Gather Information 7 (+12) SM Intimidate 10 (+15) SM Knowledge (Current Events) 7 (+10) Knowledge (Popular Culture) 7 (+10) Knowledge (Streetwise) 7 (+10) Language 6 (English [native], French, German, Japanese, Mandarin, Russian, Spanish) Notice 8 (+10) SM Stealth 5 (+10) Feats: 28PP Acrobatic Bluff All-out Attack Attack Focus (Melee) 3 Benefit 1 (Wealth) Connected Defensive Attack Defensive Roll Dodge Focus 7 Improved Disarm Improved Throw Improved Trip Jack of all Trades Power Attack Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Disable Device, Disguise, Gather Information, Intimidate, Notice) Sneak Attack 4 Taunt Powers: 15 = 15PP Morph 4 (any humanoid, +20 Disguise; Extra: Duration [Continuous]; PFs: Covers Scent, Precise, Voice Mimicry) [15PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 (22) Toughness (Staged) Damage (Physical) Totals: Abilities (40) + Combat (36) + Saving Throws (2) + Skills (29) + Feats (28) + Powers (15) - Drawbacks (0) = 150/150 Power Points Here's Masquerade, a Champions RPG char who is pretty much a Mystique expy (hence using a pic of Rebecca Romijn). As a villain, s/he (Masquerade has no default form or gender) is in many ways more a threat than folks like Dr. Destroyer/Overshadow or Takofanes/Malador the Mystic, since s/he can can infiltrate almost any installation, obtain almost any information, and compromise almost any security. If there's anyone who scares politicians more than telepaths, it's Masquerade. Just because you can flawlessly mimic the form of anyone doesn't mean you have to become an amoral psychopath with no connection to humanity save that of your mercenary employers, though! While not as malleable as folks like Elongated Man, Morph, or Plastic Man, Masquerade's skills of infiltration and unarmed combat, which make hir such an effective infiltrator and assassin, can just as easily be used for heroic work. Sneak into the villain's lairs (with Skill Mastery, s/he hits 40 on Disguise checks!), gather intel, and bring it to the authorities, or your fellow heroes! Take on the forms of other heroes, to cover for their secret identities! Be sure to use Acrobatics, Bluff, and Intimidate liberally in combat, so you can keep using your Sneak Attack. As is so often the case with my builds (especially ones based on Champions characters), hir Saves are a gaping hole, so if you play this, patch them as soon as you can! More skills & feats (Contacts, Well Informed, and Challenge/Fast Task so you don't take a -5 penalty when using Acrobatics/Bluff/Intimidate as a Move action in combat!) would also be useful. You could also expand hir Morph by adding a rank or two of Shapeshift (writers have given Mystique everything from Regeneration/Self-Only Healing, to Immunity to Aging [constantly-regenerating body] and Crits [shifting organs], to Radius Vision & Area [burst] extra with guns [growing an extra head & pair of arms and firing four guns simultaneously]), or even a Mimic VP so s/he can copy the powers of folks s/he's imitating. Complication are plentiful: in addition to any espionage agencies s/he may have worked for in hir murky past (and are keen on retrieving their asset), there could also be the question of what s/he is and where s/he came from (Masquerade was a doorstep baby, with no clue to hir true origin, though this need not apply to a heroic char based on this sheet). Human mutant? Freakish Terminus Baby? Alien (a grue drone larvae, blown free from a crashed Grue craft, found by a hobo, and dropped off at the nearest house?)? Fae changeling? Mimetic polyalloy android from the future? Who knows! Well, someone probably does.... -
What was her family told? And who told her? "I have absolutely no idea," he said with a heavy sigh. "I doubt it killed her, even with all the d-damage she had taken during the battle... from what little I have heard of the cleanup and aftermath, there was no trace of the m-monster... or of her. So, I think, the explosion must have t-torn open a rift between this dimension and some other. Or perhaps to the T... the Terminus itself. I pray that would be enough to destroy the beast," he added under his breath. He soon continued, "but there was so many different energies being tossed about during the battle that getting decent dimensional readings has been impossible, so there has been no success in determining where the two went!"
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Gravity Guy Power Level: 10 (150/150PP) Trade-Offs: -5 Defense / +5 Toughness Abilities: 0 + 0 + 6 + 10 + 4 + 0 = 20PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +10 w/ Gravity Powers Grapple: +4, +5 - +9 w/ Move Object, +5 - +9 (+4 - +6 if Reflex save is made) w/ Area Move Object +11 - +20 (+10 - +15 if Reflex save is made) w/ Enhanced!Area Move Object, +2 - +20 w/ Enhanced!Perception Move Object Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -12, -1 w/out Force Field Saving Throws: 5 + 2 + 6 = 13PP Toughness: +15 [imp 10] (+3 Con, +12 Force Field), +3 w/out Force Field Fortitude: +8 (+3 Con, +5) Reflex: +2 (+0 Dex, +2) Will: +8 (+2 Wis, +6) Skills: 44R = 11PP Concentration 8 (+10) Craft (electronic) 10 (+15) Knowledge (physical sciences) 10 (+15) Knowledge (technology) 10 (+15) Notice 6 (+8) Feats: 6PP Attack Specialization (Gravitic Powers) 3 Dodge Focus Inventor Speed of Thought Powers: 5 + 23 + 22 + 31 + 3 = 84PP Flight 2 (25 mph / 250 feet per Move action; PF: Subtle) [5PP] Force Field 12 (Extras: Impervious 10) [22PP] Gravitic Manipulation 8 (16 points; PFs: Dynamic, Dynamic Alternate Power, Indirect 3, Subtle) [23PP] DBE: Move Object 1-4 (gravitic manipulation; Str 5-20, Hvy Load 10 lbs. - 400 lbs.; Extras: Damaging, Range [Perception]) {4-16, 0-12 left} DAP: Move Object 1-4 (gravitic alteration; Str 5-20, Hvy Load 10 lbs. - 400 lbs.; Extras: Area [5 to 20-ft. Burst, General], Damaging, Selective Attack; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) {4-16, 0-12 left} Gravitic Powers 13 (26 points; PFs: Dynamic, Dynamic Alternate Power 2) [31PP] DBE: Enhanced Gravitic Manipulation 1-6 (enhanced gravitic manipulation; to Move Object 2-10 [str 10-50, Hvy Load 12 tons]) {4-24, 2-22 left} DAP: Blast 1-10 (gravitic blast; PFs: Indirect 3 [any direction/location], Precise) {6-24, 2-20 left} DAP: Drain Toughness 1-10 (gadget cracking; Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects]; Drawback: Range 2 [2 increments]) {1-18} + Blast 1-10 (Extras: Linked [Drain]; Flaws: Limited [Objects]; Drawback: Range 2 [2 increments]) {1-8} {2-26, 0-24 left} Super-Senses 3 (gravitic field sense [tactile; enhancements: analytical, ranged]) [3PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Gadget Cracking Ranged DC 11-20 Fortitude (Staged) Drain Toughness; Affects Objects Only Ranged DC 16-25 Toughness (Staged) Damage (Physical); Affects Objects Only Gravitic Alteration Ranged DC 11-15 Reflex Area Grapple Pinned/Bound Gravitic Alteration* Ranged DC 11-20 Reflex Area Grapple Pinned/Bound Gravitic Blast Ranged DC 16-25 Toughness (Staged) Damage (Physical) Gravitic Manipulation Ranged Grapple Pinned/Bound Grav Manip (Thrown Obj) Ranged DC 16-20 Toughness (Staged) Damage (Physical) Gravitic Manipulation* Perception Grapple Pinned/Bound Grav Manip (Thrown Obj)* Perception DC 16-25 Toughness (Staged) Damage (Physical) * Enhanced Gravitic Alteration/Manipulation Totals: Abilities (20) + Combat (16) + Saving Throws (13) + Skills (11) + Feats (6) + Powers (84) - Drawbacks (0) = 150/150 Power Points Here's my take on a Gravity Controller, using some tricks from my earlier post on gravity. I imagine that, like Marvel's Graviton (whose pic is used) or DC's Starman, he's a scientist whose experiments with gravitons and graviolis blew up in his face, imbuing him with fantastic gravitic powers! (Or maybe he gained his abilities by accident, like Marvel's Gravity -- or maybe he's a filthy Terminus Baby, who took up science lessons to learn how best to use his terrible power to negate one of the four fundamental forces of the universe!) Like many Energy Controllers (and unlike AA's Gravity Controller), he is something of a tank, avoiding damage thanks to a potent gravitic force screen; physical projectiles become so heavy they crash to the ground, energy discharges dissipate harmlessly. (I figured the accident/empowering made him slightly healthier overall, a Required Secondary Power for being able to handle all that energy, hence the above-average Constitution.) (The char also borrows a bit from the Champions supervillain Gravitar, a mutant born to a wealthy French family, her frightening power kept in check largely by her easily-bored dilettante nature. A straight conversion of her would include Charisma 20 and Attractive, many more interaction skills and languages, Flight 4, no Super-Senses, a TK STR of 60/100, and put her at PL 12 offensively [+8 Attack, +14 w/ Gravity Powers, Blast 10], but PL 19 defensively [+10 Defense, Toughness +12 w/out Force Field, +27 with]! Which is one reason I went with making him such a tank.) His big thing is, of course, those two Dynamic Arrays. Dynamic Arrays can be tricky (as tricky as Variable Powers), so this build may not be for everyone, especially if you're new to M&M. Since his Gravity Alteration/Manipulation is Damaging, he can put the squeeze on foes when he's grabbed them, and they will be harmed when pulled down with the force of 30 Gs or flung up into the ceiling! Grab a bunch of mooks up and crush their guns in their hands? No problem! Airlift a bunch of people from a flooding area? Also doable! Do note that his Attack Specialization feat applies only to his Gravity Powers Array, not the Gravity Manipulation one, which is why his Grapple score with those two Move Object powers isn't as high as it might be (until he feeds his Gravity Powers array into it). If you would rather not deal with Dynamic Powers, just drop the Dynamic part of it, and use those 5PPs for something else (perhaps more Charisma, interaction skills and languages, or some combat feats like All-out Attack, Defensive Attack and Power Attack to keep some level of versatility, or a Teleport AP off his Flight). As he is now, if his powers get nixed, he's PL 4 defensively, but only punches like a PL 2. Another variant could be a non-scientist who was caught in some accident and who has little mind for physical science, perhaps a military grunt (better STR/DEX/CON, higher base Attack and Defense, more combat feats) or a paramedic (high WIS, Craft/Chem, Know/Life Sci and Medicine) caught in the backwash of a prototype antigrav vehicle. PL 7 (105PP) version Super-Senses 2 (gravitic field sense [tactile; enhancements: ranged]) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Gadget Cracking Ranged DC 11-17 Fortitude (Staged) Drain Toughness; Affects Objects Only Ranged DC 16-22 Toughness (Staged) Damage (Physical); Affects Objects Only Gravitic Alteration Ranged DC 11-13 Reflex Area Grapple Pinned/Bound Gravitic Alteration* Ranged DC 11-17 Reflex Area Grapple Pinned/Bound Gravitic Blast Ranged DC 16-22 Toughness (Staged) Damage (Physical) Gravitic Manipulation Ranged Grapple Pinned/Bound Grav Manip (Thrown Obj) Ranged DC 16-19 Toughness (Staged) Damage (Physical) Gravitic Manipulation* Perception Grapple Pinned/Bound Grav Manip (Thrown Obj)* Perception DC 16-22 Toughness (Staged) Damage (Physical) * Enhanced Gravitic Alteration/Manipulation Totals: Abilities (16) + Combat (10) + Saving Throws (9) + Skills (7) + Feats (4) + Powers (59) - Drawbacks (0) = 105/105 Power Points -
Having some Enhanced Str out of the suit (as Mutant Powers or whatever) and some in his suit would certainly work. But the Blast AP should be an AP off the suit's Enhanced Str, not the Suits + Mutant Enhanced Str.
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"I... I know you are right," he said after a quiet moment, "though knowing and... feeling are two very, very different things." Archeville made a sound that was almost like a chuckle, "you know, a part of me -- a major part of me -- often feared I would wind up in a situation like this, someday, but I never really planned for it. But, well, how do you plan for going insane? The truth of it," he stared off again for a moment, looking vaguely in the direction of his papers and notebooks, "the truth of it is, I really do not know what I am doing, or how to proceed; everything I knew and did has been taken away. Earlier today I ceded control of ArcheTech to Miss Americana, letting her take full control over it, in the hope she can salvage my company... salvage the company, I suppose I should say. My membership in the Freedom League is pending -- my actions were not my own, but I was not without forewarning, so my judgment is in question, and at any rate they have removed me from the active roster. As for the Interceptors... well...."
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Mona.... Archeville made a small whimpering noise as he turned away, folded a bit into himself and began slowly rocking back and forth. "Gone," he said softly. "Gone gone gone gone gone." ... no! No, I am not doing that! He slowed, then stopped his rocking, took a deep breath and exhaled it slowly. He looked up at Carrie, "she... sacrificed herself to stop the giant creature that appeared in North Bay. She took the Daka crystal from my Gravimetric Belt -- a souvenir from our first date -- and filled it with her own energies, then slammed the crystal into the beast. When it cracked it explosively released all the energy... and leaving nothing of either of them behind."
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Dead Head may look like Kelly, but he's still as strong as Dead Head! I'm assuming this is a wooden door with a Toughness of 3. Now, even fatigued as he is now (so at -2 to Strength), he'd easily be able to smash it down -- All-out Attack/Power Attack brings his damage up to +11, so that'd be a DC 26 Toughness save the door would need to make. Butt hat would be him rearing back and going at it like, well, a zombie desperately trying to smash in and get to the delicious living flesh within. Would there be a way he could force it open more discretely/quietly?
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That sounds a lot more like he should have an Array like BE: Enhanced Strength AP: Blast in his suit, as his suit channels energy to either amp his physical punches or to blast fools at range.
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Zorran the Artificer, Master of Mechano-Mysticism Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -3 Defense / +3 Toughness Abilities: 4 + 0 + 10 + 14 + 10 + 6 = 44PP Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4, +8 Arts Arcane Grapple: +4, +20/+16 w/ Wizard-Hand Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -8, -3 w/out Staff, -2 w/out Force Field Saving Throws: 2 + 4 + 3 = 9PP Toughness: +13 [imp 4] (+5 Con, +8/+2 Force Field), +7 w/out Staff, +5 w/out Force Field Fortitude: +7 (+5 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +8 (+5 Wis, +3) Skills: 52R = 13PP Bluff 2 (+5) Concentration 9 (+14) Craft (artistic) 13 (+20) Craft (mechanical) 13 (+20) Diplomacy 2 (+5) Knowledge (arcane lore) 13 (+20) Knowledge (all others) 0 (+7) Feats: 8PP Artificer Attack Specialization (Arts Arcane) 2 Dodge Focus 3 Eidetic Memory Uncanny Dodge (auditory) Powers: 9 + 9 + 6 + 35 + 2 + 1 = 62PP Device 3 (Arcane Furnace Staff, 15 points; Flaw: Easy to Lose) [9PP] Enhanced Feats 5 (Alternate Power 5 for Magic/Arts Arcane [Arcane Wave, Belching Smoke, Flare of Bright Flame, Gout of Mageflame, Lemurian Shackles]) {5DP} Force Field 6 (arcane shield; Extra: Impervious 4) {10DP} Device 3 (Philosopher's Stone, 15 points; Flaw: Easy to Lose) [9PP] Enhanced Feats 2 (Alternate Power for Magic/Arts Arcane [burst of Raw Power, Transmutation]) {2DP} Enhanced Magic 5 (to Magic 18 {36 points}) {10DP} Super Senses 3 (alchemical indicator; detect alchemical magic [tactile; Enhancements: analytical, ranged]) {3DP} Force Field 2 [2PP] Immunity 12 (spells of protection; aging, life support, sleep, starvation & thirst; Flaw: Limit [half effect]) [6PP] Magic 13 (Arts Arcane, 26 points; PFs: Alternate Power 9) [35PP] BE: Blast 8 (bolts of elemental power; Extra: Penetrating; PF: Variable Descriptor [any elemental]; Drawback: Reduced Range 1 [5 increments]) {24/26} StaffAP: Blast 8 (gout of mageflame; Extra: Secondary Effect; PF: Incurable; Drawback: Reduced Range 1 [5 increments]) {24/26} AP: Concealment 8 (misty form; all auditory, olfactory and visual; Flaw: Blending; PFs: Close Range, Selective) {10} + Insubstantial 2 (gaseous; PFs: Selective, Subtle) {12} + Super-Movement 2 (air walking 2) {4} {10+12+4=26/26} AP: Dazzle Auditory & Visual 8 (invoked iridescence; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {24/26} StaffAP: Dazzle Visual 8 (flare of mageflame; Extra: Area 2 [Perception, General]; PF: Incurable; Flaw: Range [Touch]) {25/26} AP: Drain Strength 8 (withering weakness; Extras: Range [Ranged], Total Fade; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {24/26} AP: Illusion 5 (invoked imaginings; auditory, olfactory, and visual; PFs: Progression 3 [50-ft. radius]) {23/26} AP: Immunity 41 (spells of protection; life support [9], magic effects [20], mental effects [10], sleep, starvation & thirst; Active Sustained effect; Flaw: Limited [half effect]) {21} + Impervious Toughness 5 (note: Active Sustained effect) {5} {21+5=26/26} with existing Immunities, he has full life support, sleep, and starvation/thirst Immunity when this slot is active; total Impervious Toughness 9 w/ Force Fields AP: Mind Control 8 (mind-shackles; Extra: Conscious; PFs: Mind Link, Subtle) {26/26} AP: Move Object 8 (wizard-hand; Str 40, Hvy Load 3 tons; Extra: Damaging; PF: Indirect, Precise, Subtle; Drawback: Reduced Range 1 [5 increments]) {26/26} StaffAP: Obscure Olfactory & Visual 4 (belching smoke, 50 feet radius; Extras: Independent, Total Fade; PF: Slow Fade [1pp/5 rounds]) {17} + Immunity 1 (own powers; Active Sustained effect; Extra: Duration [Continuous]) {2} {17+2=19/26} StaffAP: Snare 8 (Lemurian shackles; Extra: Regenerating; PF: Reversible; Drawback: Reduced Range 1 [5 increments]) {24/26} StaffAP: Strike 8 (arcane wave; Extra: Area [40-ft. Burst, General]; PFs: Knockback 2 [as DMG 10]) {26/26} AP: Stun 8 (somnolence; Extras: Alternate Save [Will], Mental, Range 2 [Perception], Sleep; Flaws: Action [Full]; PFs: Sleep, Subtle) {26/26} AP: Teleport 7 (mageroad; 700 feet / 200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Easy, Progression [cargo] 1 [200 lbs.], Turnabout) {26/26} Super Senses 1 (danger sense [auditory]) [1PP] Drawbacks: (-2) = -2PP Vulnerability (silver; uncommon, moderate [+50% to DC modifier]) [-2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Arcane Wave 40/50 feet DC 18/20 Reflex Area DC 18/14 / 20/15 Tough (S) Damage (Energy) Bolt of Power Ranged DC 23/35 Toughness (Staged) Damage (Variable) Flare of Mageflame Perception DC 18/20 Reflex Area DC 18/20 Reflex Blinded; Incurable Gout of Mageflame Ranged DC 23/35 Toughness (Staged) Damage (Energy); Incurable, Secondary Effect Invoked Imaginings Perception DC 15/18 Will Disbelief Invoked Iridescence Ranged DC 18/22 Reflex/Fort Blinded & Deafened Lemurian Shackles Ranged DC 18/22 Reflex (Staged) Entangled/Bound Mind-Shackles Perception Contested +8/+10 vs. Will Controlled Somnolence Perception DC 18/20 Will (Staged) Dazed/Stunned/Asleep Transmutation Ranged DC 17 Fortitude Transformed Withering Weakness Ranged DC 18/22 Fortitude (Staged) Drain Strength Wizard-Hand Ranged Grapple Pinned/Bound WH (Thrown Object) Ranged DC 23/27 Toughness (Staged) Damage (Physical) Totals: Abilities (44) + Combat (16) + Saving Throws (9) + Skills (13) + Feats (8) + Powers (62) - Drawbacks (2) = 150/150 Power Points Zorran the Artificer is a Champions RPG villain, a Lemurian prince and wizard with a particular affinity for the sorcerous engines, automata, constructs, furnaces, and other 'mechano-mystic' devices so distinctive of Lemurian magic. (Modern electronics, or even a standard combustion engine, would be as alien to him as Lemurian items are to us, though his high INT and Eidetic Memory would let him master the basics fairly quickly.) This also explains his above-average Str and Con, in addition to generic Lemurian toughness -- spending long hours over a forge is hard work! He found a piece of a "Philosopher's Stone" one day while exploring the ruins of their sunken city (actually a fragment of the fuel core of the Mandragalore, the mystical WMD intended to be used against the Empyreans of Arcadia but which instead backfired and caused Lemuria to sink), and realized its power would allow him to make his noble family the clear rulers of the remaining Lemurians, but the other noble families found out and exiled him to the surface, and cursed him with a weakness to silver so that he suffered agonizing pain if he got too close to it. He's been working as a villain on the surface world, working to amass the power (mystical, political, it doesn't matter) needed to return to Lemuria and conquer the fools who exiled him (and then spread his rule to encompass the entire Earth). I changed the Weakness to a Vulnerability, since Weaknesses are kinda weird in M&M (and can get very pricey!). I also tweaked the stats around: as he is in Champions, his Philosopher's Stone and Arcane Furnace Staff both have their own Arrays (the Staff's array being slightly bigger than his Magic Array, and the Stone's Array being half again as big as his Magic!), but here I decided to have the Stone amplify his magic and add two alternate powers/spells (not unlike Equinox's Wand) and the Staff adds a Force Field and more alternate powers/spells to his Magic. His Transmutation is by far his most versatile power: he can turn flesh to stone, water to wine, steel to paper, air to chlorine, and much, much more! (Remember the mass limit applies only to objects; people and other creatures can be affected wholly regardless of size. As with my Biomancer, I kept the Transform at the default Sustained duration, but if needed a Full Action Continuous version could be stunted; like AA's Transmuter, you could easily justify stunting a number of effects off the Transform.) Note that since his Philosopher's Stone is not Restricted, anyone can use it, though if they do not have any Magic of their own its effects are limited to the Magic 5 in the Stone. Thus, any Bystander could use it for Disintegration 2 (burst of raw power) {10/10} or Transform 2 (Transmutation; anything to anything, 2 pounds; Flaw: Unreliable [5 uses/hour]) {10/10}. He would fit in pretty easily into an FC PbP game as a villain, with only minor tweaks. In the FC 'verse Lemuria was home to the Serpent People, so he could be one of those, or a human slave who escaped and stole some of their artifacts and plotted to overthrow them (but got stuck in some sort of suspended animation, awakening in the present time to a strange new world, one he shall rule!). Or just make him a human adventurer/scavenger/treasure seeker who found some Lemurian (or Atlantean or Utopian or what have you) artifacts and went mad with power! This sheet would work great for a heroic sorcerer/artificer, perhaps one loosely modeled after someone from Fullmetal Alchemist. (Yes, we often say you shouldn't model characters after manga/anime, since this is an American superhero comics-style RPG [and we've had some pretty horrible submissions over the years], but I think a few elements could be used without much problem.) He is brilliant, so play him intelligently: even without the Stone, his Staff and his own Magic give him oodles of options! Should he be robbed of his gear, he's a solid PL 8, but with it he's a potent PL 10. If totally deprived of his magic (note that he does not need to gesture or incant to use it!), he punches like a PL 3 but still defends like a PL 6. Despite all his power, he does have some deficiencies: his skills are pretty much all about his craft, so his low Notice means his Danger Sense won't be as helpful as it could; he has some interaction skills, so he's not a total goober, but upping those could be a good track (research grants don't come easy!). Luck, Second Chance (Concentration checks), Skill Mastery, Speed of Thought, and Ultimate Effort (Craft and Know [Arcane Lore] checks) would all be useful feats, and (as with many of my builds) his Saves could use some work. Investigate would be a good skill to pick up, especially if you wanted him to be a sort of CSI: Amestris-type hero. The PL 7 version below lacks the Staff, and is PL 6 without his Stone; totally deprived of his magic, he punches like a PL 3 but still defends like a PL 6. PL 7 (105PP) version Force Field 2 [2PP] Super Senses 1 (danger sense [auditory]) [1PP] Drawbacks: (-2) = -2PP Vulnerability (silver; uncommon, moderate [+50% to DC modifier]) [-2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolt of Power Ranged DC 19/21 Toughness (Staged) Damage (Variable) Invoked Imaginings Perception DC 13/14 Will Disbelief Invoked Iridescence Ranged DC 15/16 Reflex/Fort Blinded & Deafened Mind-Shackles Perception Contested +6/+7 vs. Will Controlled Somnolence Perception DC 16/17 Will (Staged) Dazed/Stunned/Asleep Transmutation Ranged DC 13 Fortitude Transformed Withering Weakness Ranged DC 14/16 Fortitude (Staged) Drain Strength Wizard-Hand Ranged Grapple Pinned/Bound WH (Thrown Object) Ranged DC 19/21 Will (Staged) Damage (Physical) Totals: Abilities (40) + Combat (16) + Saving Throws (8) + Skills (6) + Feats (8) + Powers (29) - Drawbacks (2) = 105/105 Power Points -
"His strength isn't the result of muscle, it's the result of his sonic powers" does not sound like a justification for Mighty on his Blast. That sounds more like an attempt to justify selling his Strength down to 0, then having Enhanced Str 14 (or however much Str he'd have) in his Sonic Array.
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ic [Gorgon] The Final Frontier (IC) (GM)
Dr Archeville replied to Avenger Assembled's topic in Sol System
"I would readily donate any parts needed for the project," Protectron intoned flatly. "However, my preliminary calculations indicate no one of us currently possesses the energy required for the task, even if a fatal draining of Friend-Victory's systems were performed. Working with others will be required. Katastrof & Sorenson Technologies, ASTRO Labs, and ArcheTech for technological components, Martel Enterprises and the Albright Institute for Metahuman assistance. We should also look into contacts the 'hidden civilizations,' such as the Farsiders and Utopians, for assistance, as the Gorgon's presence is a threat to them as well." -
"I am unable to find the source of these commands," Protectron's head called out as it darted about the room, dodging arcs of electricity, "but probability is high that subject is present." The glow in the crystal lenses on the golden robot's chest and shoulderpieces shifted slightly. Now that it could see, it charged towards the closest small steamechanoid, ramming its mighty metal fists into its chestplate, hefting it overhead, and throwing it into one of the larger steambots. The small 'bot practically exploded on contact, and pieces of it fell into and clogged the larger 'bot's gears, causing it to temporarily seize up.
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Protectron Free Action: Extra Effort a power stunt off its existing super-senses, trading Microscopic Vision 2 for Radius on all Vision (it can now see out of the daka crystal lenses on its chest and shoulderpieces). Will be fatigued at beginning of next round. Move Action (Head): Flies around, trying to find the source of the voice that is ordering the steambot. Notice check (1d20+7=14) poop Standard Action: Body Charges closest small steambot, intent to punch and grapple (thanks to Improved Grab) Charge (-2 Def, +2 Att), All-Out Att (-2 Def, +2 Att), Power Att (-2 Att, +2 Dmg); DC 26 Toughness if it hits (1d20+13=17) Well, it's the beginning of the round, so maybe it's flat-footed Reaction: Grapple check; includes mods from prior maneuvers (1d20+19=32) not bad! Move Action (Body): Tosses grappled steampbot at large steambot (I'm assuming the small steambot weighs less than 2,400 lbs.; if not Protectron can't toss it!) Throwing small steambot at large steambot (with all prior modifiers); DC 26 Toughness save for both if it hits (1d20+8=19)
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"But I could have controlled it," he said, depression in his voice slowly giving way to anger. "But I should have controlled it. Should have done more, should have told more people about it! I told Scarab, and Miss Americana and Dragonfly, they knew something was going on, but I told them too late!" "And, no, I do not fault them," he continued, tears starting to stream down his face, "in any way, for 'not doing enough,' not laying any blame on their tables. I should have done more, sought out more help, but my fear, and my arrogance would not let me! Well...," his tone downshifted abruptly, "that and the thing in my head... influencing me... like some puppet..."
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The color drained from his face again, "you... you were there? On Fjölnirskraft?" The quaver in his voice came back, as he recalled all the news stories he had been shown about that terrible days, specifically the parts with his super-submarine, commandeered by hideous creatures called to the arrival of their new-old god. "I-I knew that, ah, that some heroes did go for the ship, rescued p-people form those horrible... horrible fish-men. And... and you s-said there was an Omegadrone there?" The burly man who accompanied Miss Americana here last week claimed he was an Omegadrone. Could it be...?
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Protectron flew down and rejoined the others, glancing over the clipboard Glowstar and Cobalt Templar shared. "I shall assist in investigating the crates," Protectron suddenly announced in its flat tone. "My scanners should prove useful in assessing their contents." With that, it went to the nearest crate and studied it.
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"Ninth floor, eh?," he said, looking around the examining room. "Even th' old elevators here'd get up there faster'n I can climb. Saaay...," he drawled as he glanced over at a familiar cadaver drawer. [bg=#000000]... seriously?[/bg] "Why not?," he said to the drawer. "I mean, if'n ya don't mind." [bg=#000000]Fiiine. But this is now two you owe me.[/bg] "Okay, okay, I know," he replied as he began to shift again, this time taking on the appearance of the young blonde woman who'd died of a Zoom overdose. As with the guard whose appearance he took earlier, his clothing shifted, heels, skirt and blouse she wore to the nightclub, that hugged tight in all the right places; the only signs anything was 'off' was the slightly pallid complexion and the track marks in her arms from the Zoom, which he covered with some gauze from the nearby first aid kit. "Man, this feels weird! How d'y'all walk in these things?" Dead Head heard only ghostly laughter. Moments later, 'Kelly' stepped off the elevator at the 9th floor and headed (a bit unsteadily) towards Dr. Gorsky's office. Once there, she knocked on the door.
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Archeville smiled as he shook his head, and reached up to stroke her right cheek, "nothing is wrong, honey, it is... it is jut that you should have more confidence in yourself. You are an amazing woman," he shifted slightly so he looked right into her eyes, "and a beloved heroine, and would be so even if you had not chosen the particular path you had. This," he reached to grab a handful of her cape, the cape modeled after Centurion's (or perhaps truly was Centurion's, the jury was still out on that), "he helped guide you, inspired you, but it need not define you." He released the fabric, "even if you had never taken this cape, these colors, your heart and determination and compassion would see you be just as honored, just as respected, no matter what you wore." "Well, maybe not a red-and-black combo," he added with a smirk, then broke to a chuckle. "I do not think wearing the colors of Omega -- or the Nazis -- would win you any fans!"
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Context: Ecal works in a deli.
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: Mystic Librarian Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Abilities: 2 + 2 + 4 + 10 + 10 + 2 = 30PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +1 Attack: +6, +8 Magic Grapple: +7, +15 w/ Move Object Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -9, -3 w/out Force Field Saving Throws: 4 + 4 + 4 = 12PP Toughness: +12 [imp 6]/+6 (+2 Con, +4 Protection, +6 Force Field), +6 w/out Force Field Fortitude: +6 (+2 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +9 (+5 Wis, +4) Skills: 120R = 30PP Bluff 9 (+10) SM Concentration 8 (+13) Craft (artistic) 8 (+13) Diplomacy 9 (+10) SM Disable Device 5 (+10) Gather Information 5 (+6) Intimidate 7 (+8) Investigate 5 (+10) Knowledge (arcane lore) 10 (+15) Knowledge (history) 5 (+10) Knowledge (theology & philosophy) 7 (+12) Language 8 (Ancient Greek, Cantonese, English [native], German, Irish Gaelic, Latin, Japanese, Mandarin, Sumerian) Notice 5 (+10) SM Perform (singing) 9 (+10) Perform (stringed instrument) 2 (+3) Sense Motive 10 (+15) SM Stealth 4 (+5) Feats: 13PP Attack Specialization (Magic) Connected Dodge Focus 2 Equipment 2 Jack of all Trades Ritualist Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Taunt Ultimate Save (Will) Equipment 10 EPs Headquarters Sanctum Apartment Size: Small; Toughness: 15; Features: Combat Simulator, Communications, Concealed, Laboratory, Library, Living Space, Security System, Workshop Cost: 0+2+8 = 10 EPs Vehicle Beat-Up Car Powers: 5 + 5 + 29 + 4 = 43PP Device 1 (tweed jacket, 5 points; Flaw: Hard to Lose; PF: Subtle) [5PP] Immunity 2 (cold, heat; Flaw: Limited [half effect]) [1DP] Protection 4 [4DP] Force Field 6 (Extra: Impervious; Flaw: Limited [Dodge Bonus]; Drawback: Power Loss [when unable to speak or gesture to cast spells]) [5PP] Magic 12 (24 points; PFs: Alternate Power, Dynamic, Dynamic Alternate Power 2; Drawback: Power Loss [when unable to speak or gesture to cast spells]) [29PP] DBE: Blast 12 (mystic blast) {24/24} DAP: Create Object 12 {24/24} DAP: Move Object 7 (Str 35, Hvy Load 1.5 tons; Extra: Damaging; PFs: Indirect, Precise, Subtle) {24/24} AP: Teleport 7 (700 feet/200 miles; Extra: Accurate; PFs: Change Direction, Change Velocity, Turnabout) {24/24} Super-Senses 4 (Supernatural Awareness 3 [olfactory; Enhancement: Acute]) [4PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness (Staged) Damage (Physical) Blast Ranged DC 27 Toughness (Staged) Damage (Energy) Telekinesis Ranged Grapple Pinned/Bound Telekinesis (Thrown Object) Ranged DC 22 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (24) + Saving Throws (12) + Skills (30) + Feats (11) + Powers (43) - Drawbacks (0) = 150/150 Power Points So here's a Mystically-Inclined Librarian, for all your Mystical Librarian needs. He talks little of his past, of the terrible fate that befell a friend during their rebellious teen years when he dabbled in sex, drugs, rock & roll, and demonology, but the impact of those events on him is unmistakable. A rebellious attitude is a draw for many players, but balancing it with devotion to his fellow heroes (and to Humanity in general) makes him a hero. When playing him, though, remember he's a mentor, not a teacher; we don't allow PC teachers at Claremont because no PC should have that much authority over another PC, but a voice of wisdom and experience (like Wail or even Ace Danger) is welcome to any team. Should his magical powers get nixed he's still a PL 7 for defense (so he probably won't die horribly), but only PL 3.5 on offense (PL 5 if he can get his hands on a sword). Information (as well as misinformation) is power; with his Jack of all Trades he's at +5 to all Knowledges, and to Medicine, so he can do at least a minor patch-up between fights. I have him vaguely GL-ish magical powers, manipulating magical energy for blasts or to create assorted constructs (and to teleport about), but others could easily be chosen. Hero Points are something he'll need to fuel his Ritualist feat (and power stunting), so be sure to buy some Luck, or take some Complications (high school librarian, owner of a magic shoppe, plagued by meddling kids). Another alternative would be to split his Magic, putting some into a Device (as Equinox does), perhaps a personal spellbook. He'd make a fine mentor for a Survivor or Vampire Swashbuckler, either as a Minion (if he is not for fighting) or a Sidekick. Below is a PL 7 version, from earlier in his career (which would be more affordable as a Minion or Sidekick); his knowledge and magic aren't as great, but he's a solid combatant and sneak, not slowed down by age and too many scones. Paradoxically, he's gotten more intimidating in his old age; people don't expect the kindly, quietly bumbling librarian to know the things he does, or to show much backbone (which he will do if he feels his friends are being threatened)! PL 7 Mystic Librarian -
From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Character Name: The Devil's Prosecutor, Anti-Supernatural Lawyer Power Level: 10 (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Abilities: 2 + 2 + 4 + 10 + 10 + 0 = 28PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 16/10 (+3/+0) Combat: 12 + 12 = 24PP Initiative: +1 Attack: +6 Grapple: +7 Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -8/-3, -3 w/out Force Field, -1 w/out Trenchcoat Saving Throws: 4 + 4 + 3 = 11PP Toughness: +12 [imp 5]/+7 (+2 Con, +5 Protection, +5 Force Field), +7 w/out Force Field, +2 w/out Trenchcoat Fortitude: +6 (+2 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +8 (+5 Wis, +3) Skills: 84R = 21PP Bluff 8 (+15, +8 w/out Powers) SM Concentration 8 (+13) Craft (artistic) 8 (+13) Diplomacy 8 (+15, +8 w/out Powers) SM Gather Information 4 (+11, +4 w/out Powers) SM Investigate 4 (+9) Knowledge (arcane lore) 10 (+15) Knowledge (civics) 10 (+15) Knowledge (all others) 0 (+5) Language 1 (English [native], Latin) Notice 10 (+15) Sense Motive 6 (+15, +11 w/out Powers) SM Stealth 7 (+8) Feats: 12PP Artificer Distract (Bluff) Dodge Focus 2 Equipment 2 Fascinate (Bluff) Jack of all Trades Ritualist Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Taunt Ultimate Save (Will) Equipment 10 EPs Headquarters Sanctum Apartment Size: Small; Toughness: 15; Features: Communications, Concealed, Laboratory, Library, Living Space, Power (Obscure), Security System, Workshop Cost: 0+2+8 = 10 EPs Power: Obscure ESP & Mental 5 (wards; 100 ft. radius) {10/20} Powers: 5 + 4 + 6 + 4 + 32 + 3 = 54PP Device 1 (trenchcoat, 5 points; Flaw: Hard to Lose; PF: Subtle) [5PP] Protection 5 Device 1 (ward amulet, 5 points; Flaw: Hard to Lose) [4PP] Force Field 5 (Extra: Impervious; Flaw: Limited [Dodge bonus]) Enhanced Charisma 6 (Devil's Own Charm, to 16/+3) [6PP] Enhanced Skills 16 (diabolic heritage; Bluff 4, Diplomacy 4, Gather Information 4, Sense Motive 4) [4PP] Gadgets 4 (Hunter's Arsenal; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move], Duration [Continuous]; Flaws: Hard-To-Lose) [32PP] Super-Senses 3 (Supernatural Awareness 3 [visual]) [3PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness (Staged) Damage (Physical) Ag Knuckles Touch DC 17 Fort (Staged) Drain Toughness DC 23 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (24) + Saving Throws (11) + Skills (21) + Feats (12) + Powers (54) - Drawbacks (0) = 150/150 Power Points He was an up-and-coming defense lawyer from a small Southern town. He never lost a case, and eventually a representative from a renowned Freedom City law firm came to him, first to help with a jury selection, later to join the firm. He spent an increasing amount of time at work, working on more and more questionable cases (getting rid of an embittered retired bomb squad officer's speeding tickets, helping an Eastern European noble purchase land in Freedom and other American cities, aiding some government organization or another in cracking down on computer hackers), quickly rising to junior partner, and leaving his wife isolated and alienated. The night she left was the night he learned why the firm of Cabot, Cunningham & Crowley has sought him out, and why he was so damn good in the courts: he was a cambion, the offspring of a human and a demon (one of the demons who worked for them, no less!), and they wanted him to aid in their infernal works! But with this came a realization: he was still human, still had a soul, and could choose not to be evil, not to be a monster (or let monsters go free). He quit the firm, laid low (and kept concealed by a few occultists he'd met who worked for anyone if paid properly), and trained to become a hunter and fighter, learning kung fu, amassing a collection of artifacts and relics, and learning a few magic rituals to help him. They may want to bring Hell to Earth, but he's going to send them right back! Yes, it's Keanu Reeves' character from The Devil's Advocate who wised up before anything too bad happened to him & his wife, and turned into Keanu Reeves' character from the film Constantine! (and a dash of Warehouse 13's Artie.) As he is now, his investigative skills, backed up by some minor artifacts & rituals (used for exorcisms and the like), are his main points, not going into battle against Big Bads, but more combat tricks (more Attack, and assorted kung fu-esque combat feats) could be bought so he could do so! With his Jack of all Trades, he's at +5 on any Int- or Wis-based skills, including Disable Device (though that's something he'll probably want ranks in!) and Medicine (good for patching himself up!).