MBCE Posted May 29, 2009 Share Posted May 29, 2009 This is the OOC thread for Dr. Archeville's power check at the Albright Institue. All I need to do is have a date of when you want to have your test. It must be after Jan 17th, 2009. Link to comment
Dr Archeville Posted May 29, 2009 Share Posted May 29, 2009 Let's go with.... June 5th, 2009 (a Friday). Link to comment
MBCE Posted June 8, 2009 Author Share Posted June 8, 2009 Sorry about that. Here you go. Thread. Link to comment
MBCE Posted June 15, 2009 Author Share Posted June 15, 2009 Just swapped this weekend. I'll get this moving later today. Sorry. Link to comment
MBCE Posted June 15, 2009 Author Share Posted June 15, 2009 STAGE ONE This test will test the doctor's enhanced mind. Use your straight ability score to pass the DCs listed. You get three attempts to beat the DCs. Extra effort can be used at any time to improve your ability but the fatigue remains. An Hp can be used at any time as well, but once an Hp is used, it is no longer avaiable for the thread. Part 1 -- Enhanced Charisma DC 15 Part 2 -- Enhanced Wisdom DC 20 Part 3 -- Enhanced Intelligence DC 25 Part 4 -- Your Choice DC 30 Link to comment
Dr Archeville Posted June 16, 2009 Share Posted June 16, 2009 Part 1 -- with Enhanced Cha active, he can Take 10 and beat the DC 15. Part 2 -- with Enhanced Wis active, he can Take 10 and beat the DC 20. Part 3 -- can't Take 10 on these. Well, I could, but I'd fail.... Two Natural 20s!!! (30, 30, 12) Part 4 -- I'll go with Int again. 3 failures (15, 22, 22) Extra Effort to boost Enhanced Int by 2 (to 32/+11), and HP to re-roll Argh, fail again (28) Now to figure out what to write IC. Link to comment
Dr Archeville Posted June 20, 2009 Share Posted June 20, 2009 Took me long enough! ;) Link to comment
MBCE Posted June 21, 2009 Author Share Posted June 21, 2009 Took me long enough! Cute. I liked it. Link to comment
MBCE Posted June 21, 2009 Author Share Posted June 21, 2009 STAGE TWO This stage will test the Doctor's amazing powers to create items. Below are the construction checks that he needs to pass. He gets three attempts to make the DCs. Extra effort and Hps can be used as usual. You may use any of your craft skills in any order, but can only use one craft twice. Good luck. Part 1 -- Craft DC 30 Part 2 -- Craft DC 35 Part 3 -- Craft DC 40 Part 4 -- Craft DC 45 Link to comment
Dr Archeville Posted June 22, 2009 Share Posted June 22, 2009 Are these being done as if Jury-Rigging an Invention, and the things he makes can have a PP cost of (DC - 15)? And if it is being done as Jury-Rigging, that means he cannot Take 10 or Take 20. Is this so? Also, I believe my Second Chance [Craft/Chemical] means I get six chances, rather than three, to make checks with that skill. :) Link to comment
MBCE Posted June 22, 2009 Author Share Posted June 22, 2009 Are these being done as if Jury-Rigging an Invention, and the things he makes can have a PP cost of (DC - 15)? And if it is being done as Jury-Rigging, that means he cannot Take 10 or Take 20. Is this so? Also, I believe my Second Chance [Craft/Chemical] means I get six chances, rather than three, to make checks with that skill. First off the second chance. We'll let you roll once extra. Getting three rolls would be too much. This is a test of his abilities afterall. So with the Chemical, he gets 4 chances to make the roll. Taking ten is fine as well as using your addition Luck feat's HPs to pass the rolls. As for the test, it is done under the normal construction rules [DC10 +pp] not jury rig. Remember, these are albright items that you'll be writing up, not Doc's items. So you can expect them to pop up again at some other date. Hope that helps. Link to comment
Dr Archeville Posted June 22, 2009 Share Posted June 22, 2009 Remember, these are albright items that you'll be writing up, not Doc's items. So you can expect them to pop up again at some other date. Hope that helps. I was going to suggest that exactly this happen, that the things Doc makes falls into some disgruntled Albright scientist's hands and they have a short rampage as a new supervillain ;) Link to comment
MBCE Posted June 23, 2009 Author Share Posted June 23, 2009 I was going to suggest that exactly this happen, that the things Doc makes falls into some disgruntled Albright scientist's hands and they have a short rampage as a new supervillain It's one of the possible story concepts that I have in mine. So work away! :D Link to comment
Dr Archeville Posted June 23, 2009 Share Posted June 23, 2009 Okay, let's get the rolls out of the way Part 1 -- Craft/Mechanical, DC 30 With either his Enhanced Intelligence or his Electromagnetic Screwdriver helping him, he can pass by Taking 10. Part 2 -- Craft/Electronic, DC 35 With both his Enhanced Intelligence and his Electromagnetic Screwdriver helping him, he can pass by Taking 10. Part 3 -- Craft/Chemical, DC 40 34, 44, 48, 34 -- got it on the second try. Part 4 -- Craft/Chemical, DC 45 31, 37, 35, 46 -- just managed to get it on the final roll Link to comment
MBCE Posted June 23, 2009 Author Share Posted June 23, 2009 Looks like that second chance really helped out there! Looking forward to seeing what you come up with. Link to comment
Dr Archeville Posted June 23, 2009 Share Posted June 23, 2009 I look forward to having the time to write it! ;) Link to comment
Dr Archeville Posted June 24, 2009 Share Posted June 24, 2009 Part 1 -- The basic armored suit itself -- Craft/Mechanical, DC 30 (20pp) Device 5 (25 points, Hard to Lose) [20pp] Immunity 3 (cold, critical hits, radiation; Flaw: Limited to half effect for cold and radiation) [3pp] Protection 7 (Extra: Impervious 12) [19pp] Strike 2 (PF: Mighty) [3pp] Link to comment
Dr Archeville Posted June 24, 2009 Share Posted June 24, 2009 Part 2 -- Sensors -- Craft/Electronic, DC 35 (25pp) Device 6 (30 points, Hard to Lose) [24pp] Enhanced Attack 6 (targeting arrays) [12pp] Enhanced Defense 4 (warning systems) [8pp] Enhanced Feats 2 (Dodge Focus 2) [2pp] Super-Senses 8 (danger sense [visual], direction sense, distance sense, infravision, radio, time sense, ultravision, uncanny dodge [visual]) [8pp] Link to comment
Dr Archeville Posted June 25, 2009 Share Posted June 25, 2009 Part 3 -- Drug Injection System #1 -- Craft/Chemical, DC 40 (30pp) Device 7 (35 points, Hard to Lose) [28pp] Boost 10 (all physical ability scores [str, Dex, Con]; Extras: Total Fade; Flaws: Personal; PF: 1 Alternate Power) [31pp] AP: Healing 10 (Extras: Action/Standard, Total; Flaws: Personal) Enhanced Feats 4 (Rage 4 [+10 Str, +5 Fort and Will save, 5 rounds]) [4pp] Link to comment
Dr Archeville Posted June 25, 2009 Share Posted June 25, 2009 Part 4 -- Chemical Injection System #2 -- Craft/Chemical, DC 45 (35pp) Device 8 (40 points, Hard to Lose) [32pp] Immunity 14 (cold, disease, fatigue effects, heat, need for sleep, poison, radiation, starvation and thirst, suffocation effects; Flaw: Limited to half effect) [7pp] Leaping 2 (x5) [2pp] Plasmid Powers 12 (24pp powers; PFs: 6 Alternate Powers; Drawback: Action 2/Standard Action to switch powers) [28pp] BE: Blast 12 (electricity) AP: Blast 8 (cold; Extra: Alt Save/Fortitude) AP: Blast 8 (fire; Extra: Explosion) AP: Emotion Control 12 (biochemical emotional manipulation; Extra: Alt Save/Fortitude; Flaws: Range/Ranged) AP: Strike 8 (sonic shout; Extra: Cone Area, Linked Dazzle 8 [auditory; Extra: Cone Area; Flaw: Range/Touch]) AP: Strike 5 (insect swarm; Extras: 25-ft. Burst Area, Selective Attack) plus Linked Environmental Control 3 (distraction [DC 10] and visibility, 25-ft. radius; Extra: Selective Attack; Flaw: Range/Touch) AP: Telekinesis 7 (Str 35; Extra: Range/Perception; PF: Subtle) Speed 1 (10 mph) [1pp] Super-Movement 1 (slow fall) [2pp] Link to comment
Dr Archeville Posted June 25, 2009 Share Posted June 25, 2009 And take it all together, you get this. Which can turn a PL 0 Scientist (well, a Scientist with 0 Atack/Damage/Defense/Toughness) into a PL 9 (-3 Attack/Defense, +3 Damage/Toughness) threat! Str 10/+0 normal, 20/+5 w/ Boost, 30/+10 w/ Boost & Rage. Dex 10/+0 normal, 20/+5 w/ Boost. Con 10/+0 normal, 20/+5 w/ Boost. Toughness +7 (Imp 7) normal, +12 (Imp 12) w/ Boost Fort +0 normal, +5 w/ Boost, +10 w/ Rage Reflex (and Initiative) +0 normal, +5 w/ Boost Yes, it's Bane meets the Splicers from BioShock :twisted: Link to comment
MBCE Posted June 29, 2009 Author Share Posted June 29, 2009 STAGE THREE This stage will test the abilities of your Belt. Different aspects of the belt are tested here. Roll the appropriate power vs the DCs. You have three attempts to succeed. [Flight, Force Field, Immovability, Teleport] used in any order you wish. Part 1 -- DC 10 Part 2 -- DC 15 Part 3 -- DC 20 Part 4 -- DC 25 Link to comment
Dr Archeville Posted July 3, 2009 Share Posted July 3, 2009 I'm not sure that works, since about the only time a power check would be needed for those powers is if they were being Nullified or countered. (And Force Field directly adds to Toughness, and Toughness/saves is usually its own part of these Tests.) But I'll roll with it. Part 1 -- DC 10 (Flight 5) 18, 18, 8 -- got it on the first try. Part 2 -- DC 15 (Teleport 6) 14, 21, 25 -- missed the first time, got it on the second. Part 3 -- DC 20 (Force Field 10) 13, 15, 21 -- failed the first two, just made it on the third. Part 4 -- DC 25 (Immovability 12) 20, 21, 17 -- failures all I've used 1 HP, still have 2 left. I'll use one to re-roll. Natural 20, for a 32! Link to comment
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