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Jack of all Blades (PL15) - Gizmo (Platinum)
Dr Archeville replied to Gizmo's topic in Archived Characters
Archived/replaced with New Hotness. -
"Ah. I was wondering who would be the first to come and beat me," he said softly. Gone was the spark from his eyes, the sure and steady quality to his voice. Miss Americana had seen him somewhat like this, back when she & Dragonfly had run those scans of him. When had had switched his brain from 'Charismatic Talker' to 'Tinkerer,' the cool and confident face of Doktor Archeville, the one with which the world was most familiar, had fallen away to make room for more scientific & technical 'processing power.' But now all of that was gone, and even without everything else that had happened, the loss would have left him far emptier than he had been. "Do you know if there are others coming today?," he murmured, barely moving from his chair. "Is there some... organization to the beatings I am to receive? I would imagine the line of people with grievances against me must stretch all the way back to my homeland."
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Shortly after the ArchEvil events, Harrier and Miss Americana visit Doktor Archeville in Providence Asylum. Later, Silhouette drops in to find out just what happened to Fulcrum. If others want to drop in and see him, PM me!
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June 24th, 2011 (Friday) A week after ArchEvil: Aftermath (and before he upgrades himself w/ nanotech) Situated on the seaside bluffs overlooking Great Bay in Port Regal, Providence Asylum -- once the private estate of the wealthy Phillips family -- has been treating the mentally ill since 1908. Some years ago, it also began treating mentally ill metahumans, including Blackbird, Conundrum, both Fear Masters, Luna Moth, the Maestro, Megalodon, Toy Boy, and the Warden. Now it housed a new resident, one who had been regarded as a respected hero working to redeem his family's name through both charitable donations to numerous schools and hospitals (including Providence itself) and work as a science-hero: Doktor Viktor Archeville. As far as the public knew, Archeville had gone on sabbatical following the recent global attacks, working to repair the damage to his company's systems following their usurpation by some mad genius who had threatened the world. Others worked to spin PR for the company, making promises to pay restitution to those harmed by the terrible events, but Archeville himself was busy at work on the company's structure and security systems to make sure something like this never happened again. Most of the staff of Providence knew a bit more, that the one who had taken over the company and all its resources had used mind control on Archeville, over many months, and he was in for therapy to deal with this severe violation. Dr. Ashely Ellis, the asylum's Director, and Dr. Karen Black, the facility's "clinical occultist," knew the real story (as related by Phantom and Scarab): that it was a supernatural entity that had lain semi-dormant in his mind almost all his life, feeding on/shaped by all his negative thoughts and feelings that finally took over, which finally broke free and threatened to send the world into chaos and madness. Most of Archeville's time had been spent in long therapy sessions with the two, and sleepless nights filled with regret and sorrow. No one had come to visit him -- all his blood relatives were dead, consumed by the thing within him to craft a body for itself, and his fiance Fulcrum was lost to the Terminus (or so he fervently believed) -- but that was about to change.
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From the Laboratory of Dr Archeville
Dr Archeville replied to Dr Archeville's topic in Character Building
Gygax-K-Isolate/Retro/Self-24: Nede Nede was once a lush and mighty world of fantastic magic and beasts, where dwarves and elves lived alongside humans and other sapients, with two moons (large, golden Guthay and small, mottled green Ral). But long centuries of ecological and magical abuses turned Nede's landscape to a savage and primal one, and unquenchable thirsts for power threaten to plunge the world into the Terminus. Now, Nede is a hellish world where water is more precious than gold, metals of all sorts are scarce, and the only things in abundance are heat, blood, and dust. And heroes -- those who seek to make the world a better place -- are as rare as steel. The world was not always as this. Once, endless seas covered it, dotted with marshes, swamps, and the occasional mountain ranges sprinkled with forests, all beneath an azure sun. In time a sapient race arose and created a mighty empire, not through the magic or psionics that would come to later define the world (though cleric and druids who worked 'divine' magic from the elements were known) but with biotechnology, at first taming and cross-breeding the myriad beasts of the world, and in time learning to engineer living beings from scratch. (These were not the first sapient race to arise on the planet; the Thri-Kreen mantis-men had been hunting for some time, but the two races mostly kept to themselves.) Cities grew on immense lily pads; their homes, their tools, their clothing was all grown. They knew much about life... but not everything. Attempts to improve the fecundity of the seas resulted in a new algal bloom, which quickly choked out all other life from it and turned the clear waters into murky sludge. Panic grew as all their attempts to stop it failed, until at last a mad plan was concocted, one that would irrevocably alter the face of the world: change the sun. Through advanced and highly experimental methods (developed in a research outpost which came to be known as the Pristine Tower), the First Ones changed their sun from blue to yellow, and under this hotter, brighter light, the brown plague was stopped. As the brown plague disappeared, so did portions of the sea, evaporated by the intense new sun, exposing vast swaths of dry land. The First Ones wished to explore and colonize these lands, and see what resources could be drawn from them, creating new beasts with which to explore and exploit these places. In time they turned their biomanipulations on themselves, altering their forms, either out of necessity or whim, into the myriad humanoid species. (Which race these progenitors most resembled beforehand -- whether they were humans who turned some of their number into dwarves and elves and giants and gnomes and goblins and orcs and reptile men and so on, or some other race that turned itself into humans and other species -- is unknown and perhaps unknowable, since each race claims theirs was the prime one, and all attempts at postcognitive views shows the First Ones as closely resembling the viewer's own species.) Psionics arose during this time, too, appearing at first through random mutation and later through intentional bioengineering, providing all manner of conveniences and setting a new high standard of life (for those able to master them, or at lease benefit from those who had mastered them). However, as unity of form was lost, unity of purpose was abandoned, and each new race crafted their own agendas, their own cultures and traditions; in time the old ways of their life-shaping progenitors was lost. Wars broke out, as they are wont to do, distant cousins fighting one another over resources or ideals. Great devastation was unleashed, and the few biotech centers still remembered were reactivated and used to birth terrible new monsters for the war efforts. Arcane Magic, too, was discovered, a new way to manipulate the forces of the world, in ways far broader than psionics or even clerical magic could, though its first manifestations were slow. These first practitioners learned to carefully gather energy from the environment and manipulate it for a variety of effects, but these were slow and time consuming. Time and practice lead to better and faster techniques, but few could match the speed of psionics. But as always, there were those who wanted greater power, and a faster means to it, and so it came to pass that Crimson Sorcery (also known as Defiling, due to its effect on the surroundings) was developed. By this technique, energy and matter and creatures could be taken directly from some other dimension, rather than slowly altering the existing ambient energies to suit one's needs. But there came with this a terrible price: the process of opening the brief-lived rifts to other dimensions (which glowed a hazy red, hence the practice's title) allowed entropic energies in, which hastened the decay of the caster's surroundings. Not all turned to this path of easier power -- some, calling themselves Green Warden (or Preservers), adhered to the older, safer ways, and tried to undo the ecological devastation their power-hungry counterparts wreaked. What no one knew is that these rifts are opening to the Terminus, and drawing in energy, matter and creatures from the worlds the Doom Coil devoured, in the process allowing some of the Terminus energies out, corrupting the land. But the Crimson Sorcerers did not care: it was a faster path to power, and that was all they needed to know. Massive ecological devastation followed as Crimson Sorcerers attained greater and greater power and waged wars of conquest... and genocide. A small cadre the most powerful Crimson Sorcerers took it upon themselves to purify the world by returning it to the ancient Progenitors, by murdering every 'deviant' and 'offshoot' race. Dozens of sapient races were wiped off the planet in these 'Cleansing Wars,' and in an attempt to boost their already considerable power these so-called "Champions of Purity" used the ancient tower (the one the Progenitors used to stem the algal tide) to siphon energy from their sun, turning it into a bloated, dark crimson sphere. In time these Sorcerers turned on each other, due either to falling too deep to paranoia or realizing the full horror of their actions and repenting at the eleventh hour. Many of these powerful Crimson Sorcerers were killed or imprisoned in a pocket dimension, and of the survivors, one was transformed into a mighty dragon to guard the prison, while the others went on to become Sorcerer-Kings, creating city-states from the ragtag survivors of their wars in which they would be worshiped as gods. The world is slowly being rebuilt, on the broken backs of countless slaves. Nede is far from safe, though. The Sorcerer-Kings and other Crimson Sorcerers continue to use their defiling, tainted magic, and their universe has already begun to slide into the Terminus. The Terminus energies they unknowingly (or uncaringly) bring in stream out, invisibly, to the edge of their universe, and has been slowly eating it away from the outside in. Astrologers and Navigators, so used to scanning the night skies, have begun to notice some of the stars are vanishing, but they do now know what it means. Unless drastic steps are taken, the entire universe will all into the Terminus, which interests both Omega and Tarvon the Undying greatly: if more worlds can be made to fall to the Terminus, simply through nurturing ambition and recklessness in mages, without any real pushing from Annihilists, their jobs would be much easier. There are no PL 0 Bystanders here, everyone is at least PL 2. The Sorcerer-Kings are in the PL 12-16 range; the most powerful antagonist is The Dragon, who is PL 17. Sentient Races Aarakocra: Winged bird-men; arms form the leading eds of their wings, plumage white to blue-gray. Dislikes confinement, both physical (claustrophobic) and social (i.e., long-term commitments or obligations). Str 8, Dex 14; Notice 4; Flight 1 (restrainable), Strike 1 (Mighty), Super-Senses 1 (low-light vision). Dwarves: Short, stocky, long-lived monomaniacs who focus on one task to an obsessive degree; those who die before completing a major focus are often condemned to live out their afterlives as banshees. Con 14, Wis 12, Cha 8, Immunity 1 (poison). Many possess clerical/elemental Magic. Elves: Pointed-eared desert dwellers as fast -- and mercurial -- as the sirocco. Known as untrustworthy thieves and bandits, a reputation many take perverse pride in. Dex 14, Con 8; Notice +4, Search +4; Endurance; Speed 1. Half-Elf: Regarded as outsiders in both the human-dominated city-states and the elven tribes of the wilderness. Have become socially adept, keenly perceptive, and diplomatic simply to get through the day in a world that sees them as half-breed mongrels, and to deflect prejudice. Dex 12; Diplomacy +4, Gather Information +4, Notice +2, Search +2; Immunity 1 (sleep), Super-Senses (low-light vision). Half-Giants: 7 to 8 feet tall, 250-400 lbs. Force-bred into existence by cruel sorcerer-kings. Quick to pick up local tastes, morals, customs and habits. Str 12, Dex 8, Con 12, Immunity 10 (fire effects; Flaw: Limited [half effect]), Super-Strength 1 (PF: Shockwave [Cone Area Damage]). Halflings: Cannibalistic, feral, pierced, savage, tattooed, war-painted, hobbits who live in (And fiercely protect) the few forests remaining. Dex 12, Wis 12; Acrobatics 4, Stealth 4; many have druidic Magic. Muls: Sterile crossbreeds of dwarves and humans, bred as slaves by templars, noble families and merchant houses for their great stamina. Squat and muscular, gruff and taciturn. Str 12, Con 14, Immunity 1 (Sleep; Half effect), Regeneration 1 (Disabled 1). Thri-Kreen: Mantis-men from the desert wastes. Six limbs, poisonous bite, obsessed with hunting, exoskeletons range from yellow to brown to gray. Str 12, Dex 14, Int 8, Wis 12, Cha 6; Additional Limbs 2 (four arms), Immunity (sleep), Leaping 2 (x5), Paralyze (poison bite), Protection 2, Speed 1, Super-Senses 2 (darkvision). Nedeian Critters Cistern Fiend (PL ~10): 40 to 50-foot long translucent green worm with a great mass of coiling, 10-foot-long pinkish tentacles surrounding a hideous mouth, though it is nearly invisible while totally submerged in water. Lives in water (indeed, dies if out of water for more than a minute or so), which it filters, a benefit to any community's water supply. Touch of tentacles can Paralyze (Fort save), bite is a Drain CON effect as it greedily sucks out all bodily fluids. Animal intelligence, but a few minor psionic powers, which it uses to turn away other creatures from the water supply it inhabits/protects: Drain Any One Psionic Power (mind thrust; Slow Fade [regain 1pp/day]), Mental Blast (psionic blast), Nullify Psionics Field (synaptic static), Stun (ego whip/inflict pain), and Super Senses (Detect Life). Critic: Tiny (12-to-17-inch long, 2.5-to-5 pound), multicolored, spiny-backed lizards, said to be the prettiest of all lizards on Nede. Considered good luck in any household, primarily because of their psionic powers: all have Super-Senses (danger sense [mental], mental awareness, precognition). Erdlu: Flightless, featherless birds covered in flaky gray scales. 7 feet tall, up to 200 lbs.; razor-sharp toe-claws, fast runners. Eggs are an excellent food. Hard scales of wings can be turned into shields or armor (Protection 3); beaks used for spearheads, claws for daggers. Gaj (PL ~7): 6-foot-long reptile-beetle thing; scaly rust-orange shell, six four-jointed legs ending in webbed, clawed feet, six compound eyes on the white head, foot-long barbed mandibles, six finger-like appendages over the mouth, and three feathery stalks rise from the forehead. As intelligent as a human, feeds on flesh and thoughts; touch of antennas probe thoughts (touch-range Mind Reading) and drain mental energies (Drain WIS). Also has other psionic powers: Communication (send thoughts), Illusion (all senses; Phantasm), Mind Control (domination), Mind Control (mass domination; Area), Paralyze (id insinuation), and Stun (ego whip/inflict pain), all in an Array, and Super-Senses (detect sapient life). Much larger specimens (10 feet long or more) are not unknown. Inix: Large (16 foot long, 2 ton) lizard, with a thick shell protecting its back. Spirited mounts; riders often travel on howdahs. Herbivorous, but requires lots of forage. Shells can be used for armor (Protection 3), and scaly underbellies can be used to make fine leather armor (Protection 2). Inix tail makes excellent dining. Jankx: Tiny (one-foot-long) furred mammals that live in burrow communities in the desert. Very much like a gopher, but the fur is golden, they have cheek pouches (like a hamster) and poisonous spurs on each limb (like a platypus); the toxin causes tremendous pain in the limb it hit (Stun). Jankx meat is gamey but palatable, but the smell of cooking jankx meat will send other jankx into a murderous rage. Kank: Large (8 feet long, 400 lbs.) docile insects with black chitinous exoskeletons. Used as caravan mounts, and make decent herd animals. Food Producer caste secretes melon-sized globules of green honey (which humans & the like can live on along for up to 3 weeks); Soldiers protect area (pincers inject a paralytic poison) while Brood Queens lay eggs. Meat emits a foul odor when killed, not even carrion eaters will touch it. Chitinous exoskeletons can be turned into armor (Protection 3). Nectar can be fermented into a drink called broy. Kip: A shy, small (2-to-4-foot long) six-legged, armored creature that digs and eats the roots of plants and trees. Kip herds provide a staple of meat and leather goods in most dwarven communities. Kips tend to amble away from threats, but can release a cloud of invisible pheromones that induce extreme apathy; some dwarves 'milk' the Kips for their pheromones. Mekillot: Huge (30 foot long, 6 ton) lizards, with thick shells covering their backs and heads. Vicious, but often used as caravan beasts. Known to swallow would-be handlers whole. Mekillot steaks make excellent dining. Tembo (PL ~4): Furless, tawny-colored beast covered in loose folds of scaly hide. Three to six feet long, about as hgh as a human's thigh. Canine fangs protrude from beneath flappy lips of squarish snouts, and has huge square ears that can turn in any direction independently of each other. Attacks vary: some go for stealth, some leap into the fay immediately. Frighteningly intelligent (INT 13-14), with vast psionic powers: Concealment (chameleon power; Blending), Concealment + Insubstantial (shadow form), Immovability, Insubstantial (ectoplasmic form), Shield (displacement), Strike (death field; Area, Side Effect [takes same damage]), Strike (life drain; Vampiric), Super-Senses (analytical olfactory, extended hearing & visual, low-light vision, scent, tracking scent). They also feed on life-force: bite has a Drain All Traits 1 effect (necromantic). Favored food is the young of any other race; Tembo fat is used to make high-quality candles. Z'tal: Small (2-to-3-foot long), upright (kangaroo-like) lizards that hop in shepherded leaps across Athas. They are very stupid and are known to stampede when panicked. Z'tal emit a piercing scream when frightened, an Area Nauseate (vertgio) effect; one screaming z'tal will soon stampede the entire leap of lizards. Z'tal meat is dense and coarse, though the hind quarters (drumsticks) and tail of an adult z'tal make excellent eating -
Dead Head leaped to action, moving at a constant sprinter's pace thanks to muscles which were no longer slowed by the buildup of lactic acid and other fatigue compounds. In moments he not only caught up with but passed Mr. Brown, stopping suddenly in front of him. I don't think I'm jawin' with the body's spirit anymore; I think that's whoever raised 'im up. "'Served its purpose'? But yer just runnin' off? Any halfway-skilled necromancer'd just sever the connection and have the corpse drop where it was! What, are ya runnin' short on bodies? Or are ya just a neat freak?" If I just punch this body, the animatin' force'd prob'ly be disrupted and it'd fall, but if I can get whoever's pullin' his strings to pull back on his own, I might be able to trace it back to the source.
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"I really, really don't think we-" Dead Head began at Kid Cthulhu's words when the sudden pitch darkness made him pause. The emerald flames in his eyes continued to shine, lending some minor illumination to the area, but given where that light was, it served to do little more than illuminate his skull. "Dang, it is quiet. too quiet. Mutt, whatcha got, boy?" A sniffling, snuffling sound could be heard coming from next to the heroic revenant. "Smells... smells like... like those things that attacked three moons ago... the ones that smelled like the Interceptors." "'Smelled like the Interceptors'? Oh, you mean them-" his face fell slack, "GRUE?! The heck are Grue doin' here?"
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- gorgon
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I leave that entirely up to you, my good man!
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I'm thinking he would've sniffed some when the Metaceptors were running around, which were clones grown from Grue Drone stock (salvaged from wreckage of the the Invasion that MindControlled!Atlas spearheaded). It wouldn't be exactly the same, but close enough to be distressingly familiar.
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Dead Head has Toughness +18 and Impervious 12 (not vs. blessed/magic/silver). Even if Mr. Brown's unarmed strikes counted as magic (which I don't think they should), that's still a minimum of 19 he can get on a Toughness save, enough to ignore any damage of +3 or less. And with his Regen, he'd peel off one Injury a round w/ no rest. Though, speaking of, something I do feel is worth mentioning: the descriptor for his high Toughness & Impervious isn't "so tough things bounce off him," it's "things go through him as much as they would any Bystander, but he regenerates the damage so fast it's as if he was never injured."
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Personable as this one is, he's still little more than a run-of-the-grainmill zombie. He cain't do a thing to me. "Hunh, so yer not workin' with the Baron," Dead Head remarked rather nonchalantly, moving only to straighten up out of his defensive posture. He did nothing to stop Mr. Brown from wrapping his cold hands around his own cold throat, but what was strangulation to one who did not breath? What was a broken neck to one whose reliance on mortal biology ended over a decade ago? "If not him, though, then who?" Deep in concentration, he barely notice the dead man's fists raining down on him. Mr. Brown was, after all, only one zombie, and one zombie is rarely a threat. They weren't much stronger than they were in life, their biggest advantage was their indefatigable nature. you need someone to turn a big wheel to mill grain into flour, a zombie was your man. One-on-one combat, though, you'd be better served by a ghoul. "Someone what hates the Baron, but ain't above usin' undead. Hrm... Malador? Or maybe a Mayombe gone rogue? C'mon, brother," he looked straight at Mr. Brown, just as a fist came along and knocked him hard enough to dislocate his jaw, "it ain't 'otta be like this -- 'alk 'a me!"
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"Okay, see, I got a bit of a problem with what ya almost said right there," Dead Head said, eyes narrowing as he crouched a bit into a defensive stance. "Ya said yer a servant of 'Ba,' which, way I sees it, could be one of two things. Ba is one part of the ancient Egyptian concept'a the soul, it's everythin' what makes an individual unique. So maybe you's workin' fer some mummy; wouldn't mind seein' one'a them, assumin' he ain't out doin' nothin' nasty. But," he cocked his head slightly, "when ya said 'Ba,' you stopped yerself sudden-like, so's I'm thinkin' ya did so 'fore ya could say 'ron Samedi.' Now, you wouldn't be workin' fer that ol' snake, wouldja? 'Cuz if so, well, I's jes' gonna have t'oppose ya, on principle."
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"I have an alternative hypothesis," Protectron intoned. "As it appears the perpetrators of this disruption are operating on a 'steampunk' theme, they may be after the fissile materials -- and water from the cooling towers -- to drive bigger and more potent steampunch devices, not for any radiological purposes." It turned its head slightly, just enough to see the defending steambots, "they may intend to use it to drive a giant steamechanoid." "Caution is advised, Friend-Ironclad," it said, turning back to face her. "These robots seem irresponsive to technopathic interface. However, internal security may be accessible, allowing you to control what the usurpers see and hear."
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Protectron beamed a radio message to where it believed the heroes were inside the warehouse. ~Warning, allied organic superheroes: all the workers on the dock at the rear of the warehouse are all armed with an assortment of handguns. Additionally, residual heat signatures on forklifts and other equipment indicate a large amount of material was recently moved out of the facility. If this is where the organic hybrids escaped from, it appears the workers are attempting to cover it up.~ It never occurred to Protectron that they might not have a way to receive its transmission. Its warning sent, Protectron activated its boot jets and zipped down towards the dock.
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Dead Head... unholsters his shovel. He has 2 HP. Mutt the Wonder Dog sniffs around with his extended tracking olfactory sense. Does he smell anything/anything familiar?
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Happy Post-Teenage-ing!
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"Nah, ya didn't," Dead Head admitted to his lie, "jes' figured that'd be the best way t'get yer attention." Definitely corporeal, and responsive, if a bit stilted. Some pow'rful ju-ju went into makin' 'im. Dead Head chuckled, "funny you should ask that, friend, I was jes' about to ask you the same thing! Whatcha doin' 'round these parts? Ain't often I see corporeal types 'round here, not unless they's a vampire lookin' fer a quick nip, or some sawbones snapped and started Frankensteinin' folks. But you don't seem either type, so what gives? You a messenger? Or jes' a stubborn ol' soul who ain't realized what's happened?" He looked 'Mr. Brown' over, trying to figure out how he'd met his mortal end, or any other distinguishing marks, which might give a hint as to why he was here, or who sent him. Cain't help shake th' feelin' I's seen this guy before. But where?
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Animal Control/Sensory Link deal makes sense, yes. There's still the problem, though, of him being a hideous Fish-Man (the kind that attacked the city just three months ago), wearing nearly-black robes, wielding shadow-tentacles. He's going to need some sort of disguise to get around in the city without being immediately attacked.
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INT check (1d20+1=6) Stupid mice, rooting around in his brain!
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Do Dead Head's senses (and perhaps some sort of Knowedge check) tell him what type of undead critter Mr. Brown is?
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[floatr][/floatr]Players Name: Dr Archeville Characters Name: Doktor Archeville Power Level: 12 (15) (250/250PP) * Trade-Offs: -4 Attack/+4 Damage, or +2 Att/-2 Dmg w/ "Combat Mind"; -2 Defense / +2 Toughness Doktor Archeville is, at default, PL 12 in Combat, but PL 15 in Skills & HQ features. However, a combination of his Enhanced Mind APs, Gadgets ad Inventions can bump him up to PL 15 for Combat. At this higher PL, his trade-Offs are -5 Att/+5 Dmg, or -1 Att/+1 Dmg w/ "Combat Mind." Unspent PP: 0 Progress to Orichalcum+: 186/210 Awards: Bronze: Equipment 15 for this character. Silver: Minion 15 for Dead Head. Gold: 3rd char slot, for Protectron. Platinum: Equipment 1 for this character, 1 for Dead Head, 5 for Protectron; 8 unspent. Impervium: Free Orichalcum: Free Original character sheet (04/2008-06/2011) here. This sheet to be used 06/2011-07/2012. Third character sheet (08/2012-Present) here. In Brief: German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver," trying to use his Science! for good, partly to undo the evils his grandfather did (and to undo the evils he 'himself' did). Alternate Identities: Viktor Heinrich Archeville Identity: Public Birthplace: Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) Occupation: Scientist, Philanthropist, CEO of ArcheTech Affiliations: ArcheTech (CEO and Majority Shareholder*), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), The Interceptors (Founder, Secret Backer/Director), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), Technische Universitat Manchen/Technical University of Munich (Alumnus, Donor), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) Family: Cynthia Bauer Archeville (Mother, Deceased); Varick Heinrich Archeville (Father, Deceased); Verrill Herman Archeville (Paternal Grandfather, Deceased); more here. Age: 34 (DoB: June 1977) Apparent Age: 25 Gender: Male Ethnicity: German Height: 5'10" (1.78 meters) Weight: 151 lbs. (68.49 kg) Hair: Golden Blonde Eyes: Rhine Blue Description: Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders; he speaks (and occasionally sings) with a rich tenor voice. Though he is 34, he looks to be only about 25, having aged at roughly half the normal pace since he turned 16. Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. He still gives some consideration to his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). Of late the Doktor's genial nature has taken a more somber tone, as he has become haunted by past failures and plagued with guilt, but he tries to maintain a positive face and not let the general public see just how deeply shaken he has been by all that has transpired. Power Descriptions: His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. History: Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read his FC PbP Wiki page. And then it all went horribly wrong as the supernatural evil from beyond reality slumbering within him, which had been slumbering in his past thirteen generations of ancestors, awoke with a terrible fury. But the heroes rallied, and the day was saved, with little loss of life, but much loss of trust. Out of his guilt for all that happened, and a desire to focus on making amends to those he could, his company ArcheTech (and the orbital station ArcheStern and the super-sub Fjölnirskraft) was ceded to Miss Americana and the Scarab (via the Rhodes Foundation), to be returned to him if and when the three of them feel he has adequately atoned. In addition, Scarab and Phantom erased the knowledge of all heroic secret identities from his mind, and Dragonfly and Miss Americana did to same to his computer systems; regaining this knowledge will have to be done the hard way, by regaining the trust of the heroes. Personality & Motivation: Archeville now works to redeem not only his family name but his own name as well. Though the world believes his company and technologies were taken over by an outside invader (which is partially true), and assume the heavy guilt he feels is from a failure to properly secure it, those who know the real story -- who are, for the most part, the ones 'he' betrayed -- are having a much harder time forgiving him. And he, of course, is his own harshest critic. So he throws himself more and more into charitable and heroic acts which he hopes will lead to atonement, paying little attention to the increased stress this places upon his already-strained mind. In an odd way, Archeville is more alone now than ever: when the pseudonatural influence was separated from him, so was the 'Other,' the split in his personality he had labored under most of his life. (The truth is that it was not a true split personality, the Other was an 'interface' the pseudonatural entity used to study and later interact with the world, both based on and feeding Archeville's darker, baser impulses.) Now that voice is gone, and Viktor Archeville is alone with his thoughts for the first time. Archeville still engages in a professional rivalry with other high technologists, and still distrusts magic, largely because it is something he does not (and perhaps cannot) understand. He reserve his more intense hatred, though, for the mystical practitioners and entities that are decidedly inimical to mankind & reality (like the thing that had been in his family line for so long, and those who worship such pseudonatural beings). Update: As of March 2012, Archeville's "shoulder daemons" are back, though now they are A] a lot more of them, and B] all ultimately answering to his core/primary personality, which is that of a determined man trying to make good in the world. Powers and Tactics: Once the pseudonatural influence was torn away, Archeville was left with a far diminished mind, though his intellect and skill with scientific and technical matter was still world-class. After revisiting some earlier projects, he devised a replacement for the mystical enhancements to his mind, consisting of nano-scale self-replicating bioceramic structures based on neural networks. These nanites not only replaced his prior enhanced mental capabilities, but added new ones: he can detect radio signals, and "technopathically" interface with computers and other machines. The nanite enhancement is not limited to his brain: others bionanites constantly patrol his body, mitigating the effects of certain exotic body- and mind-altering effects, and repairing severe trauma at an accelerated rate. Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. (See the 2009 Sherlock Holmes film for examples.) Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His Gravimetric Belt (utilizing both antigravity and contragravity technologies) enables him to fly and can generate a very potent protective force field. The flight system can be set to allow him to teleport (via short-lived micro-wormholes) or stabilize him against unwanted movement, and the force field can be modulated to it can either cloak him from all forms of detection, or disperse his atoms to render him intangible. The Belt also has a constant low-level field providing full life support. The Belt's abilities have been weakened due to the loss of certain rare and irreplaceable components; he has compensated for this in part by installing better overload compensators, so that overloads (such as from potent attacks) do not shut down his protective field totally. For a time he wielded an elektromagnetische pistole ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/television), but he used the parts from it to both upgrade his gravimetric belt and construct his very versatile elektromagnetische schraubenzieher ("electromagnetic screwdriver"), which can harness the energies of the electromagnetic spectrum for a wide variety of effects as well as interface with and alter or improve the function of most forms of technology. Complications Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, Doc Otaku, the Power Corps, and White Knight all have it in for him, as do Captain Knievel, Havoc, and Malice. Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him: fans can make tempting targets for unscrupulous villains, and detractors can pop up at the most inopportune of times. Hatred: Archeville has a dislike of magic users and other supernatural beings (viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand, and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others), but outright hates entities that are decidedly inimical to human life and sanity (like pseudonatural entities). Jobless Millionaire: After the ArchEvil event, Doktor Archeville ceded control of ArcheTech (and with it ArcheStern and Fjolnirskraft) to Miss Americana and Scarab (via the Rhodes Foundation), until such time as he could be trusted with them. Until then, Archeville may only use them as much as any other superhero. My Own Worst Enemy: Archeville's divided has caused him no end of trouble, and continues to do so from beyond in the form of caches of ultra-tech devices and mutagenic compounds spread throughout the world, waiting for some unscrupulous person (or innocent victim!) to find them. Obsession: To say Archeville is obsessed with science and technology is like saying the Sun is warm and the oceans are damp. He is the tinkerer, always pushing the hardware to the limit and beyond, always MacGyvering toasters into heat beams, with both an unwavering childlike wonder at the scientific miracles inherent in everyone and everything around him, and an unrelenting optimism that scientific discovery ultimately makes the universe a better place to live in. Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. And several of Freedom City's heroes know the evils Viktor (albeit under the influence of his Other) did do. Responsibility: Membership in the Freedom League and his personal relationship with Fulcrum would be enough for most, but Archeville is devoting much of his time to healing/repairing everything (and everyone) he harmed. At the top of this list are the Interceptors, who were stung worst of all by 'his' actions. Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. Secret: Archeville's pseudo-Multiple Personality Disorder was not widely known, nor is the extent of his involvement in the ArchEvil events. Abilities: 0 + 0 + 0 + 14 + 8 - 2 = 20PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 40/24 (+15/+7) Wisdom: 34/18 (+12/+4) Charisma: 22/8 (+6/-1) Combat: 16 + 12 = 28PP Initiative: +15/+7 Attack: +14 melee in Melee mode/+14 ranged in Ranged mode/+8 base Grapple: +8, +14 in Melee mode Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -13/-9/-4/-0 Saving Throws: 4 + 5 + 3 = 12PP Toughness: +14/+14/+4/+0 (Impervious 12/4/4/0) (+0 Con, +4 [4] Labcoat, +10 [8]/+10 [0] Gravimetric Belt [standard/Cloaked or Intangible]) Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4) Reflex: +5 (+0 Dex, +5) Will: +15/+7 (+12/+4 Wis, +3) Skills: 152R = 38PP Bluff 0 (-1, +3 w/ Attractive; +6/+10 w/ Enhanced Cha) Computers 14 (+21, +27 at HQ or with Electromagnetic Screwdriver.; +29/+35 w/ Enhanced Int) SM Craft (Chemical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE Craft (Electronic) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE Craft (Mechanical) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SMUE Craft (Artistic or Structural) 0 (+7, +13 at HQ or with E.S.; +16/+21 w/ Enhanced Int) Diplomacy 5 (+4, +8 w/ Attractive; +11/+15 w/ Enhanced Cha) Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SM Disguise 0 (-1, +5 at HQ; +6/+12 w/ Enhanced Cha) Gather Information 0 (-1, +5 at HQ or with E.S.; +6/+12 w/ Enhanced Cha) Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int) SM Knowledge (Earth Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int) Knowledge (Life Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int) Knowledge (Physical Sciences) 9 (+16, +22 at HQ or with E.S.; +24/+30 w/ Enhanced Int) Knowledge (Technology) 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int) SM Knowledge (Any Other) 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 6 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis) SM Notice 5 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis) Perform (Oratory) 9 (+8; +15 w/ Enhanced Cha) Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int) Sense Motive 5 (+9; +17 w/ Enhanced Wis) Stealth 0 (+0; +16 w/ Cloaking Field) Feats: 28PP Attractive Beginner's Luck Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich]) Connected Contacts Dodge Focus 2 Eidetic Memory Equipment 0 (+16 [80EP] Veteran Reward) Improvised Tools Inventor Jack-of-All-Trades Luck 5 Master Plan Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine) Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) HQ: 54 EP Utility Belt: 25 EP 54+25 = 79/80 = 1 EP Unspent Powers: 4 + 8 + 8 + 45 + 29 + 6 + 22 + 1 + 1 = 124PP Comprehend 2 (languages 2 [understand all, read all]) [4PP] Cyberkinetic Container 1.6 (8 points) [8PP] Comprehend 2 (electronic 2 [speak to, understand]) [4PP] Datalink 2 (100 feet, radio; PF: Machine Control) [3PP] Super-Senses 1 (radio) [1PP] Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP] Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP] Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP] Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP] Device 11 (Gravimetric Belt v1.1.5.e, 55PP; Flaws: Hard-To-Lose; PF: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [45PP] Gravitic Defensive Systems 8 (16 points; PFs: Alternate Power x2) [18PP] BP: Enhanced Fortitude 6 {6pp} + Impervious Toughness 8 (note: Sustained Active effect) {8pp} + Shield 2 {2pp} {6+8+2=16/16PP} With his Labcoat, Toughness is +14 (Imp 12), Defense +10 (+4 flat-footed), Knockback -13. Defensive PL 12. AP: Concealment 10 (All Senses; Flaws: Blending; PFs: Close Range, Hide in Plain Sight, Selective; Drawback: Action 1 [Move]) {12pp} + Enhanced Skills 16 (Stealth 16 [+16]) {4pp} {12+4=16/16PP} With his Labcoat, Toughness is +14 (Imp 4), Defense +8 (+4 flat-footed), Knockback -9. Defensive PL 11. AP: Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Flaw: Distracting; PFs: Subtle; Drawbacks: Action 1 [Move]) {16/16PP} With his Labcoat, Toughness is +14 (Imp 4), Defense +4 (+4 flat-footed), Knockback -9. Defensive PL 9. Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP] BP: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action; PFs: Instant Up, Move-By Action) {16/16PP} AP: Teleport 6 (600ft per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy, Turnabout) {16/16PP} Immunity 9 (Life Support) [9PP] Protection 10 ('force field'; PF: Subtle) [11PP] Gadgets 4 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move]; Flaws: Easy-To-Lose 2; Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus]) [29PP] Immunity 12 (aging, immutability [effects that alters your traits, including-but not necessarily limited to-Boost, Drain, and similar trait effects, as well as Transform and other alteration effects used as attacks], own powers; Flaw: Limited [1/2 effect]) [6PP] Nanotech Enhanced Brain Container 4.4 (22 points) [22PP] Enhanced Quickness 4 (to Quickness 6 [x100]; Flaw: Limited [Mental Tasks]) [2PP] Nanotech Enhanced Brain Array 8 (16PP Array, Feats: Alternate Power x5; Drawbacks: Action [Move]) [20PP] BP: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") {16/16PP} AP: Comprehend 1 (Languages 1 [speak Any Languages]) {2PP} + Enhanced Charisma 14 (to 22 [+6]) {14PP} (Linguistische Analyse und Erhöht Gegenwart/"Linguistic Analysis & Enhanced Presence") {2+14=16/16PP} AP: Enhanced Datalink 0 (adds to Datalink 2; Extra: Area; PFs: Rapid 2 [x100], Selective, Subtle) {6pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [sustained]; Flaw: Medium [machines]) {10pp} (Geist in der Maschine/"Ghost in the Machine") {6+10=16/16pp} Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from this combines with Dok's Mental Quickness 6 to get Quickness 12/Rapid 4 (x10,000). AP: Enhanced Feats 16 (Attack Focus [Melee] 6, Improved Crit [unarmed] 2, Improved Disarm, Power Attack, Sneak Attack 4, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) {16/16PP} Melee Attack +14, Unarmed Damage +0, +5 w/ Sneak Attack. AP: Enhanced Feats 16 (Attack Focus [Ranged] 6, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) {16/16PP} Ranged Attack +14, Damage +5 w/ any thrown object, +8 w/ Throwing Discs. AP: Enhanced Wisdom 16 (to 34 [+12]; Erhöht Bewusstsein/"Enhanced Awareness") {16/16PP} Quickness 2 (x5 [Quickness 6/x100 w/ Nanotech Enhanced Brain]; Flaw: Limited [Mental Tasks]) [1PP] Regeneration 1 (disabled 1 [5 hours]) [1PP] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 15 (20*) Toughness Damage; Crit 18-20 w/ MCM Acids/Cutting Torch Melee DC 14 Fort Drain Toughness DC 19 (24*) Toughness Damage Bolos/Glue Ranged DC 14 Reflex Snare Explosives Ranged DC 20 Reflex Area DC 25/20 Toughness Damage Flash-Bangs Ranged DC 16 Reflex Area DC 16/13 Reflex Blinded & Deafened Paralytic Darts Ranged DC 16 Fort Paralyze Pepper Spray Melee DC 16 Reflex Blinded DC 16 Fort Stun Stun Bomb Ranged DC 16 Ref Area DC 16/13 Fort Stun Throwing Disc Ranged DC 18 Toughness Damage w/ RCM DC 23 Toughness Damage Thrown Items, RCM Thrown DC 20 Toughness Damage Weapons Melee DC 20 (25*) Toughness Damage Blaster I Ranged DC 35 Toughness Damage Blaster II Ranged DC 31 Toughness Damage Blaster III Ranged DC 25 Toughness Damage EMP Blast Ranged DC 22 Fort (or Ref) Drain Toughness DC 27/22 Toughness Damage Lightsaber I Melee DC 35 Toughness Damage Lightsaber II Melee DC 31 Toughness Damage Lightsaber III Melee DC 26 (31*) Toughness Damage Lightsaber IV Melee DC 20 (25*) Toughness Damage RCM = Ranged Combat Mind MCM = Melee Combat Mind * Damage w/ Sneak Attack from Melee Combat Mind Or by Gadget or Invention Abilities (20) + Combat (28) + Saving Throws (12) + Skills (38) + Feats (28) + Powers (124) - Drawbacks (0) = 250/250 Power Points Skills Notes: With his mind set to Enhanced Charisma (the default when he's interacting with people), and without using his home tools/Screwdriver, he's at +16 on Know (Earth/Life/Physical Science) and +21 on Computers, Crafts (Chem/Elec/Mech), Disable Device, & Know (Tech). This puts him slightly ahead of Daedalus (the Hank Pym/Tony Stark expy) on Computers (+18) and Life Sci (+14), almost equal on Crafts (+20), DisDev (+22), and Tech (+22), but noticeably behind on Phys Sci (+22). With his home tools/Screwdriver, Dok is at +22 on Know (Earth/Life/Physical Science) and +27 on Computers, Crafts (Chem/Elec/Mech), Disable Device, & Know (Tech). This puts him equal to Daedalus on Phys Sci, and at least 5 points ahead on everything else. Sample Power Stunts for Enhanced Mind 8 (16PP), Gravitic Defensive Systems (16PP), Gravitic Movement Systems (16PP), and Mental Quickness 6 (3PP) can be found here.
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24 June 2011 A week. One week ago my world fell apart; my Other took over, took over myself and the Interceptors, and attacked the world. I broke free, and freed the others, and then I... my body... changed. The thing I became was stopped, but at a terrible cost. Mona is gone. But she is not dead. I know this -- she was caught in the same dimensional rift generated by the Daka crystal she cracked, the crystal charged with Terminus energies, her energies -- she cannot be dead. And I have to get her out of that hell, on top of everything else for which I must make reparations. Ace is right: I have to do something, I cannot just wallow here in Providence. But before I can do any of that, I must... must upgrade. Revisit my tech and my self, see what I can salvage, what is lost, what can be improved. [goto=NuBelt]New Gravimetric Belt[/goto] [goto=NuBrain]New Nanite-Enhanced Brain & Body[/goto] [anchor]NuBelt[/anchor] This is where the fewest changes occurred. I actually dialed down the power a bit on the teleportation systems -- it cannot (on its own) take me as far in one go, but the ride is much smoother, and is now capable of rapider teleports. (Stunts remain unchanged.) Some of the biggest changes have occurred here, as I have had to reconstruct the latest (and most advanced) version of my Belt with components from prior versions, and with lower-quality components. Of course, it is still something most physics grads would give their eyeteeth for, and I do consider myself fortunate that I am allowed access to the materials I do have. One major change is to the most basic functioning: the Belt will now, for as long as power is supplied to any part of it, generate a protective force field as well as the life support field. Numerous redundant backups prevent overloading of these constant fields, so I need not worry about them falling in battle (barring some extremely atypical situations). A secondary field can still be modulated, to either enhanced defense, cloak me from most all forms of detection, or render me intangible (though the latter function has proven irritatingly finicky, and must be constantly monitored, lest all my atoms fly apart!). Sample Power Stunts for Gravitic Defensive Systems (16PP) Compression: Shrinking 20 (Miniscule; Drawbacks: Action 3 [Full], Full Power) {16/16} -20 Str (Str 1), -5 Toughness (+9/Imp 4 w/ coat), +12 Combat (Defense +20) Gravity Alteration, Basic: Move Object 8 (Str 40, Hvy Load 3 tons, 40-ft. radius; Extra: Area [burst, General]; Flaw: Limited [up/Down Only]) {16/16} Gravity Alteration, Personal: Super-Strength 8 (effective Str 50, Hvy Load 12 tons) {16/16} Gravitic Mastery, Close Area: Move Object 3 (effective Str 15, Hvy Load 200 lbs.; Extras: Area [15-ft. Burst, General], Damaging, Selective Attack; Flaw: Range [Touch]; PFs: Precise, Selective, Subtle) {15/16} Gravitic Mastery, Ranged: Move Object 2 (effective Str 10, Hvy Load 100 lbs.; Extras: Area [10-ft. Burst, General], Damaging, Range [Perception], Selective Attack; PFs: Precise, Progression [Area] 1 [20-ft. radius], Selective, Subtle) {16/16} Unshielded Power Core: Strike 15 (Extras: Area [General, 750-ft. Burst]; Flaw: Action [Full]; PFs: Progression [Area] 3; Drawbacks: Full Power, Lethal) {16/16} [anchor]NuBrain[/anchor] When my mind was, as Geckoman put it, 'de-tentacled,' it was vastly reduced in capability. I was still a scientific and technical genius -- I did not forget any of my studies and research, it was just slower going, and harder to make connections -- but I had been capable of so much more. So I resolved to upgrade my brain, with nano-scale self-replicating bioceramic structures based on neural networks. In addition to radically enhancing my brainpower, I have also designed them to grant me extra abilities: I can intercept and broadcast radio, television, and wifi signals, and thus wirelessly control most electronic devices. The bionanites are not limited to my brain, they also patrol my body, mitigating the effects of certain exotic body- and mind-altering effects, and repairing severe trauma at an accelerated rate. Sample Power Stunts for Nanotech Enhanced Brain 8 (16PP) Stunts remain largely unchanged from what he could do before. There is one new trick of note, though: Healing 14 (Extra: Total; Flaw: Personal, Tiring; PFs: Persistent, Regrowth) {16/16} The nanobiotech which now patrols my brain and body can be sent into an 'overdrive' mode to rapidly repair damage my body has suffered. Little effective change here; the nanites allow my mind to work as fast as it ever did. (Stunts remain unchanged.)
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Ben Grimm wouldn't have the Secret ID Complication, so that's not exactly an apt analogy. (In fact, Grimm's got the Public ID complication -- everyone knows him, everyone knows where he lives!)