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Dr Archeville

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  1. Two lines of thought sprang up in Archeville's mind. This man must be a superhero, someone I knew. This man is going to beat me. Or perhaps smother me with a pillow. "Not all of it," he said, backing up slightly. "More and more comes to me with every hypnotherapy session. It is... it is like uncovering memories that are not mine, like watching someone else's life. A life you had hoped to never see..." he trailed off. "We - the doctors here and I, that is - think we have unblocked all the memories from... from that day... but there is still decades more to go through." He chewed one corner of his bottom lip, waiting to see what the thick-armed goon was going to do next.
  2. I'm actually with Ari on this -- I think AA's reading too much into it, and Kenson was trying to subvert the whole "aliens find humans inexplicably delicious" thing.
  3. I will gladly give the HP back, spending it for Inspiration/Scene "Editing" to make there be a conveniently dead guard he can mimic. (A note for anyone else watching: I fully admit that this -- using HP to Inspire/edit around a Flaw or Drawback -- is a very grey area, and any GM would be perfectly within their rights to disallow it.) Constructs and Fatigue: Kenson's gone back and forth on this over the years. By the Rules as Written, it's a Con check, not a recovery check (as most other forms of recovery are) to shake off fatigue or exhaustion after an hour of rest, and a full 10 hours rest allows an automatic recovery. (Using an HP to Recover also instantly removes fatigue.) The Core rules says chars without Con can't use Extra Effort, but the FAQ says Constructs can. The more pressing thing, I think, is that of time: it's an hour's rest between checks, and Dead Head's already antsy to have wasted 10 minutes, not knowing what "Mr. Brown" was up to before spotting him. However, Fatigue isn't really that big an impediment (it effectively knock you down 1 PL offensively for melee only), so I'll keep his one last HP and the Fatigue. For now. Dead Head's not Taking 10 or 20 on a Disguise check -- Taking 10 would eat up another 10 minutes (since that's the normal time it takes to make a Disguise check), taking 20 would eat up 20x that, or 200 minutes! (Kenson explains it here, and I've tended to agree with his rulings on the matter.) So I'm just rolling his Charisma & Morph bonus, and get +31 = 46! (Which means someone's need a +26 Notice to have a chance to see that it's not really the late security guard.) I'll gladly take an HP for the Complication of someone recognizing Dead!Guard. Do you want to edit the existing post, or have someone come later that recognizes him?
  4. Death Star
  5. Character Name: Coppertop Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Abilities: 6 + 4 + 6 + 0 + 6 + 0 = 22PP Strength: 35/28/16 (+12/+9/+3), effective lifting Str 38 or 70 Dexterity: 14 (+2) Constitution: 28/16 (+9/+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +6 Attack: +8 Grapple: +27 w/ Enhanced Str, +19 without; +11 without powers Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -13 w/ Force Field, -9 without FF; -1 without powers Saving Throws: 3 + 0 + 5 = 8PP Toughness: +12 (+9/+3 Con, +3 Density; Impervious 10/3), +3 without powers Fortitude: +12/+6 (+9/+3 Con, +3) Reflex: +2 (+3 Dex, +0) Will: +8 (+3 Wis, +5) Skills: 44R = 11PP Intimidate 14 (+14) Knowledge (Streetwise) 5 (+5) Knowledge (Tactics) 5 (+5) Notice 10 (+13) Sense Motive 10 (+13) Feats: 9PP All-out Attack Dodge Focus 4 Improved Initiative Luck Power Attack Startle Powers: 25 + 18 + 12 + 17 + 4 = 76PP Bioelectricity Array 12 (24 points; PF: Alternate Power) [25PP] BE: Enhanced Strength 7 (to 35/+12) {6} + Impervious Toughness 7 (force field; note: Active Sustained effect) {7} + Super-Strength 5 (total Super-Str 7 from Density; effective Str 70) {10} {7 + 7 + 10 = 24/24} AP: Blast 12 {24/24} Density 6 (Enhanced Str 12 [to 28/+9], Imp Toughness 3, Immovable 2, Super-Str 2 [effective Str 38], x5 Mass; Extra: Duration [Continuous]; Flaw: Permanent) [18PP] Enhanced Constitution 12 (to 28/+9) [12PP] Immunity 22 (cold, disease, electricity effects, fatigue effects, heat, high pressure, poison, radiation, vacuum; Flaw: Limited [half effect] on electricity effects) [17PP] Leaping 4 (x25; running long jump 400/325 feet, standing long jump 200/162 feet, vertical jump 100/81 feet [with/without Enhanced Str]) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27/24 Toughness (Staged) Damage (Physical) Blast Touch DC 27 Toughness (Staged) Damage (Energy) Totals: Abilities (22) + Combat (24) + Saving Throws (8) + Skills (11) + Feats (9) + Powers (76) - Drawbacks (0) = 150/150 Power Points Another char I made some years back, Coppertop. He was a security guard at a super-science lab (in FC, ASTRO Labs, or maybe ArcheTech or The Lab) who was caught in a supervillain-caused explosion and showered in the molten form of an experimental hyperconductive metal. He survived, to find he'd been changed into a living battery! I'd planned for him to work on a way to regain his human form (not permanently, mind you -- having powers is awesome!), but he never saw much play so I never got to do much with him. He was also a departure from my penchant for playing genius bruisers, though in time I'm sure I would've had him pick up some Knowledge (Physical Sciences) and learn all sorts of tricks he could do with his bioelectrical powers. As he is now, he's a fairly straightforward Blaster/Powerhouse mashup. The Impervious Toughness is in the Array with his Enhanced/Super-Str because, when he's Blasting, he doesn't have the juice to amp himself up or to shield him. He is immune to fatigue effects (which should, IMO, include sleep); he keeps going and going and going... (Yes, I know that's a different brand of battery. Silence! Though it would be easy enough to add in some Unstoppable to his Immovable.) I also had ideas for some minor shapeshifting powers -- Elongation, Variable Descriptor for his unarmed strikes as he changes his hands into blades or hammers or spiky bits on his knees & shoulders, Enhanced Skills/Disable Device as he morphs his fingers into lockpicks & uses his bioelectricity to futz with security systems, etc. -- as well as some Mind Shield/Immunity to Mental Effects (as his bioelectricity provides interference that's hard for mind-meddlers to break through) and Super-Senses (radar/electroreception, maybe Ranged for his Tactile senses). You could rearrange things and get some of those now, or wait to do so with earned points. You could give him some Drawbacks to free up a few points; Vulnerability (Magnetic effects) would fit, though as he is now (without that Vulnerability) I'd said he's using his own bioelectricity to mitigate any extra effects from Magnetic assaults. Without his powers, he's still a PL 6 combatant, roughly equal to a SWAT Officer, which works out pretty well. (I'd had vague ideas for an evil counterpart for him -- mostly the same build, but different descriptors -- with a basalt or obsidian body and flame powers; he'd go by the name Ifrit.)
  6. Dead Head's going to (perhaps unwisely) spend a few moments studying these things (specifically, the undead-seeming ones), stunting Detect Magic off his Magic Awareness (and bear in mind he has Acute & Analytical for his Mental senses, as long as it's Necromantic).
  7. Character Name: Blobby McGee Power Level: 10 (150/150PP) Trade-Offs: -2 Defense/+2 Toughness Abilities: 10 + 6 + 16 + 6 + 4 + 6 = 48PP Strength: 26/20 (+8/+5) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 10 + 18 = 8PP Initiative: +7 Attack: +5 Ranged, +10 Melee Grapple: +18, +15 if Morphed Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -11, -6 if Morphed or in "softbody" form Saving Throws: 0 + 5 + 5 = 10PP Toughness: +12 (+8 Con, +4 Protection) (Impervious 10 in "hardbody" form) Fortitude: +8 (+8 Con, +0) Reflex: +8 (+3 Dex, +5); Evasion 2 w/ "softbody form" Will: +8 (+3 Wis, +5) Skills: 28R = 7PP Bluff 7 (+10, +20 to imitate sounds when Shapechanged) Concentration 4 (+7) Disguise 0 (+3, +33 w/ Morph) Knowledge (Life Sciences) 3 (+5) Medicine 2 (+5) Notice 7 (+10) Perform 0 (+3, +13 to imitate sounds when Shapechanged) Stealth 5 (+8) Feats: 12PP Accurate Attack All-out Attack Attack Focus (Melee) 5 Improved Grab Improved Grapple Improved Initiative Improved Pin Power Attack Powers: 1 + 12 + 24 + 4 + 5 + 1 + 8 = 55PP Features 1 (Internal Compartment) [1PP] Immunity 12 (critical hits, life support, suffocation & thirst) [12PP] Metamorphic Body 10.5 (21 points; PFs: Alternate Power 3) [24PP] BE: Feature (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {1+20=21/21} (shapechanger) AP: Enhanced Strength 6 (to 26/+8) {6} + Impervious Toughness 10 {10} + Strike 2 (PFs: Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {4} {6+10+4=20/21} (hardbody form) AP: Elongation 3 (25 feet) {3} + Enhanced Feats 2 (Evasion 2) {2} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {7} + Super-Movement 2 (slithering, wall-crawling) {4} {3+2+5+7+4=21/21} (softbody form) AP: Healing 10 (Extras: Restoration, Total; Flaws: Empathic, Limited to Others; PF: Regrowth) {21/21} Protection 4 [4PP] Regeneration 4 (Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP] Enhanced Regeneration 2 (Injured +2 [to rank 3, 1 minute]; Flaw: Limited [Only damage conditions from Empathic Healing]) [1PP] Super-Senses 8 (radius for all vision, extended for all vision; infravision, microscopic vision, scent, ultravision) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed, Hardbody Touch DC 23 Toughness (Staged) Damage (Physical) Strikes Touch DC 25 Toughness (Staged) Damage (Physical) Totals: Abilities (48) + Combat (18) + Saving Throws (10) + Skills (7) + Feats (12) + Powers (55) - Drawbacks (0) = 150/150 Power Points So I may as well throw my hat in the "assorted characters" ring. This is a char I played in the first M&M game I was in (looong before joining here), and fits my love of shapeshifters (which is second only to my love of gadgeteers and other tech-heads) and of Body Horror (which I've done once before). He was basically a Clayface/Morph expy (I Exiles). Yes, the name's a Janis Joplin reference (another favorite; I know she didn't write the song, but she is the one that made it popular). This fellow gained his powers from an experimental stem cell treatment for his aggressive leukemia. What the doctors did not realize was that some of the stem cells had been taken from what would have been a mutant with fantastic regenerative powers. Some years after the treatment, when he hit puberty, the stem cells mutant nature asserted itself, but not quite as they should. His body became a mass of undifferentiated cells, yet his consciousness remained; with practice he could control them and force them into certain states. At first he could just assume humanoid forms, but in time he learned more exotic forms, such as thick bone armor, boneless jelly-man forms, and even to alter the structure and components of his eyes and nose (as well as his number of eyes!). Perhaps his most disturbing power, though, is to heal the injuries of others... by touching a wound, having some of his own protoplasmic flesh flow over and into it, and replacing any damaged organs and tissues with perfect matches of the target's own tissues! (It also let him stunt assorted effects against the people he'd healed, like Emotion and Mind Control....) This hurts him as much as it does them, though his own regenerative abilities make the damage less of a bother than it would be for the person he'd healed. This sheet's also a good way to show how you can make a shapeshifter without the Shapeshift power. Coincidentally (and fittingly), there are many similarities between this build and the build used for Clayface in DC Adventures: Heroes and Villains, vol. 1, as well as to Fox's xenometamorph Wraith. Would this character work as a PC in FC PbP? ... maybe. The two big issues are the Body Horror thing (the acceptance of which varies from Ref to Ref and player to player), and the Healing power (which, as stated elsewhere, can be problematic in that it can quickly remove the sense of threat from an encounter; heroes should be able to fight on despite their wounds, not rely on another to quickly patch them up as soon as they're scratched.) The Empathic Flaw on the Healing does help mitigate this latter issue, but it may be better (as in "easier to get approved") is you drop the Healing (and Flawed Regeneration) and change the descriptors and background around. That way you'd have a perfectly serviceable shapeshifter; rearrange the skills and feats some and you could have an ex-con, an actor, or a snarky computer genius, or even a 'stunted' Grue somehow caught halfway between Drone and Metamorph states. You could also rearrange his abilities and attack/defense some, putting more of them as Enhanced Traits; as he is now, even with all his powers Nullified he'd be a PL 8 combatant, which may or may not work for you. If you need more points, a Vulnerability may be fitting -- the Clayfaces & Plastic Man have been shown to have varying levels of vulnerability to cold, acid & fire are good against many things that regenerate, and axiomatic/law magic would be a good vulnerability if the char gained his powers from an infusion of anarchic/chaos magic.
  8. "I am ready," the two heard after a few moments. It was actually the third time Archeville had said it, though the first time was barely above a whisper (all he could muster so soon after his bout of wracking sobs), and the second barely louder than that. In the short time they had stood outside, Archeville replayed in his mind (which, while far less than it was, was still far more than most others) all the events of the past few days. When the orderly opened the door for Harrier, he saw Archeville had moved from his chair to the edge of his small bed, and the once-respected scientists' eyes were terribly bleary. "Oh, it is just you. Is... has Miss Americana gone? Yes, of course... she has quite a lot of work ahead of her... quite a lot."
  9. "Well, not a new trick, really -- I've done it a few times before, but never with any level of control. But, y'know what they say, practice makes perfect. Y'see, when I've tacked down graverobbers an' murderers before," he said as his body began to shimmer with a soft emerald light, and his appearance began to shift, "sometimes the restless spirit'd, well, possess me, briefly, an' my body'd take on the appearance they had in life, or in the moment right after their death." He now had the appearance of a young man with a 1950s Greaser hair and clothing, but severely torn face and torso, "drag race accident." He shifted again, to a high school girl in a prom dress with a broken neck, "poor gal hung herself after one too many cruel jokes." He shifted a third time, now to an elderly man in a hospital security guard's outfit. "This here's Patrick O'Hagen. He was actually a guard over at Trinity Hospital, but the uniform's is pretty much the same. Poor Patrick here died of a heart attack about two months ago, while on the job; I helped his spirit pass on some final words to the granddaughter he never got to meet, an' now he lets me use his shape when I needs to check hospital security. Kinda risky if any of the guards here knew him in life, went to his funeral, or even jes' saw his pic in the obituaries, but it's better'n showin' up in my usual handsome self," he said with a grin. "Wish me luck, Jake!," he said as he headed towards the security office.
  10. "I don't know who, Jake," he said, patting the M.E. on the shoulder, "but I got my best guy on the trail. But now I got a time frame, so that'll help me considerable for my next step." "What's that?" "The step where I go check out the hospital's security cameras fer the past week, an' see if anyone came in ta see Dr. Cartwright. Heh... cart-wight," he chuckled to himself, "ah, right, so the security office's still down the hall, up one level, two lefts, then a right?" "Yeah, but - hey, where are you going? You can't go out like that!," Agopowicz protested. "I know you, sure, a handful of others, but I don't think any of the guards do." "Ah, y'ain't seen my new trick, have ya?," he said, grinning.
  11. +2 for Protectron Combining!
  12. And here is my vision for a maxed-out Dead Head. Most of his traits are as for a PL 12, with one notable exception: his Toughness, which is as for a max-Toughness shifted PL 15. (His Defense is low enough that it average out to PL 12.) This accentuates the one thing about him I'd like most accentuated: his inhuman resilience. Added two new Complications, ones I've been meaning to add for a while. Bumped up his Wisdom some. He's learnin'! Increased several skills; added Gather Info (so he can actually make use of his Contacts & Well-Informed feats!) and Notice. Moved his Contacts & Well-Informed feats out from his Comprehend power and into regular feats; by now he's dealt with enough mystics, morgue attendants and morticians to call on them as well as the spirits of the dead. Similar deal with Jack of all Trades -- he's been doing enough things he doesn't need friendly ghosts peeking over his shoulder guiding him. Restored his Corpse Animation power, and his expanded Comprehend (friendly spirits help him translate), and his Corpse-Senses (which he needs to animate corpses in the ground, otherwise he'd need to dig them up first). Added some new Necromancy tricks, Strike (body weapons) and Teleport. Also added a Communication Link with Mutt. Edited Mutt a bit, too. Some formatting errors, and I realized he didn't need so much 'base' Attack (he only needs 1/3rd, and it's not like he's going around blasting fools). Gave him a Communication Link w/ Dead Head. 3pp unspent, which I'll leave (for now). If nothing else, some Luck's always an option. [floatr][/floatr] Characters Name: Dead Head Power Level: 12/15 (248/250PP) Toughness, he's PL 15, in all other ways he's PL 12 Trade-Offs: +1 Attack / -1 Damage or -3 Attack / +3 Damage; -5 Defense / +5 Toughness Unspent PP: 2 Complications: Appearance: It's a zomumbie! Eek! Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. Forever Bound: Dead Head's spirit is permanently tied to his corpse. Upside, this is why his body's so enduring. Downside, he's incapable of astral projection, unless his body's completely disintegrated first or a portal for his physical body is provided. Pain Don't Hurt: Dead Head is so inured to pain that he rarely notices it. This could get problematic if he's in a situation where he's being damaged but doesn't directly see it. Spare Change? Chaaange? : No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or Avenger's closet). Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. Abilities: 14 + 4 + (-10) + 2 + 6 + 2 = 18PP Strength: 24 (+7), 29 Lifting (Shovel) Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 4 = 14PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +13 Shovel Grapple: +16, +17 Shovel Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -17, -10 vs Blessed, Magic, or Silver Saving Throws: 0 + 4 + 9 = 13PP Toughness: +20 (Impervious 14 [not vs Blessed, Magic, or Silver]) Fortitude: --- Reflex: +6 (+2 Dex, +4) Will: +12 (+3 Wis, +9) Skills: 68R = 17PP Disguise 0 (+1, +31 Morph) Gather Information 14 (+15) Intimidate 16 (+17) Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Notice 8 (+11) Sense Motive 4 (+7) Feats: 24PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 2 Contacts Dodge Focus 2 Equipment 0 (+1 Veteran Reward) Fearless Jack of all Trades Luck 3 Minion 0 (+15 Veteran Reward) Power Attack Ritualist Sneak Attack Startle 2 (Move Action) Takedown Attack 2 Ultimate Save (Toughness) Well-Informed 5 EP contributed to Parkhurst Hotel Powers: 3 + 13 + 8 + 4 + 2 + 1 + 30 + 1 + 7 + 3 + 17 + 20 + 34 + 1 + 16 + 2 = 162PP Anatomic Separation 1 (Extras: Variable Split) [3PP] Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 4 [up to 25 zombies]) [2x4 +5 = 13pp] Comprehend 4 (Languages 3 [read any, speak any one at a time, understand any], Spirits) [8PP] Device 1 (Shovel, 5 points; Flaw: Easy to Lose; PF: Subtle [shrinks down]) [4PP] Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP] BE: Strike 2 (PF: Mighty) {3/3} AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3} AP: Super-Strength 1 (leverage; STR 27 [Heavy Load: 1,040 lbs.]; PF: Breaking) {3/3} Enhanced Strength 0 (Feats: Affects Insubstantial 2) [2PP] Features 1 (Internal Compartment) [1PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits; Flaws: Limited [Not vs Blessed, Magic, or Silver]) [1PP] Impervious Toughness 14 (Flaws: Limited [Not vs Blessed, Magic, or Silver]) [7PP] Insubstantial 1 (disturbingly limber; Drawbacks: Action 2 [standard]) [3PP] Necromancy 6.5 (13PP Array; Feats: Alternate Power 4) [17PP] Base Power: Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} + Flight 1 ("Aspect of The Penanggalan"; 10mph / 100ft per Move Action; Flaws: Limited [Only when head is detached]) {1pp} {9+1=10/13} Alternate Power: Enhanced Feats 12 ("Boo!"; Fearsome Presence 12 [60-ft. radius, DC 22]) {12/13} Alternate Power: Morph 6 ("Faces of Death"; Any Humanoid, +30 Disguise; Flaws: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {9} + Shrinking 4 ("Creepy Dead Kid"; Small) {3} {9+4=13/13} Alternate Power: Strike 6 (body weapons; PFs: Extended Reach, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {12/13} Alternate Power: Teleport 9 (900 feet/anywhere on Earth; Flaw: Limited [only places of death {cemeteries, morgues, etc.}]; PFs: Easy, Progression [250 lbs. cargo], Subtle, Turnabout) {13/13} Protection 20 [20PP] Regeneration 32 (Recovery 14 [+9], Recovery Rate: Injured 6 [No Action], Disabled 5 [1 minute], Resurrection 7 [1 minute], Feats: Persistent, Regrowth) [34PP] Speed 1 (undead stamina; 10mph / 100ft per Move Action) [1PP] Super-Senses 17 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Detect Corpses [Mental, Extras: Accurate 2, Radius, Ranged], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Postcognition) [16PP] Enhanced Super-Senses 4 (Acute Analytical Mental Senses [All], Flaws: Limited [Necromantic Effects]) [2PP] Drawbacks: -0PP None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 (24*) Toughness (Staged) Damage (Physical) Necromancy Touch/Area DC 22 Will (Staged) Shaken/Frightened/Panicked Body Weapons Touch DC 28 (30*) Toughness (Staged) Damage (Physical) Shovel Touch DC 24 (26*) Toughness (Staged) Damage (Physical) Shovel, Breaking Touch DC 17 Fort (Staged) Drain Toughness; Objects Only DC 22 Toughness (Staged) Damage (Phys); Objects Only * Sneak Attack Abilities (18) + Combat (14) + Saving Throws (13) + Skills (17) + Feats (24) + Powers (162) - Drawbacks (0) = 248/250 Power Points {2 left} Characters Name: A Mutt (a pun on the name of a certain other critter) Alternate names: Carcass, Scraps Power Level: 6/10 (149/150pp) Trade-Offs: None Unspent PP: 1 [floatr] Ain't he the cutest thing?![/floatr] In Brief: Dead Head's faithful hound! Abilities: [6 + 4 + 10 + -4 + 4 + 0 = 20pp] Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 6 (-2) Wis 14 (+2) Cha 10 (+0) Combat: [4 on Attack, 8 on Defense = 12pp] Attack +2 (ranged), +6 (melee) Grapple +9 Damage +4 (bite); +2 more w/ Sneak Attack Defense +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback -3 Initiative +2 Saves: [0 + 3 + 3 = 6pp] Toughness +6 Fort +5 (+5 Con, +0) Ref +5 (+2 Dex, +3) Will +5 (+2 Wis, +3) Skills: [48 ranks = 12pp] Intimidate 14 (+14) SM Notice 13 (+15) SM Stealth 13 (+15) SM Survival 8 (+10) SM eats: [20 feats] Attack Focus (Melee) 4 Dodge Focus 2 Fearsome Presence 10 (50 ft., DC 20) Improved Trip Skill Mastery (Intimidate, Notice, Stealth, Survival) Sneak Attack Startle Powers: [21 + 3 + 12 + 22 + 10 + 1 + 4 + 10 = 83pp] Concealment 10 (all non-Mental senses; PFs: Selective) [21PP] Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed. Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP] mmunity 12 (aging, life support, need for sleep, starvation/thirst) [12PP] Insubstantial 4 (ghost form; affected by blessed, magical or silver attacks; PFs: Selective, Subtle) [22PP] Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal. Mighty Jaws of Doom 4.5 (9 points; PF: Alternate Power) [10PP] BE: Strike 1 (standard jaws of doom; Extra: Affects Corporeal 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9} AP: Strike 1 (spirit-shredding jaws of doom; Extras: Affects Corporeal 4, Alternate Save [Fort] 4; Flaw: Action [Full round] 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9} Protection 1 [1PP] Super-Movement 2 (mystical dimensions) [4PP] Super-Senses 6 (communication link [mental, with Dead Head], darkvision, scent, tracking [olfactory; Extra: Extended; PFs: Dimensional 3], ultra-hearing) [10PP] Drawbacks: [-4PP] Disability (no hands; very common, moderate; -4PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed/Claws Melee DC 18 (20*) Toughness Damage (Staged) Jaws, Standard Melee DC 19 (21*) Toughness Damage (Staged) Jaws, Soul-Shred Melee DC 19 Fortitude Damage (Staged) * Sneak Attack Totals: Abilities 20 + Combat 12 + Saves 6 + Skills 12 (48 ranks) + Feats 20 + Powers 83 - Drawbacks 4 = 149/150 Power Points Stunts for Dead Head's Necromancy Healing 10 (Extra: Resurrection [up to 30 months]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they Come Back Wrong]; PFs: Progression 8 [3 months per rank]) {13/13}
  13. Dead Head walked up to the nearest grave marker, laid the body down gently, then concentrated, reaching out with his own innate necromystical power, as Nick Cimitiere and Phantom had been teaching him. He sought out the invisible threads that connected the dead, just as there were so many such threads connecting the living. He found them, tracing a path from the resident of Lantern Hill Cemetery to the temporary guests at McNider Memorial's morgue. "Alright, now jes' a little tug, an' it should pull me innnnnnnnn" Dead Head vanished in a flash of green light, appearing almost instantaneously in one of the cadaver drawers of McNider Memorial's morgue with the same flash of green light. He found himself face-down, atop a very young woman who'd died from a Zoom overdose. "Ah, my apologies, ma'am, I'm sorta new to this," he said as he fumbled for the door. [bg=#000000]No problem, but you're going to owe me, Dead Boy. Mmmm...[/bg] "Ah, well, of course, ma'am, I-" [bg=#000000]'Ma'am'? Do I look that old to you?[/bg] "Oh, no, no! I... look, I am in a bit of a rush -- dang, this door's stuck somethin' fierce -- ah, so mebe I can... call on ya later?" [bg=#000000]Hrm, well, I guess I'm not really going anywhere, so sure. But you better come back -- I wound up here because of a fella who promised he'd call me back![/bg] "Oh, Dead Head's word is his bond, ma' - er, miss!," he assured her. The drawer finally popped open, allowing Dead Head to crawl out. "Soon as this's done, I'll be right back t'help ya! I-" Dead Head tuned and saw Agopowicz standing there, coffee cup in one hand. "Lonely night, hrm?" "What can I say, I'm popular," he said with a grin. He fished 'Mr. Brown's' handkerchief from his pocket, "tell me, this look familiar? I think it belonged to one a yer recent tenants."
  14. "Oooh, ooh, ooh!," Mutt howled as he sniffed all over the corpse of 'Mr. Brown.' "I have his scents! I can track him for you!" "I knew ya could, boy," Dead Head replied, giving the dog a few good pats on the back. "Now, you go track down where he was -- 'specially if you smell 'im mingled with anythin' a necromancer'd use." Dead Head pocketed the handkerchief, then stood and looked back to the direction of McNider Memorial. "But don't go gettin' into trouble, y'hear? You find anythin', you come tell me, got it?" "Yes!," Mutt barked, then began sniffing along, fading from sight and corporeality as he went. "Right, now I's gotta get back to McNider. Been ten minutes already, who knows what I've missed. And I ain't gonna miss another ten, sooo..."
  15. Alrighty, extra effort to try a new stunt off his Necromancy power (one I've been thinking of adding to him for a while): Teleport 9 (900 feet/anywhere on Earth; Flaw: Limited [only places of death, such as cemeteries, morgues, etc.]; PFs: Easy, Progression [250 lbs. cargo], Turnabout) {12/12} to 'port back to the morgue at McNider Memorial, then begin work on figuring out what Mr. Brown was up to. Acceptable?
  16. :approved:
  17. He nodded slowly, "yes, my... my lawyers have... have already advised me... much the same..." So this was it, then. He already knew it, but hearing it coming from... well, Miss Americana was not a friend, per se, but she was definitely closer to him than the lawyers and doctors ever could be due to shared ability (superhuman intellect) and proclivities (using that intellect to fight crime and otherwise better the world), so even with her cool demeanor (even cooler now than usual), she was still more of an ally than anyone else he'd talked to since the break. And hearing this all from her added a certain realness, and a certain finality, to all of it. "I," he choked out, "I think I should like to bealone foramoment."
  18. "Friend-Caradoc," the strange robot announced in its unwavering monotone, altering only its volume to be heard above the clanking of the steambot, "combining forces will bring this conflict to a swifter end. Advise striking at torso while I go for cranial unit. On your mark..." Once the blow was struck, the robot zipped back to its Lab-partner, and quickly scanned her condition.
  19. Free Action: Delay Initiative to go at the same time as Harrier Standard Action: Combine Attack w/ Harrier! ("I'm helping") Protectron's Damage of +9 is withing 5 of Harrier's Pike Damage of +13, so he'll add +2 to Harrier's Damage, bringing it to +15 (DC 20) If, of course, they both manage to hit Protectron's melee attack (1d20+11=29) wowzers! Move Action: Zip back to Ironclad's side Free Action: Realize it has no Medical skill, or Jack of all Trades feat
  20. Dead Head's initiative (1d20+2=11) Mutt's initiative (1d20+2=13) Mutt will delay so he goes on the same count as Dead Head
  21. Your Defense still lists +5 Dodge bonus You have 28 feats, not 27. You have 1pp unspent (since you've got 28 feats, not 27). You'll need to spend that, since we don't allow chars to start with unspent points. (If nothing else, take a 3rd rank of Luck, or the second Takedown feat, or two more ranks on two Knowledges so you can get those up to +10.)
  22. So... he saw the Terminus? That could be described as the "Backstage of the Multiverse," in that it touches on everything, and is what's left of Edanth, the First Universe, home of the universe-creating Alphians). Ah, idea: the portal showed him Edanth of the past, before Omega corrupted it.
  23. Still working on this?
  24. Fluff: Looks great! Just a few mechanical errors: Combat: Initiative: Should be +8 (+4 Dex, +4 from Improved Initiative) Grapple is +15 -- Attack Focus (Melee) does add to Grapple. (Attack Specialization [unarmed] does not.) Base Defense 8 + Dodge Focus 5 = Defense 13, not 12. Knockback: As with Toughness (see below), you should note his KB when he's flat-footed. Saves: Toughness: You should note his Toughness when he is flat-footed, and thus not benefiting from the Defensive roll. Feats I count 28 feats, not 29. Equipment Cell phones are free, so you've got 1 ep free. Skills Knowledge (Art) is not fully statted (you've listed ranks, not total modifier). DC Block This is slightly off -- base for Damage effects is 15, not 10, so his Damage is DC 19 unarmed, 23 w/ Gloves.
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