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Doktor Archeville (PL15) - Dr Archeville (Platinum)


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[floatr][/floatr]Players Name: Dr Archeville

Characters Name: Doktor Archeville

Power Level: 15 (250/250PP) [297]

Trade-Offs: -3 Defense / +3 Toughness

Unspent PP: 0

Progress to Impervium: 147/150

Awards:

    Bronze: Free Equipment 15 for this character.
    Silver: Minion 15 for Dead Head.
    Gold: 3rd char slot, for Protectron.
    Platinum: Equipment 15 for this character.

New Version, to be used after July 17th, 2011

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. (Except when he's not.)

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 Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more here.

Age: 33 (DoB: June 1977)

Apparent Age: 24

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. Though he is almost 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. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after 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).

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.

UPDATE: In August 2010, a horrible change came over Archeville. After reading from an Eldrich Tome, Archeville's "Id" became more dominant, and able to manifest in a Jekyll/Hyde-like manner. Archeville is wholly unaware of this.

[floatl][/floatl] Personality & Motivation: Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the world at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind.

However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent; the affectation is a concession to his Evil!side, who would prefer he only speak German), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occasional prototype for some truly horrifying weapons and downright bizarre technologies.

UPDATE: Since his encounter with the eldrich tome, Archeville -- now freed of his darker impulses -- has been more relaxed and jovial. He's even stopped talking in his outrageously exaggerated German accent.

Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of their abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientific theories debunking their mystical origins.

Roleplayng Notes: Archeville's inner conflicts are represented by two "Shoulder Daemons." On his right is an angelic version of Archeville, in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a demonic version of Archeville, with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he needs both: his Demonic!Side represents his energy, his drive, his strength of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way.

Powers and Tactics: Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. (His extreme intelligence and skill is, in fact, a bit of a hindrance: he cannot make as big an impact on the world as he would like because it is so difficult to get his work peer reviewed!) Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others.

Archeville's scientific & technical skill are not the only aspects of his mind which are enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level.

When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools."

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. When fully focused on doing so, he can take down most foes in seconds. (See the 2009 Sherlock Holmes film for examples.)

Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it.

UPDATE: Archeville no longer requires sleep, nor does he age. He is unaware of this, and does still get tired; when he does to sleep, his Evil! side dominates.

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, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. 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, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice.

Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains.

Hatred: Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others.

My Own Worst Enemy: Archeville's divided nature is now more divided than ever, and he is completely unaware of what his Evil! side does when it takes over (or even that it can take over), or the changes he undergoes when that happens.

Obsession: To say Archeville is obsessed with science and technology (and debunking magic) is like saying the Sun is warm and the oceans are damp.

Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist.

Responsibility: Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is very busy.

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 is not widely known, and they would prefer very much to keep it that way.

Abilities: 0 + 2 + 0 + 14 + 10 + 0 = 26PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 10 (+0)

Intelligence: 40/32/24 (+15/+11/+7)

Wisdom: 36/20 (+13/+5)

Charisma: 26/10 (+8/+0)

Combat: 16 + 16 = 32PP

Initiative: +15/+7

Attack: +20 unarmed in Melee mode/+13 ranged in Ranged mode/+10 other melee in Melee mode/+8 base

Grapple: +8, +10 in Melee mode

Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed

Knockback: -16/-9/-4/-0

Saving Throws: 4 + 5 + 3 = 12PP

Toughness: +18/+15/+4/+0 (Impervious 15/4/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt)

Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4)

Reflex: +6 (+1 Dex, +5)

Will: +16/+8 (+13/+5 Wis, +3)

Skills: 156R = 39PP

Bluff 5 (+5, +9 w/ Attractive; +13/+17 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 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha)

Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM

Disguise 0 (+0, +6 at HQ; +8/+14 w/ Enhanced Cha)

Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha)

Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int)

Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)

Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM

Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM

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 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis)

Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis)

Perform (Oratory) 7 (+7; +15 w/ Enhanced Cha)

Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int)

Sense Motive 5 (+10; +18 w/ Enhanced Wis)

Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking)

Feats: 29PP

Attractive

Beginner's Luck

Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich])

Connected

Contacts

Eidetic Memory

Equipment 30 (150EP) (Veteran Reward)

Fascinate (Perform [Oratory])

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 4

Master Plan

Online Research

Quick Draw

Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology])

Sneak Attack

Speed of Thought

Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks)

Well-Connected

Archeville's Array of HQs (45+5=50ep) +5 to Interceptors' HQ = 55 EP

HQ no.1: Schloss Wissenschaft ("Science Castle") (45ep)

Location: Near Donaueschingen, Germany.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20; Features: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a merely Huge Castle), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dock, Fire Prevention System, Gym, Hangar, Holding Cells (Nullify Metahuman/Mutant Powers 15), Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no.3 (Enhanced Skills/Others), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Regeneration), Power no.6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Workshop. [4+3+38 = 45/45]

Power no.1: Communication 10 (audio, radio and visual; Extra: Area [entire globe and the Moon]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p]

Power no.2: Enhanced Skills 162 (+6r to Computers, Craft [Artistic], Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Disable Device, Disguise, Gather Information, Investigation, Knowledge [Arcane Lore], Knowledge [Art], Knowledge [behavioral Sciences], Knowledge [business], Knowledge [Civics], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [History], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [streetwise], Knowledge [Tactics], Knowledge [Technology], Knowledge [Theology and Philosophy], Medicine, Notice and Search; Useable By Others) ("Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds") [42/60p]

Power no.3: Enhanced Skills 72 (+6r to Computers, Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Technology], and Medicine; Useable By Others; PFs: Progression 10 [up to 2,500 users simultaneously]) ("Educational Computers") [18+10=28/30p]

Power no.4: ESP 10 (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; Extras: Duration [sustained], No Conduit; Flaw: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; PFs: Rapid 5 [x100,000], Subtle) and Linked Comprehend 2 (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p]

Power no.5: Regeneration 12 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Staggered 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affect Others, Area [General, Burst, 60ft radius]; Flaws: Limited [Others]; PFs: Regrowth, Selective) ("Arzthelferin") [26/30p]

Power no.6: Super-Senses 50 (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link 6 [with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Haus von Archeville, and two ArcheTech facilities {the corporate HQ in Freedom City, and the Berlin facility}] [radio] [6]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [Drawback: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+6+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 46/60]

Power no.7: Teleport 10 (200,000 miles; Flaw: Limited [only to any Arche-Tech facility, ArcheStern, Fjölnirskraft, and Haus von Archeville]; PFs: Change Direction, Progression 6 [10 tons of cargo]) ("Schwarzschild Wormwole Aperture Producer") [17/30p]

Note: since the teleporters do not have the Accurate extra, they can only send people to places where the user's own accurate senses (enhanced by the ESP and Super-Senses of the HQ) can perceive, in addition to only being able to send people to a few select spots. And since most of his long-range sensors are Radio-based, then if, say, the Freedom City ArcheTech HQ is in an Obscure (Radio & Visual) effect, that will block any of his teleporters from evacuating anyone from or sending anyone to that place (and he'd need to go in personally).


HQ no.2: Haus von Archeville (Doktor Archeville's Hanover Home) (44/45ep)

Location: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs.

Appearance/Details: See here and here.

Size: Huge/Small (Castle/House-sized); Toughness: 20 (Imp 15); Features: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no. 3 (ESP/Comprehend; as Power x2), Power no. 4 (Impervious Toughness), Power no. 5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no. 7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Think-Tank, Workshop. Cost 3+3+38 = 44/45ep.

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.3: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.4: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.5: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and two ArcheTech facilities [the corporate HQ in Freedom City, and the Berlin facility] [46/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.3: ArcheTech Facilities (40/45ep)

Location: Worldwide. Corporate HQ is in Hanover, Freedom City, USA.

Appearance/Details: See here and here.

Size: Large; Toughness: 15 (Imp 10); Features: Animal Pens, Communications, Computer, Defense System (Stun 9 [Extra: Range/Ranged; PF: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Metahuman/Mutant Powers 15, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Enhanced Feats & Skills; as Power x2), Power no.2 (Enhanced Skills/Others), Power no.3 (ESP/Super-Senses), Power no.4 (Impervious Toughness), Power no.5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power no.8 (Teleportal), Power System, Security System x6 (DC 45), Think-Tank, Workshop. Cost: 2+2+35 = 40/45ep.

Power no.1: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.2: Same Enhanced Skills Usable by Others as at Schloss Wissenschaft. [18+10=28/30p]

Power no.3: ESP 4 (visual and auditory, 1 mile [entire interior of building & adjoining parking lots/decks]) and Super-Senses 13 (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [Drawback: not through lead]) ("Sensor Net") [12+12=24/30p]

Power no.4: Impervious Toughness 10 (force screen; Sustained Active effect) [10/30p]

Power no.5: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft, plus 4 additional Communication Links. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and six ArcheTech facilities [the corporate HQ in Freedom City, and five other facilities with similar areas of focus.] [52/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]

Power no.8: Teleport 6 (600 feet/20 miles; Extras: Duration [sustained], Portal; Flaw: Others Only; PFs: Change Direction, Easy, Progression [Portal Size] 2 [25ft x 25ft]). [28/30p]

Note: Portal is a +2 Extra because it's basically Duration (Instant to Concentration) & Affects Others + Self (+1). But the HQ itself can't pass through the portals it creates, thus, the Limited (Others Only) Flaw becomes viable.


HQ no.4: Fjölnirskraft ("Fjölnir's Power/Strength") (42/45ep)

Location: The Pacific Ocean.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20 (Imp 15); Features: Communications, Computer, Defense System no.1 (Blast 9 [Extra: Penetrating; PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System no.2 (Paralyze 9 [Extras: Alt Save {Fortitude}, Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System 3 (Stun 8 [Extra: Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}, Sedation; max range ~1.0 miles]; +15 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; Power x3), Power no.2 (Additional Limbs/Concealment/Elongation/Swimming), Power no.3 (Enhanced Feats & Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Impervious Toughness), Power no.6 (Super-Senses; as Power x2), Power no.7 (Super-Strength), Power no.8 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [4+3+36 = 43/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Additional Limbs 4 (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), Concealment 4 (all auditory and all radio; PF: Close Range; "Anechoic Radar Absorbent Coating"), Elongation 8 (1,000 feet; Flaw: Only for Additional Limbs; "Manipulatory Tentacles"), and Swimming 6 (100 mph/87 knots; PF: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/30p]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft, but replace precognition & trace teleport (-4 ranks) with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [46/60p]

Power no.7: Super-Strength 15 (effective Str 75) [30/30p]

Power no.8: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.5: Archestern ("Arche-Star") (45/45ep)

Location: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America.

Appearance/Details: See here and here.

Size: Colossal; Toughness: 20; Features: Communications, Computer, Defense System no.1 (Blast 12 [PFs: Improved Range 3 {1,200 ft. increments}, Progression 3 {100 increments}; max range ~22.7 miles], +15 to hit), Defense System no.2 (Move Object 13 [tractor beams, Str 65; PFs: Indirect 2, Subtle], +15 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend/Flight; as Power x3), Power no.2 (Universal Translator; as Power x2), Power no.3 (Enhanced Feats/Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Gravity Control; as Power x2), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [5+3+37 = 45/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [74+4=78/90p]

Power no.2: Comprehend 4 (languages; Extras: Affects Others, 10,000-ft. Burst Area [entire satellite]; PFs: Progression 8 [2,500 ft. per rank]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix; "Near-Universal Translators") [16+8-1=23/30 points]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Gravity Control 10 (50-to-5,000-ft. radius, Str 50, Hvy Load 12 tons; Extras: Range [Perception], Selective Attack; PFs: Precise, Progression 6 [500 ft. per rank radius], Subtle). [48/60PP]

Power no.6: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.7: Same Super-Senses as at Schloss Wissenschaft, minus tremorsense (-3 ranks), add extended 2 for all radio and extended 4 to visual sensors (total of extended 4 for all radio and visual senses, for 100,000 ft. [18.9 miles] increment). [55/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.6: Nichtuberall ("Not Anywhere") (41/45ep)

Location: Top Secret

Appearance/Details: See here.

Size: Medium (House-sized); Toughness: 20; Features: Communications, Computer, Concealed x7 (+40 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Concealment/Enhanced Feats/Skills), Power no.2 (Enhanced Feats/Skills/Flight; as Power x2), Power no.3 (ESP Dimensional; as Power x3), Power no.4 (Nullify Insubstantial), Power no.5 (Obscure), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power System, Sealed, Security System x6 (DC 45), Self-Repairing, Workshop. [1+3+38 = 41/45ep]

Power no.1: Concealment 4 (all mental and radio; PFs: Close Range, Selective) and Enhanced Feats 1 (Hide in Plain Sight) and Enhanced Skills 20 (Stealth +20) [10+1+5=16/30p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [2+41+4=47/60p]

Power no.3: ESP 14 (all, 2 billion miles [can reach Earth]; Extras: Duration [sustained]; PFs: Dimensional 3 [any dimension tech-based ESP could reach, such as parallel dimensions and the Zero Zone], Rapid 5 [x100,000], Subtle) [79P] and Linked Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix) [7P] [79+7=86/90]

Power no.4: Nullify 4 (all Insubstantial effects; Extras: 400-ft. Burst Area [entire HQ], Duration 3 [Continuous], No Save; Flaws: Range [Touch]; PFs: Progression 4 for Area, Subtle) [29/30p]

Power no.5: Obscure 7 (mental and radio, 500-ft. radius [entire HQ]; Extras: Duration [Continuous], Selective Attack; PF: Subtle) [29/30p]

Power no.6: Same Regeneration as at Schloss Wissenschaft. [28/30p]

Power no.7: Same Super-Senses as at Home HQ in Freedom City, minus the Communications Links and tremorsense (-7 ranks), add extended 4 to all visual sensors (100,000 ft. [~18.9 miles] increment) and extended 2 to all radio senses (total extended 4/100,000 feet [~18.9 miles] increment). [51/60p]


5 EP contributed to Interceptor's Communal Equipment

Archeville's "Utility Coat" (16+9=25ep)

Detailed here.

Free: Cell phone, Digital camera, Digital audio recorder, Flashlight

BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 30-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) [16EP]

AP: Blast 3 (throwing discs; Extra: Autofire [5]; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) [15EP]

AP: Corrosion 4 (PFs: Precise, Variable Descriptor [acids or cutting torch]) [14EP]

AP: Dazzle Auditory & Visual 6 (flash-bangs; Extra: Area [General, 30-ft. Burst]; Flaw: Unreliable [5 uses]; Drawback: Full Power, Reduced Range 1 [5 60-ft. increments]) [16EP]

AP: Dazzle Visual 6 (pepper spray; Flaw: Range [Touch]; Drawback: Full Power) + Linked Stun 6 (pepper spray; Drawback: Full Power) [5+11=16EP]

AP: Obscure 3 (25-ft. radius, Visual + Olfactory Senses, smoke pellets; Extras: Independent, Total Fade; PFs: Ricochet; Drawback: Reduced Range 1 [5 30-ft. increments]) [15EP]

AP: Paralyze 6 (paralytic darts; Extras: Range [Ranged], Secondary Effect; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power, Reduced Range 1 [5 60-ft Increments]) [15EP]

AP: Snare 4 (Extra: Autofire 2 [+1 rank per 2 points attack exceeds Defense, maximum +4 ranks]; PF: Variable Descriptor [steel-wire bolos or quick-hardening glue-goo]; Drawback: Reduced Range 1 [5 40-ft Increments]) [16EP]

AP: Strike 4 (assorted collapsible weapons; PFs: Extended Reach 2, Improved Critical, Improved Disarm, Improved Trip, Mighty, Split Attack, Subtle [collapsible], Variable Descriptor [bludgeoning, piercing, or slashing]) [13EP]

AP: Stun 6 (stun bomb v2; Extras: Area [General, 30-ft. Burst], Range [Ranged]; Flaw: Unreliable [5 uses]; Drawbacks: Full Power, Reduced Range [5 60-ft. increments]) [16EP]

Powers: 8 + 53 + 22 + 3 + 2 + 21 + 3 = 112PP

Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP]

Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP]

Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP]

Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP]

Device 13 (Gravimetric Belt v1.1.5.b, 65PP, Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], Flaws: Hard-To-Lose) [53PP]

Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP]

    Base Power: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action, Feats: Instant Up, Move-By Action) [16/16PP]

    Alternate Power: Teleport 7 (700ft per Move Action, 200 miles per Full Action, Feats: Change Direction, Change Velocity) [16/16PP]

Gravitic Defensive Systems 18 (36 points; PFs: Alternate Power x3) [39PP]

    Base Power: Enhanced Fortitude 6 + Force Field 14 (Extras: Impervious 11; Feats: Selective) + Shield 4 [6+26+4=36/36PP]
    With Labcoat, total Toughness is +18 [imp 15] and Defense is +12 (+4 flat-footed).

    Alternate Power: Concealment 10 (All Senses, Feats: Close Range, Hide in Plain Sight, Flaws: Blending) [12PP] + Enhanced Skills 20 (Stealth 20 [+21]) [5PP] + Force Field 11 (Feats: Selective, Subtle) [13PP] [12+5+13=30/36PP]
    With Labcoat, total Toughness is +15 [imp 4] and Defense is +8 (+4 flat-footed).

    Alternate Power: Force Field 14 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) [14+22=36/36PP]
    With Labcoat, total Toughness is +18 [imp 4] and Defense is +8 (+4 flat-footed).

    Alternate Power: Force Field 11 (Extras: Impervious 4) [15PP] + Shrinking 20 (Miniscule, -20 STR [sTR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; Feats: Atomic Size) [21PP] [15+21=36/36PP]
    When Minuscule, with Labcoat, total Toughness is +10 [imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action.

Immunity 9 (Life Support) [9PP]

Gadgets 3 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 15PP 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]) [22PP]

Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited [1/2 Effect] for Disease and Poison) [3PP]

Morph 6 (+30 Disguise, one other form [Evil!Archeville/Chevalier]; Flaw: Uncontrolled [when asleep, sufficiently angered/upset, or at Ref's choosing]; PF: Metamorph [to Evil!Archeville/Chevalier]; Drawback: Action 2 [standard]) [2PP]

Pseudonaturally Enhanced Mind 8 (16PP Array, Feats: Alternate Power x5, Subtle; Drawbacks: Action [Move]) [21PP]

    Base Power: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") [16PP]

    Alternate Power: Enhanced Wisdom 16 (to 36 [+13]; Erhöht Bewusstsein/"Enhanced Awareness") [16PP]

    Alternate Power: Enhanced Charisma 16 (to 26 [+8]; Erhöht Gegenwart/"Enhanced Presence") [16PP]

    Alternate Power: Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]) [8PP] & Enhanced Intelligence 8 (to 32 [+11]) [6PP] (Linguistische Analyse/"Linguistic Analysis") [8+8=16/16PP]

    Alternate Power: Enhanced Feats 16 (Attack Focus [Melee] 2, Attack Specialization [unarmed] 5, Improved Critical 2 [unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) [16/16PP]
    Melee Attack +10, Unarmed Attack +20, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass or power knuckles, though the Melee Attack Focus does.

    Alternate Power: Enhanced Feats 16 (Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) [16/16PP]
    Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc).

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP]

Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Knowledge check (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Notice check (normally 1 minute) in 0.6 seconds/free action.

Can Search a 100-ft. diameter area (normally 5 minutes) in 3 seconds/1 action. Can Take 20 on that same Search (normally 100 minutes) and do it in 1 minute.

Drawbacks: -0PP

DC Block

ATTACK          RANGE      SAVE                        EFFECT
Unarmed Melee DC 15 (17/20*) Toughness Damage
Thrown Items Thrown DC 20 (22*) Toughness Damage
Thrown Weapons Thrown DC 23 (25*) Toughness Damage
Weapons Melee DC 19 (21/24*) Toughness Damage

* Sneak Attack / Extra Sneak Attack from Melee Combat Mode
Or by Gadget or Invention

Abilities (26) + Combat (32) + Saving Throws (12) + Skills (39) + Feats (29) + Powers (112) - Drawbacks (0) = 250/250 Power Points


Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here.

Sample Settings for Elektromagnetischer Schraubenzieher ("Electromagnetic Screwdriver"), aka Gadgets 3 (15PP):

    [*:1hic8v85]Corrosion 4 (PF: Precise) (laser torch) {13/15}
    [*:1hic8v85]Datalink 6 (20 miles; Extra: Area; PFs: Rapid, Selective, Subtle) (city-wide computer overrider) {15/15}
    [*:1hic8v85]Datalink 2 (100 feet; Extra: Area; PFs: Selective, Subtle) {6} + ESP 2 (all senses, 100 feet; Extra: Duration [sustained]; Flaw: Medium [machines]; PF: Subtle) {9} (computer & security sensor override) {6+9=15/15}
    [*:1hic8v85]Drain Dexterity 15 (Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) (mobility systems overloader) {15/15}
    [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse Blast) {10+5=15/15}
    [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Strike 10 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse) {10+5=15/15}
    [*:1hic8v85]Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 7 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {14/15}
    [*:1hic8v85]Enhanced Flight 7 (to Flight 14 [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/15}
    [*:1hic8v85]Enhanced Skills 6 (+6 to Notice) and Super-Senses 5 (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) (Goggles Do Something Useful) {1.5+5=6.5/15}
    [*:1hic8v85]Enhanced Skills 48 (+6 to any 8 skills that his home HQ can help with) plus Super-Senses 1 (communication link with home HQ) {12+1=13/15}
    [*:1hic8v85]Enhanced Teleport 0 (Extra: Portal on the 7 ranks of Teleport from his Belt; PF: Progression 1 [10-ft. portal]) (mass transit mode) {15/15}
    [*:1hic8v85]Enhanced Teleport 3 (adds to Teleport 7 from his Belt for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {10/15}
    [*:1hic8v85]Illusion 4 (holoprojektor; visual & radio; PF: Progression 1 [10-ft. radius]) {13/15}
    [*:1hic8v85]Power Control 15 (Flaw: Limited [Only technological powers]) (universal remote) {15/15}
    [*:1hic8v85]Strike 15 (lichtsäbel) {15/15}
    [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect electromagnetic radiation [radio]) (tricorder) {4/15}
    [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect physical objects [radio]) (tricorder) {4/15}
    [*:1hic8v85]Super-Senses 5 (penetrates concealment detect metal [radio]) (metal detector) {5/15}

Posted

[floatr][/floatr]Players Name: Dr Archeville

Characters Name: Doktor Archeville

Power Level: 15 (250/250PP) [297]

Trade-Offs: -3 Defense / +3 Toughness

Unspent PP: 0

Progress to Impervium: 147/150

Awards:

    Bronze: Free Equipment 15 for this character.
    Silver: Minion 15 for Dead Head.
    Gold: 3rd char slot, for Protectron.
    Platinum: Equipment 15 for this character.

New Version, to be used after July 17th, 2011

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. (Except when he's not.)

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 Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more here.

Age: 33 (DoB: June 1977)

Apparent Age: 24

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. Though he is almost 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. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after 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).

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.

UPDATE: In August 2010, a horrible change came over Archeville. After reading from an Eldrich Tome, Archeville's "Id" became more dominant, and able to manifest in a Jekyll/Hyde-like manner. Archeville is wholly unaware of this.

[floatl][/floatl] Personality & Motivation: Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the world at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind.

However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent; the affectation is a concession to his Evil!side, who would prefer he only speak German), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occasional prototype for some truly horrifying weapons and downright bizarre technologies.

UPDATE: Since his encounter with the eldrich tome, Archeville -- now freed of his darker impulses -- has been more relaxed and jovial. He's even stopped talking in his outrageously exaggerated German accent.

Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of their abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientific theories debunking their mystical origins.

Roleplayng Notes: Archeville's inner conflicts are represented by two "Shoulder Daemons." On his right is an angelic version of Archeville, in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a demonic version of Archeville, with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he needs both: his Demonic!Side represents his energy, his drive, his strength of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way.

Powers and Tactics: Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. (His extreme intelligence and skill is, in fact, a bit of a hindrance: he cannot make as big an impact on the world as he would like because it is so difficult to get his work peer reviewed!) Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others.

Archeville's scientific & technical skill are not the only aspects of his mind which are enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level.

When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools."

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. When fully focused on doing so, he can take down most foes in seconds. (See the 2009 Sherlock Holmes film for examples.)

Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it.

UPDATE: Archeville no longer requires sleep, nor does he age. He is unaware of this, and does still get tired; when he does to sleep, his Evil! side dominates.

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, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. 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, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice.

Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains.

Hatred: Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others.

My Own Worst Enemy: Archeville's divided nature is now more divided than ever, and he is completely unaware of what his Evil! side does when it takes over (or even that it can take over), or the changes he undergoes when that happens.

Obsession: To say Archeville is obsessed with science and technology (and debunking magic) is like saying the Sun is warm and the oceans are damp.

Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist.

Responsibility: Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is very busy.

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 is not widely known, and they would prefer very much to keep it that way.

Abilities: 0 + 2 + 0 + 14 + 10 + 0 = 26PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 10 (+0)

Intelligence: 40/32/24 (+15/+11/+7)

Wisdom: 36/20 (+13/+5)

Charisma: 26/10 (+8/+0)

Combat: 16 + 16 = 32PP

Initiative: +15/+7

Attack: +20 unarmed in Melee mode/+13 ranged in Ranged mode/+10 other melee in Melee mode/+8 base

Grapple: +8, +10 in Melee mode

Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed

Knockback: -16/-9/-4/-0

Saving Throws: 4 + 5 + 3 = 12PP

Toughness: +18/+15/+4/+0 (Impervious 15/4/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt)

Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4)

Reflex: +6 (+1 Dex, +5)

Will: +16/+8 (+13/+5 Wis, +3)

Skills: 156R = 39PP

Bluff 5 (+5, +9 w/ Attractive; +13/+17 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 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha)

Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM

Disguise 0 (+0, +6 at HQ; +8/+14 w/ Enhanced Cha)

Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha)

Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int)

Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)

Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM

Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM

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 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis)

Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis)

Perform (Oratory) 7 (+7; +15 w/ Enhanced Cha)

Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int)

Sense Motive 5 (+10; +18 w/ Enhanced Wis)

Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking)

Feats: 29PP

Attractive

Beginner's Luck

Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich])

Connected

Contacts

Eidetic Memory

Equipment 30 (150EP) (Veteran Reward)

Fascinate (Perform [Oratory])

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 4

Master Plan

Online Research

Quick Draw

Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology])

Sneak Attack

Speed of Thought

Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks)

Well-Connected

Archeville's Array of HQs (45+5=50ep) +5 to Interceptors' HQ = 55 EP

HQ no.1: Schloss Wissenschaft ("Science Castle") (45ep)

Location: Near Donaueschingen, Germany.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20; Features: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a merely Huge Castle), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dock, Fire Prevention System, Gym, Hangar, Holding Cells (Nullify Metahuman/Mutant Powers 15), Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no.3 (Enhanced Skills/Others), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Regeneration), Power no.6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Workshop. [4+3+38 = 45/45]

Power no.1: Communication 10 (audio, radio and visual; Extra: Area [entire globe and the Moon]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p]

Power no.2: Enhanced Skills 162 (+6r to Computers, Craft [Artistic], Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Disable Device, Disguise, Gather Information, Investigation, Knowledge [Arcane Lore], Knowledge [Art], Knowledge [behavioral Sciences], Knowledge [business], Knowledge [Civics], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [History], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [streetwise], Knowledge [Tactics], Knowledge [Technology], Knowledge [Theology and Philosophy], Medicine, Notice and Search; Useable By Others) ("Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds") [42/60p]

Power no.3: Enhanced Skills 72 (+6r to Computers, Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Technology], and Medicine; Useable By Others; PFs: Progression 10 [up to 2,500 users simultaneously]) ("Educational Computers") [18+10=28/30p]

Power no.4: ESP 10 (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; Extras: Duration [sustained], No Conduit; Flaw: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; PFs: Rapid 5 [x100,000], Subtle) and Linked Comprehend 2 (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p]

Power no.5: Regeneration 12 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Staggered 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affect Others, Area [General, Burst, 60ft radius]; Flaws: Limited [Others]; PFs: Regrowth, Selective) ("Arzthelferin") [26/30p]

Power no.6: Super-Senses 50 (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link 6 [with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Haus von Archeville, and two ArcheTech facilities {the corporate HQ in Freedom City, and the Berlin facility}] [radio] [6]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [Drawback: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+6+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 46/60]

Power no.7: Teleport 10 (200,000 miles; Flaw: Limited [only to any Arche-Tech facility, ArcheStern, Fjölnirskraft, and Haus von Archeville]; PFs: Change Direction, Progression 6 [10 tons of cargo]) ("Schwarzschild Wormwole Aperture Producer") [17/30p]

Note: since the teleporters do not have the Accurate extra, they can only send people to places where the user's own accurate senses (enhanced by the ESP and Super-Senses of the HQ) can perceive, in addition to only being able to send people to a few select spots. And since most of his long-range sensors are Radio-based, then if, say, the Freedom City ArcheTech HQ is in an Obscure (Radio & Visual) effect, that will block any of his teleporters from evacuating anyone from or sending anyone to that place (and he'd need to go in personally).


HQ no.2: Haus von Archeville (Doktor Archeville's Hanover Home) (44/45ep)

Location: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs.

Appearance/Details: See here and here.

Size: Huge/Small (Castle/House-sized); Toughness: 20 (Imp 15); Features: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no. 3 (ESP/Comprehend; as Power x2), Power no. 4 (Impervious Toughness), Power no. 5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no. 7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Think-Tank, Workshop. Cost 3+3+38 = 44/45ep.

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.3: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.4: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.5: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and two ArcheTech facilities [the corporate HQ in Freedom City, and the Berlin facility] [46/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.3: ArcheTech Facilities (40/45ep)

Location: Worldwide. Corporate HQ is in Hanover, Freedom City, USA.

Appearance/Details: See here and here.

Size: Large; Toughness: 15 (Imp 10); Features: Animal Pens, Communications, Computer, Defense System (Stun 9 [Extra: Range/Ranged; PF: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Metahuman/Mutant Powers 15, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Enhanced Feats & Skills; as Power x2), Power no.2 (Enhanced Skills/Others), Power no.3 (ESP/Super-Senses), Power no.4 (Impervious Toughness), Power no.5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power no.8 (Teleportal), Power System, Security System x6 (DC 45), Think-Tank, Workshop. Cost: 2+2+35 = 40/45ep.

Power no.1: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.2: Same Enhanced Skills Usable by Others as at Schloss Wissenschaft. [18+10=28/30p]

Power no.3: ESP 4 (visual and auditory, 1 mile [entire interior of building & adjoining parking lots/decks]) and Super-Senses 13 (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [Drawback: not through lead]) ("Sensor Net") [12+12=24/30p]

Power no.4: Impervious Toughness 10 (force screen; Sustained Active effect) [10/30p]

Power no.5: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft, plus 4 additional Communication Links. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and six ArcheTech facilities [the corporate HQ in Freedom City, and five other facilities with similar areas of focus.] [52/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]

Power no.8: Teleport 6 (600 feet/20 miles; Extras: Duration [sustained], Portal; Flaw: Others Only; PFs: Change Direction, Easy, Progression [Portal Size] 2 [25ft x 25ft]). [28/30p]

Note: Portal is a +2 Extra because it's basically Duration (Instant to Concentration) & Affects Others + Self (+1). But the HQ itself can't pass through the portals it creates, thus, the Limited (Others Only) Flaw becomes viable.


HQ no.4: Fjölnirskraft ("Fjölnir's Power/Strength") (42/45ep)

Location: The Pacific Ocean.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20 (Imp 15); Features: Communications, Computer, Defense System no.1 (Blast 9 [Extra: Penetrating; PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System no.2 (Paralyze 9 [Extras: Alt Save {Fortitude}, Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System 3 (Stun 8 [Extra: Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}, Sedation; max range ~1.0 miles]; +15 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; Power x3), Power no.2 (Additional Limbs/Concealment/Elongation/Swimming), Power no.3 (Enhanced Feats & Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Impervious Toughness), Power no.6 (Super-Senses; as Power x2), Power no.7 (Super-Strength), Power no.8 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [4+3+36 = 43/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Additional Limbs 4 (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), Concealment 4 (all auditory and all radio; PF: Close Range; "Anechoic Radar Absorbent Coating"), Elongation 8 (1,000 feet; Flaw: Only for Additional Limbs; "Manipulatory Tentacles"), and Swimming 6 (100 mph/87 knots; PF: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/30p]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft, but replace precognition & trace teleport (-4 ranks) with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [46/60p]

Power no.7: Super-Strength 15 (effective Str 75) [30/30p]

Power no.8: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.5: Archestern ("Arche-Star") (45/45ep)

Location: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America.

Appearance/Details: See here and here.

Size: Colossal; Toughness: 20; Features: Communications, Computer, Defense System no.1 (Blast 12 [PFs: Improved Range 3 {1,200 ft. increments}, Progression 3 {100 increments}; max range ~22.7 miles], +15 to hit), Defense System no.2 (Move Object 13 [tractor beams, Str 65; PFs: Indirect 2, Subtle], +15 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend/Flight; as Power x3), Power no.2 (Universal Translator; as Power x2), Power no.3 (Enhanced Feats/Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Gravity Control; as Power x2), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [5+3+37 = 45/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [74+4=78/90p]

Power no.2: Comprehend 4 (languages; Extras: Affects Others, 10,000-ft. Burst Area [entire satellite]; PFs: Progression 8 [2,500 ft. per rank]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix; "Near-Universal Translators") [16+8-1=23/30 points]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Gravity Control 10 (50-to-5,000-ft. radius, Str 50, Hvy Load 12 tons; Extras: Range [Perception], Selective Attack; PFs: Precise, Progression 6 [500 ft. per rank radius], Subtle). [48/60PP]

Power no.6: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.7: Same Super-Senses as at Schloss Wissenschaft, minus tremorsense (-3 ranks), add extended 2 for all radio and extended 4 to visual sensors (total of extended 4 for all radio and visual senses, for 100,000 ft. [18.9 miles] increment). [55/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.6: Nichtuberall ("Not Anywhere") (41/45ep)

Location: Top Secret

Appearance/Details: See here.

Size: Medium (House-sized); Toughness: 20; Features: Communications, Computer, Concealed x7 (+40 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Concealment/Enhanced Feats/Skills), Power no.2 (Enhanced Feats/Skills/Flight; as Power x2), Power no.3 (ESP Dimensional; as Power x3), Power no.4 (Nullify Insubstantial), Power no.5 (Obscure), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power System, Sealed, Security System x6 (DC 45), Self-Repairing, Workshop. [1+3+38 = 41/45ep]

Power no.1: Concealment 4 (all mental and radio; PFs: Close Range, Selective) and Enhanced Feats 1 (Hide in Plain Sight) and Enhanced Skills 20 (Stealth +20) [10+1+5=16/30p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [2+41+4=47/60p]

Power no.3: ESP 14 (all, 2 billion miles [can reach Earth]; Extras: Duration [sustained]; PFs: Dimensional 3 [any dimension tech-based ESP could reach, such as parallel dimensions and the Zero Zone], Rapid 5 [x100,000], Subtle) [79P] and Linked Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix) [7P] [79+7=86/90]

Power no.4: Nullify 4 (all Insubstantial effects; Extras: 400-ft. Burst Area [entire HQ], Duration 3 [Continuous], No Save; Flaws: Range [Touch]; PFs: Progression 4 for Area, Subtle) [29/30p]

Power no.5: Obscure 7 (mental and radio, 500-ft. radius [entire HQ]; Extras: Duration [Continuous], Selective Attack; PF: Subtle) [29/30p]

Power no.6: Same Regeneration as at Schloss Wissenschaft. [28/30p]

Power no.7: Same Super-Senses as at Home HQ in Freedom City, minus the Communications Links and tremorsense (-7 ranks), add extended 4 to all visual sensors (100,000 ft. [~18.9 miles] increment) and extended 2 to all radio senses (total extended 4/100,000 feet [~18.9 miles] increment). [51/60p]


5 EP contributed to Interceptor's Communal Equipment

Archeville's "Utility Coat" (16+9=25ep)

Detailed here.

Free: Cell phone, Digital camera, Digital audio recorder, Flashlight

BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 30-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) [16EP]

AP: Blast 3 (throwing discs; Extra: Autofire [5]; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) [15EP]

AP: Corrosion 4 (PFs: Precise, Variable Descriptor [acids or cutting torch]) [14EP]

AP: Dazzle Auditory & Visual 6 (flash-bangs; Extra: Area [General, 30-ft. Burst]; Flaw: Unreliable [5 uses]; Drawback: Full Power, Reduced Range 1 [5 60-ft. increments]) [16EP]

AP: Dazzle Visual 6 (pepper spray; Flaw: Range [Touch]; Drawback: Full Power) + Linked Stun 6 (pepper spray; Drawback: Full Power) [5+11=16EP]

AP: Obscure 3 (25-ft. radius, Visual + Olfactory Senses, smoke pellets; Extras: Independent, Total Fade; PFs: Ricochet; Drawback: Reduced Range 1 [5 30-ft. increments]) [15EP]

AP: Paralyze 6 (paralytic darts; Extras: Range [Ranged], Secondary Effect; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power, Reduced Range 1 [5 60-ft Increments]) [15EP]

AP: Snare 4 (Extra: Autofire 2 [+1 rank per 2 points attack exceeds Defense, maximum +4 ranks]; PF: Variable Descriptor [steel-wire bolos or quick-hardening glue-goo]; Drawback: Reduced Range 1 [5 40-ft Increments]) [16EP]

AP: Strike 4 (assorted collapsible weapons; PFs: Extended Reach 2, Improved Critical, Improved Disarm, Improved Trip, Mighty, Split Attack, Subtle [collapsible], Variable Descriptor [bludgeoning, piercing, or slashing]) [13EP]

AP: Stun 6 (stun bomb v2; Extras: Area [General, 30-ft. Burst], Range [Ranged]; Flaw: Unreliable [5 uses]; Drawbacks: Full Power, Reduced Range [5 60-ft. increments]) [16EP]

Powers: 8 + 53 + 22 + 3 + 2 + 21 + 3 = 112PP

Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP]

Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP]

Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP]

Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP]

Device 13 (Gravimetric Belt v1.1.5.b, 65PP, Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], Flaws: Hard-To-Lose) [53PP]

Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP]

    Base Power: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action, Feats: Instant Up, Move-By Action) [16/16PP]

    Alternate Power: Teleport 7 (700ft per Move Action, 200 miles per Full Action, Feats: Change Direction, Change Velocity) [16/16PP]

Gravitic Defensive Systems 18 (36 points; PFs: Alternate Power x3) [39PP]

    Base Power: Enhanced Fortitude 6 + Force Field 14 (Extras: Impervious 11; Feats: Selective) + Shield 4 [6+26+4=36/36PP]
    With Labcoat, total Toughness is +18 [imp 15] and Defense is +12 (+4 flat-footed).

    Alternate Power: Concealment 10 (All Senses, Feats: Close Range, Hide in Plain Sight, Flaws: Blending) [12PP] + Enhanced Skills 20 (Stealth 20 [+21]) [5PP] + Force Field 11 (Feats: Selective, Subtle) [13PP] [12+5+13=30/36PP]
    With Labcoat, total Toughness is +15 [imp 4] and Defense is +8 (+4 flat-footed).

    Alternate Power: Force Field 14 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) [14+22=36/36PP]
    With Labcoat, total Toughness is +18 [imp 4] and Defense is +8 (+4 flat-footed).

    Alternate Power: Force Field 11 (Extras: Impervious 4) [15PP] + Shrinking 20 (Miniscule, -20 STR [sTR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; Feats: Atomic Size) [21PP] [15+21=36/36PP]
    When Minuscule, with Labcoat, total Toughness is +10 [imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action.

Immunity 9 (Life Support) [9PP]

Gadgets 3 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 15PP 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]) [22PP]

Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited [1/2 Effect] for Disease and Poison) [3PP]

Morph 6 (+30 Disguise, one other form [Evil!Archeville/Chevalier]; Flaw: Uncontrolled [when asleep, sufficiently angered/upset, or at Ref's choosing]; PF: Metamorph [to Evil!Archeville/Chevalier]; Drawback: Action 2 [standard]) [2PP]

Pseudonaturally Enhanced Mind 8 (16PP Array, Feats: Alternate Power x5, Subtle; Drawbacks: Action [Move]) [21PP]

    Base Power: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") [16PP]

    Alternate Power: Enhanced Wisdom 16 (to 36 [+13]; Erhöht Bewusstsein/"Enhanced Awareness") [16PP]

    Alternate Power: Enhanced Charisma 16 (to 26 [+8]; Erhöht Gegenwart/"Enhanced Presence") [16PP]

    Alternate Power: Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]) [8PP] & Enhanced Intelligence 8 (to 32 [+11]) [6PP] (Linguistische Analyse/"Linguistic Analysis") [8+8=16/16PP]

    Alternate Power: Enhanced Feats 16 (Attack Focus [Melee] 2, Attack Specialization [unarmed] 5, Improved Critical 2 [unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) [16/16PP]
    Melee Attack +10, Unarmed Attack +20, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass or power knuckles, though the Melee Attack Focus does.

    Alternate Power: Enhanced Feats 16 (Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) [16/16PP]
    Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc).

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP]

Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Knowledge check (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Notice check (normally 1 minute) in 0.6 seconds/free action.

Can Search a 100-ft. diameter area (normally 5 minutes) in 3 seconds/1 action. Can Take 20 on that same Search (normally 100 minutes) and do it in 1 minute.

Drawbacks: -0PP

DC Block

ATTACK          RANGE      SAVE                        EFFECT
Unarmed Melee DC 15 (17/20*) Toughness Damage
Thrown Items Thrown DC 20 (22*) Toughness Damage
Thrown Weapons Thrown DC 23 (25*) Toughness Damage
Weapons Melee DC 19 (21/24*) Toughness Damage

* Sneak Attack / Extra Sneak Attack from Melee Combat Mode
Or by Gadget or Invention

Abilities (26) + Combat (32) + Saving Throws (12) + Skills (39) + Feats (29) + Powers (112) - Drawbacks (0) = 250/250 Power Points


Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here.

Sample Settings for Elektromagnetischer Schraubenzieher ("Electromagnetic Screwdriver"), aka Gadgets 3 (15PP):

    [*:1hic8v85]Corrosion 4 (PF: Precise) (laser torch) {13/15}
    [*:1hic8v85]Datalink 6 (20 miles; Extra: Area; PFs: Rapid, Selective, Subtle) (city-wide computer overrider) {15/15}
    [*:1hic8v85]Datalink 2 (100 feet; Extra: Area; PFs: Selective, Subtle) {6} + ESP 2 (all senses, 100 feet; Extra: Duration [sustained]; Flaw: Medium [machines]; PF: Subtle) {9} (computer & security sensor override) {6+9=15/15}
    [*:1hic8v85]Drain Dexterity 15 (Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) (mobility systems overloader) {15/15}
    [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse Blast) {10+5=15/15}
    [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Strike 10 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse) {10+5=15/15}
    [*:1hic8v85]Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 7 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {14/15}
    [*:1hic8v85]Enhanced Flight 7 (to Flight 14 [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/15}
    [*:1hic8v85]Enhanced Skills 6 (+6 to Notice) and Super-Senses 5 (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) (Goggles Do Something Useful) {1.5+5=6.5/15}
    [*:1hic8v85]Enhanced Skills 48 (+6 to any 8 skills that his home HQ can help with) plus Super-Senses 1 (communication link with home HQ) {12+1=13/15}
    [*:1hic8v85]Enhanced Teleport 0 (Extra: Portal on the 7 ranks of Teleport from his Belt; PF: Progression 1 [10-ft. portal]) (mass transit mode) {15/15}
    [*:1hic8v85]Enhanced Teleport 3 (adds to Teleport 7 from his Belt for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {10/15}
    [*:1hic8v85]Illusion 4 (holoprojektor; visual & radio; PF: Progression 1 [10-ft. radius]) {13/15}
    [*:1hic8v85]Power Control 15 (Flaw: Limited [Only technological powers]) (universal remote) {15/15}
    [*:1hic8v85]Strike 15 (lichtsäbel) {15/15}
    [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect electromagnetic radiation [radio]) (tricorder) {4/15}
    [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect physical objects [radio]) (tricorder) {4/15}
    [*:1hic8v85]Super-Senses 5 (penetrates concealment detect metal [radio]) (metal detector) {5/15}

Posted

[floatr][/floatr]Players Name: Dr Archeville

Characters Name: Doktor Archeville

Power Level: 15 (250/250PP) [297]

Trade-Offs: -3 Defense / +3 Toughness

Unspent PP: 0

Progress to Impervium: 147/150

Awards:

    Bronze: Free Equipment 15 for this character.
    Silver: Minion 15 for Dead Head.
    Gold: 3rd char slot, for Protectron.
    Platinum: Equipment 15 for this character.

New Version, to be used after July 17th, 2011

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. (Except when he's not.)

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 Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more here.

Age: 33 (DoB: June 1977)

Apparent Age: 24

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. Though he is almost 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. Since he is trying to release his madness in controlled bursts, specifically so it won't completely overtake him, Archeville does look after 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).

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.

UPDATE: In August 2010, a horrible change came over Archeville. After reading from an Eldrich Tome, Archeville's "Id" became more dominant, and able to manifest in a Jekyll/Hyde-like manner. Archeville is wholly unaware of this.

[floatl][/floatl] Personality & Motivation: Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he's busy in superheroics or working on some gadget that can help himself, his teammates, or the world at large, he's fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind.

However, over the past several years, Archeville has noticed that his madness has been starting to manifest even if he's in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new: "controlled" outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don't explode outwards, Archeville occasionally lets his madness have free reign. He'll laugh maniacally at times, act somewhat absent-minded, becomes readily annoyed by incompetent people, acts somewhat arrogant and overconfident and generally ham-y, speaks with an exaggerated German accent (he is actually capable of speaking with the barest hint of an accent; the affectation is a concession to his Evil!side, who would prefer he only speak German), and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He'll never use his inventions to kill, or even permanently harm a foe, though he will design and even build the occasional prototype for some truly horrifying weapons and downright bizarre technologies.

UPDATE: Since his encounter with the eldrich tome, Archeville -- now freed of his darker impulses -- has been more relaxed and jovial. He's even stopped talking in his outrageously exaggerated German accent.

Archeville enjoys a professional rivalry with other high technologists. He loathes magic, as he sees it as the user actually being a mutant or psion but deluding themselves (and others) as to the source of their abilities, because the few times he's studied magical beings and items they proved un-analyzable, and due to the possibility that his lineage's madness is the result of a "mystical hex." He'll work with mages and witches if he absolutely must, but he'll grumble the whole way through, and mutter an assortment of scientific theories debunking their mystical origins.

Roleplayng Notes: Archeville's inner conflicts are represented by two "Shoulder Daemons." On his right is an angelic version of Archeville, in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a demonic version of Archeville, with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id. It is easy to label these as his "Good" and "Evil" sides, and one may wonder why he has not tried (perhaps with assistance from a psychic friend) to purge his evil side, like Dr. Jekyll, but in truth he needs both: his Demonic!Side represents his energy, his drive, his strength of will, while Angelic!Archeville is what shapes and focuses (and restrains) that energy, applying it in a compassionate and conscientious way.

Powers and Tactics: Archeville's enhanced intellect (very high superhuman level, beyond that of even Daedalus and Doctor Atom) makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Freedom City world. (His extreme intelligence and skill is, in fact, a bit of a hindrance: he cannot make as big an impact on the world as he would like because it is so difficult to get his work peer reviewed!) Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol's barrel melts). Archeville's brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. He also requires less sleep than most people; his brain is so efficient it doesn't need "rebooting" as often as others.

Archeville's scientific & technical skill are not the only aspects of his mind which are enhanced, though. By taking a few seconds to "shift gears," Archeville can easily crack any code or decipher any language, manifest increased (high superhuman) insight and awareness (Wisdom), an increased (low superhuman) force of personality and persuasiveness (Charisma), or an even higher level of combat ability (see below). Even when not focusing his enhanced mental energies to boost his intellect, his intelligence and technical skills are at peak human level.

When Archeville's superhuman mind first became clear to him during his adolescence, he suspected that he was a mutant and arranged to get tested for active mutation. However, the tests came back negative. Soon after graduating college, he arranged to be tested again, with the same results. This baffled Archeville at first, until he came across the early works of Artur Zion (later Arthur Psion), and his work on psionic powers. Looking up news reports on the battles between the Psions and the Atoms showed that Psion's early theories had developed into working models, and this sparked in Archeville an idea: that his own mental abilities were psionic in nature, similar to 'standard' mutation but just different enough to not be picked up by the standard mutation detection tests, and to be immune to 'standard' mutation-draining or -nullifying techniques. This theory, though, is horribly incorrect: Archeville's mind is enhanced due to his mystical heritage, the culmination of thirteen generations of Deep One-tainted Archevilles. Archeville's devices and inventions are all solidly scientific and technological, but his mind itself is enhanced by pseudonatural magic. Why the Deep Ones chose to alter his lineage is unknown (if indeed there even was a purpose -- and if there was, it would mean the Deep Ones behind it were capable of very long-term planning), and even if Archeville were confronted with the truth he'd scoff at it as "an atypical mutation regarded as magical by superstitious fools."

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. When fully focused on doing so, he can take down most foes in seconds. (See the 2009 Sherlock Holmes film for examples.)

Another gift of his lineage that he's only partly aware of is his odd robustness. Archeville's ancestors lived extremely long lives for their day, aging very slowly and rarely getting sick. Archeville knows of his resistance to diseases and toxins, attributing it to a "tolerance" built up over years of labwork and exposure to assorted nasty things in his career as a superhero. He has only recently begun noticing that he appears and feels younger than he should, though has not yet done any concerted study of it.

UPDATE: Archeville no longer requires sleep, nor does he age. He is unaware of this, and does still get tired; when he does to sleep, his Evil! side dominates.

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, disperse his atoms to render him intangible, or compress him down to sub-atomic size. The Belt also has a constant low-level field providing full life support. 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, both the Power Corps and Doc Otaku have it in for him, as do Captain Knievel and Malice.

Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him, and his fans can make tempting targets for unscrupulous villains.

Hatred: Archeville has a severe dislike of magic users and other supernatural beings (angels, demons, gods, vampires, werewolves, people empowered by magical energies, and so on), viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand (and possibly refuse to study further), and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others.

My Own Worst Enemy: Archeville's divided nature is now more divided than ever, and he is completely unaware of what his Evil! side does when it takes over (or even that it can take over), or the changes he undergoes when that happens.

Obsession: To say Archeville is obsessed with science and technology (and debunking magic) is like saying the Sun is warm and the oceans are damp.

Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist.

Responsibility: Between running ArcheTech, supervising the Interceptors, membership in the Freedom League, and his personal relationship with Fulcrum, Archeville is very busy.

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 is not widely known, and they would prefer very much to keep it that way.

Abilities: 0 + 2 + 0 + 14 + 10 + 0 = 26PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 10 (+0)

Intelligence: 40/32/24 (+15/+11/+7)

Wisdom: 36/20 (+13/+5)

Charisma: 26/10 (+8/+0)

Combat: 16 + 16 = 32PP

Initiative: +15/+7

Attack: +20 unarmed in Melee mode/+13 ranged in Ranged mode/+10 other melee in Melee mode/+8 base

Grapple: +8, +10 in Melee mode

Defense: +12/+8 (+8 Base, +4 Shield), +4 Flat-Footed

Knockback: -16/-9/-4/-0

Saving Throws: 4 + 5 + 3 = 12PP

Toughness: +18/+15/+4/+0 (Impervious 15/4/4/0) (+0 Con, +4 Labcoat, +14/+11/+0 Gravimetric Belt)

Fortitude: +10/+4 (+0 Con, +6/+0 Gravimetric Belt, +4)

Reflex: +6 (+1 Dex, +5)

Will: +16/+8 (+13/+5 Wis, +3)

Skills: 156R = 39PP

Bluff 5 (+5, +9 w/ Attractive; +13/+17 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 (+5, +9 w/ Attractive; +13/+17 w/ Enhanced Cha)

Disable Device 14 (+21, +27 at HQ or with E.S.; +29/+35 w/ Enhanced Int)SM

Disguise 0 (+0, +6 at HQ; +8/+14 w/ Enhanced Cha)

Gather Information 0 (+0, +6 at HQ or with E.S.; +8/+14 w/ Enhanced Cha)

Investigate 5 (+12, +18 at HQ or with E.S.; +20/+26 w/ Enhanced Int)

Knowledge (Earth Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)

Knowledge (Life Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM

Knowledge (Physical Sciences) 10 (+17, +23 at HQ or with E.S.; +25/+31 w/ Enhanced Int)SM

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 4 (+9, +15 at HQ or with E.S.; +17/+23 w/ Enhanced Wis)

Notice 5 (+10, +16 at HQ or with E.S.; +18/+24 w/ Enhanced Wis)

Perform (Oratory) 7 (+7; +15 w/ Enhanced Cha)

Search 0 (+7, +13 at HQ or with E.S.; +15/+21 w/ Enhanced Int)

Sense Motive 5 (+10; +18 w/ Enhanced Wis)

Stealth 0 (+1; +21 w/ Cloaking Field or w/ full Shrinking)

Feats: 29PP

Attractive

Beginner's Luck

Benefit 5 (Membership [Freedom League], Status [CEO of ArcheTech], Wealth 3 [Filthy Rich])

Connected

Contacts

Eidetic Memory

Equipment 30 (150EP) (Veteran Reward)

Fascinate (Perform [Oratory])

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 4

Master Plan

Online Research

Quick Draw

Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology])

Sneak Attack

Speed of Thought

Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks)

Well-Connected

Archeville's Array of HQs (45+5=50ep) +5 to Interceptors' HQ = 55 EP

HQ no.1: Schloss Wissenschaft ("Science Castle") (45ep)

Location: Near Donaueschingen, Germany.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20; Features: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a merely Huge Castle), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dock, Fire Prevention System, Gym, Hangar, Holding Cells (Nullify Metahuman/Mutant Powers 15), Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no.3 (Enhanced Skills/Others), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Regeneration), Power no.6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Workshop. [4+3+38 = 45/45]

Power no.1: Communication 10 (audio, radio and visual; Extra: Area [entire globe and the Moon]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p]

Power no.2: Enhanced Skills 162 (+6r to Computers, Craft [Artistic], Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Disable Device, Disguise, Gather Information, Investigation, Knowledge [Arcane Lore], Knowledge [Art], Knowledge [behavioral Sciences], Knowledge [business], Knowledge [Civics], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [History], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [streetwise], Knowledge [Tactics], Knowledge [Technology], Knowledge [Theology and Philosophy], Medicine, Notice and Search; Useable By Others) ("Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds") [42/60p]

Power no.3: Enhanced Skills 72 (+6r to Computers, Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Technology], and Medicine; Useable By Others; PFs: Progression 10 [up to 2,500 users simultaneously]) ("Educational Computers") [18+10=28/30p]

Power no.4: ESP 10 (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; Extras: Duration [sustained], No Conduit; Flaw: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; PFs: Rapid 5 [x100,000], Subtle) and Linked Comprehend 2 (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p]

Power no.5: Regeneration 12 (Recovery +9, Recovery Rate: Injured 1 [20 minutes], Staggered 1 [20 minutes], Disabled 1 [5 hours]; Extras: Affect Others, Area [General, Burst, 60ft radius]; Flaws: Limited [Others]; PFs: Regrowth, Selective) ("Arzthelferin") [26/30p]

Power no.6: Super-Senses 50 (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link 6 [with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Haus von Archeville, and two ArcheTech facilities {the corporate HQ in Freedom City, and the Berlin facility}] [radio] [6]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [Drawback: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+6+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 46/60]

Power no.7: Teleport 10 (200,000 miles; Flaw: Limited [only to any Arche-Tech facility, ArcheStern, Fjölnirskraft, and Haus von Archeville]; PFs: Change Direction, Progression 6 [10 tons of cargo]) ("Schwarzschild Wormwole Aperture Producer") [17/30p]

Note: since the teleporters do not have the Accurate extra, they can only send people to places where the user's own accurate senses (enhanced by the ESP and Super-Senses of the HQ) can perceive, in addition to only being able to send people to a few select spots. And since most of his long-range sensors are Radio-based, then if, say, the Freedom City ArcheTech HQ is in an Obscure (Radio & Visual) effect, that will block any of his teleporters from evacuating anyone from or sending anyone to that place (and he'd need to go in personally).


HQ no.2: Haus von Archeville (Doktor Archeville's Hanover Home) (44/45ep)

Location: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs.

Appearance/Details: See here and here.

Size: Huge/Small (Castle/House-sized); Toughness: 20 (Imp 15); Features: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no. 3 (ESP/Comprehend; as Power x2), Power no. 4 (Impervious Toughness), Power no. 5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no. 7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Think-Tank, Workshop. Cost 3+3+38 = 44/45ep.

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.3: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.4: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.5: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and two ArcheTech facilities [the corporate HQ in Freedom City, and the Berlin facility] [46/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.3: ArcheTech Facilities (40/45ep)

Location: Worldwide. Corporate HQ is in Hanover, Freedom City, USA.

Appearance/Details: See here and here.

Size: Large; Toughness: 15 (Imp 10); Features: Animal Pens, Communications, Computer, Defense System (Stun 9 [Extra: Range/Ranged; PF: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Metahuman/Mutant Powers 15, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Enhanced Feats & Skills; as Power x2), Power no.2 (Enhanced Skills/Others), Power no.3 (ESP/Super-Senses), Power no.4 (Impervious Toughness), Power no.5 (Regeneration), Power no. 6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power no.8 (Teleportal), Power System, Security System x6 (DC 45), Think-Tank, Workshop. Cost: 2+2+35 = 40/45ep.

Power no.1: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.2: Same Enhanced Skills Usable by Others as at Schloss Wissenschaft. [18+10=28/30p]

Power no.3: ESP 4 (visual and auditory, 1 mile [entire interior of building & adjoining parking lots/decks]) and Super-Senses 13 (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [Drawback: not through lead]) ("Sensor Net") [12+12=24/30p]

Power no.4: Impervious Toughness 10 (force screen; Sustained Active effect) [10/30p]

Power no.5: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft, plus 4 additional Communication Links. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and six ArcheTech facilities [the corporate HQ in Freedom City, and five other facilities with similar areas of focus.] [52/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]

Power no.8: Teleport 6 (600 feet/20 miles; Extras: Duration [sustained], Portal; Flaw: Others Only; PFs: Change Direction, Easy, Progression [Portal Size] 2 [25ft x 25ft]). [28/30p]

Note: Portal is a +2 Extra because it's basically Duration (Instant to Concentration) & Affects Others + Self (+1). But the HQ itself can't pass through the portals it creates, thus, the Limited (Others Only) Flaw becomes viable.


HQ no.4: Fjölnirskraft ("Fjölnir's Power/Strength") (42/45ep)

Location: The Pacific Ocean.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20 (Imp 15); Features: Communications, Computer, Defense System no.1 (Blast 9 [Extra: Penetrating; PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System no.2 (Paralyze 9 [Extras: Alt Save {Fortitude}, Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System 3 (Stun 8 [Extra: Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}, Sedation; max range ~1.0 miles]; +15 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; Power x3), Power no.2 (Additional Limbs/Concealment/Elongation/Swimming), Power no.3 (Enhanced Feats & Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Impervious Toughness), Power no.6 (Super-Senses; as Power x2), Power no.7 (Super-Strength), Power no.8 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [4+3+36 = 43/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Additional Limbs 4 (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), Concealment 4 (all auditory and all radio; PF: Close Range; "Anechoic Radar Absorbent Coating"), Elongation 8 (1,000 feet; Flaw: Only for Additional Limbs; "Manipulatory Tentacles"), and Swimming 6 (100 mph/87 knots; PF: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/30p]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft, but replace precognition & trace teleport (-4 ranks) with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [46/60p]

Power no.7: Super-Strength 15 (effective Str 75) [30/30p]

Power no.8: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.5: Archestern ("Arche-Star") (45/45ep)

Location: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America.

Appearance/Details: See here and here.

Size: Colossal; Toughness: 20; Features: Communications, Computer, Defense System no.1 (Blast 12 [PFs: Improved Range 3 {1,200 ft. increments}, Progression 3 {100 increments}; max range ~22.7 miles], +15 to hit), Defense System no.2 (Move Object 13 [tractor beams, Str 65; PFs: Indirect 2, Subtle], +15 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend/Flight; as Power x3), Power no.2 (Universal Translator; as Power x2), Power no.3 (Enhanced Feats/Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Gravity Control; as Power x2), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [5+3+37 = 45/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [74+4=78/90p]

Power no.2: Comprehend 4 (languages; Extras: Affects Others, 10,000-ft. Burst Area [entire satellite]; PFs: Progression 8 [2,500 ft. per rank]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix; "Near-Universal Translators") [16+8-1=23/30 points]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Gravity Control 10 (50-to-5,000-ft. radius, Str 50, Hvy Load 12 tons; Extras: Range [Perception], Selective Attack; PFs: Precise, Progression 6 [500 ft. per rank radius], Subtle). [48/60PP]

Power no.6: Same Regeneration as at Schloss Wissenschaft. [26/30p]

Power no.7: Same Super-Senses as at Schloss Wissenschaft, minus tremorsense (-3 ranks), add extended 2 for all radio and extended 4 to visual sensors (total of extended 4 for all radio and visual senses, for 100,000 ft. [18.9 miles] increment). [55/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]


HQ no.6: Nichtuberall ("Not Anywhere") (41/45ep)

Location: Top Secret

Appearance/Details: See here.

Size: Medium (House-sized); Toughness: 20; Features: Communications, Computer, Concealed x7 (+40 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Concealment/Enhanced Feats/Skills), Power no.2 (Enhanced Feats/Skills/Flight; as Power x2), Power no.3 (ESP Dimensional; as Power x3), Power no.4 (Nullify Insubstantial), Power no.5 (Obscure), Power no.6 (Regeneration), Power no.7 (Super-Senses; as Power x2), Power System, Sealed, Security System x6 (DC 45), Self-Repairing, Workshop. [1+3+38 = 41/45ep]

Power no.1: Concealment 4 (all mental and radio; PFs: Close Range, Selective) and Enhanced Feats 1 (Hide in Plain Sight) and Enhanced Skills 20 (Stealth +20) [10+1+5=16/30p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [2+41+4=47/60p]

Power no.3: ESP 14 (all, 2 billion miles [can reach Earth]; Extras: Duration [sustained]; PFs: Dimensional 3 [any dimension tech-based ESP could reach, such as parallel dimensions and the Zero Zone], Rapid 5 [x100,000], Subtle) [79P] and Linked Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix) [7P] [79+7=86/90]

Power no.4: Nullify 4 (all Insubstantial effects; Extras: 400-ft. Burst Area [entire HQ], Duration 3 [Continuous], No Save; Flaws: Range [Touch]; PFs: Progression 4 for Area, Subtle) [29/30p]

Power no.5: Obscure 7 (mental and radio, 500-ft. radius [entire HQ]; Extras: Duration [Continuous], Selective Attack; PF: Subtle) [29/30p]

Power no.6: Same Regeneration as at Schloss Wissenschaft. [28/30p]

Power no.7: Same Super-Senses as at Home HQ in Freedom City, minus the Communications Links and tremorsense (-7 ranks), add extended 4 to all visual sensors (100,000 ft. [~18.9 miles] increment) and extended 2 to all radio senses (total extended 4/100,000 feet [~18.9 miles] increment). [51/60p]


5 EP contributed to Interceptor's Communal Equipment

Archeville's "Utility Coat" (16+9=25ep)

Detailed here.

Free: Cell phone, Digital camera, Digital audio recorder, Flashlight

BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 30-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) [16EP]

AP: Blast 3 (throwing discs; Extra: Autofire [5]; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) [15EP]

AP: Corrosion 4 (PFs: Precise, Variable Descriptor [acids or cutting torch]) [14EP]

AP: Dazzle Auditory & Visual 6 (flash-bangs; Extra: Area [General, 30-ft. Burst]; Flaw: Unreliable [5 uses]; Drawback: Full Power, Reduced Range 1 [5 60-ft. increments]) [16EP]

AP: Dazzle Visual 6 (pepper spray; Flaw: Range [Touch]; Drawback: Full Power) + Linked Stun 6 (pepper spray; Drawback: Full Power) [5+11=16EP]

AP: Obscure 3 (25-ft. radius, Visual + Olfactory Senses, smoke pellets; Extras: Independent, Total Fade; PFs: Ricochet; Drawback: Reduced Range 1 [5 30-ft. increments]) [15EP]

AP: Paralyze 6 (paralytic darts; Extras: Range [Ranged], Secondary Effect; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power, Reduced Range 1 [5 60-ft Increments]) [15EP]

AP: Snare 4 (Extra: Autofire 2 [+1 rank per 2 points attack exceeds Defense, maximum +4 ranks]; PF: Variable Descriptor [steel-wire bolos or quick-hardening glue-goo]; Drawback: Reduced Range 1 [5 40-ft Increments]) [16EP]

AP: Strike 4 (assorted collapsible weapons; PFs: Extended Reach 2, Improved Critical, Improved Disarm, Improved Trip, Mighty, Split Attack, Subtle [collapsible], Variable Descriptor [bludgeoning, piercing, or slashing]) [13EP]

AP: Stun 6 (stun bomb v2; Extras: Area [General, 30-ft. Burst], Range [Ranged]; Flaw: Unreliable [5 uses]; Drawbacks: Full Power, Reduced Range [5 60-ft. increments]) [16EP]

Powers: 8 + 53 + 22 + 3 + 2 + 21 + 3 = 112PP

Device 2 (Armored Labcoat v1.1.2, 10PP, Flaws: Hard-To-Lose) [8PP]

Immunity 2 (Cold Environments, Hot Environments; Flaw: Limited [1/2 Effect]) [1PP]

Dimensional Pocket 1 (100 lbs; Flaw: Grapple Required) [1PP]

Protection 4 (Extras: Impervious; Feats: Subtle; Drawbacks: Weak Point) [8PP]

Device 13 (Gravimetric Belt v1.1.5.b, 65PP, Feats: Restricted [Only usable by those with a +15 or better Knowledge {Technology} bonus], Flaws: Hard-To-Lose) [53PP]

Gravitic Movement Array 8 (16 points; PF: Alternate Power) [17PP]

    Base Power: Flight 7 (1,000 mph / 10,000ft [~1.9 miles] per Move Action, Feats: Instant Up, Move-By Action) [16/16PP]

    Alternate Power: Teleport 7 (700ft per Move Action, 200 miles per Full Action, Feats: Change Direction, Change Velocity) [16/16PP]

Gravitic Defensive Systems 18 (36 points; PFs: Alternate Power x3) [39PP]

    Base Power: Enhanced Fortitude 6 + Force Field 14 (Extras: Impervious 11; Feats: Selective) + Shield 4 [6+26+4=36/36PP]
    With Labcoat, total Toughness is +18 [imp 15] and Defense is +12 (+4 flat-footed).

    Alternate Power: Concealment 10 (All Senses, Feats: Close Range, Hide in Plain Sight, Flaws: Blending) [12PP] + Enhanced Skills 20 (Stealth 20 [+21]) [5PP] + Force Field 11 (Feats: Selective, Subtle) [13PP] [12+5+13=30/36PP]
    With Labcoat, total Toughness is +15 [imp 4] and Defense is +8 (+4 flat-footed).

    Alternate Power: Force Field 14 + Insubstantial 4 (Incorporeal; Affected by Gravitic & Magnetic Effects; Feats: Selective, Subtle) [14+22=36/36PP]
    With Labcoat, total Toughness is +18 [imp 4] and Defense is +8 (+4 flat-footed).

    Alternate Power: Force Field 11 (Extras: Impervious 4) [15PP] + Shrinking 20 (Miniscule, -20 STR [sTR 1], -5 Toughness, +12 Attack, +12 Defense, -20 Grapple, +20 Stealth, Move 1/16th; Feats: Atomic Size) [21PP] [15+21=36/36PP]
    When Minuscule, with Labcoat, total Toughness is +10 [imp 8] and Defense is +20 (+16 flat-footed); Flight speed 62.5mph / 625 feet as Move action.

Immunity 9 (Life Support) [9PP]

Gadgets 3 (Elektromagnetischer Schraubenzieher ["Electromagnetic Screwdriver"], 15PP 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]) [22PP]

Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited [1/2 Effect] for Disease and Poison) [3PP]

Morph 6 (+30 Disguise, one other form [Evil!Archeville/Chevalier]; Flaw: Uncontrolled [when asleep, sufficiently angered/upset, or at Ref's choosing]; PF: Metamorph [to Evil!Archeville/Chevalier]; Drawback: Action 2 [standard]) [2PP]

Pseudonaturally Enhanced Mind 8 (16PP Array, Feats: Alternate Power x5, Subtle; Drawbacks: Action [Move]) [21PP]

    Base Power: Enhanced Intelligence 16 (to 40 [+15]; Erhöht Intellekt/"Enhanced Intellect") [16PP]

    Alternate Power: Enhanced Wisdom 16 (to 36 [+13]; Erhöht Bewusstsein/"Enhanced Awareness") [16PP]

    Alternate Power: Enhanced Charisma 16 (to 26 [+8]; Erhöht Gegenwart/"Enhanced Presence") [16PP]

    Alternate Power: Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]) [8PP] & Enhanced Intelligence 8 (to 32 [+11]) [6PP] (Linguistische Analyse/"Linguistic Analysis") [8+8=16/16PP]

    Alternate Power: Enhanced Feats 16 (Attack Focus [Melee] 2, Attack Specialization [unarmed] 5, Improved Critical 2 [unarmed], Improved Disarm, Power Attack, Sneak Attack 3, Takedown Attack 2) (Anatomisches Wissen/Anatomical Knowledge) [16/16PP]
    Melee Attack +10, Unarmed Attack +20, Unarmed Damage +0, +5 w/ Sneak Attack. The Unarmed Attack Specialization does not apply to any weapons he pulls from his Utility Coat, not even brass or power knuckles, though the Melee Attack Focus does.

    Alternate Power: Enhanced Feats 16 (Attack Focus [Ranged] 5, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Pin, Ricochet, Throwing Mastery 5) (Berechnung der Winkel und der Vektoren/Calculating Angles & Vectors) [16/16PP]
    Ranged Attack +13, Damage +5 w/ any thrown object, +8 w/ Throwing Discs (+10 w/ Sneak Attack & Throwing Disc).

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP]

Can Take 20 on a Computer check to Write a Program (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Knowledge check (normally 1 hour) in 36 seconds/6 rounds.

Can Take 20 on a Notice check (normally 1 minute) in 0.6 seconds/free action.

Can Search a 100-ft. diameter area (normally 5 minutes) in 3 seconds/1 action. Can Take 20 on that same Search (normally 100 minutes) and do it in 1 minute.

Drawbacks: -0PP

DC Block

ATTACK          RANGE      SAVE                        EFFECT
Unarmed Melee DC 15 (17/20*) Toughness Damage
Thrown Items Thrown DC 20 (22*) Toughness Damage
Thrown Weapons Thrown DC 23 (25*) Toughness Damage
Weapons Melee DC 19 (21/24*) Toughness Damage

* Sneak Attack / Extra Sneak Attack from Melee Combat Mode
Or by Gadget or Invention

Abilities (26) + Combat (32) + Saving Throws (12) + Skills (39) + Feats (29) + Powers (112) - Drawbacks (0) = 250/250 Power Points


Sample Power Stunts for Enhanced Mind 8 (16PP), Force Field (36PP), and Mental Quickness 6 (3PP) can be found here.

Sample Settings for Elektromagnetischer Schraubenzieher ("Electromagnetic Screwdriver"), aka Gadgets 3 (15PP):

    [*:1hic8v85]Corrosion 4 (PF: Precise) (laser torch) {13/15}
    [*:1hic8v85]Datalink 6 (20 miles; Extra: Area; PFs: Rapid, Selective, Subtle) (city-wide computer overrider) {15/15}
    [*:1hic8v85]Datalink 2 (100 feet; Extra: Area; PFs: Selective, Subtle) {6} + ESP 2 (all senses, 100 feet; Extra: Duration [sustained]; Flaw: Medium [machines]; PF: Subtle) {9} (computer & security sensor override) {6+9=15/15}
    [*:1hic8v85]Drain Dexterity 15 (Flaw: Limited [people in battlesuit or with cyborg limbs]; Extra: Total Fade) (mobility systems overloader) {15/15}
    [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse Blast) {10+5=15/15}
    [*:1hic8v85]Drain Toughness 10 (Extras: Affects Objects, Area [burst, General], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [10PP] and Strike 10 (Extras: Area [burst, General], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [5PP] (Electromagnetic Pulse) {10+5=15/15}
    [*:1hic8v85]Cold, Electrical, Fire, Light, Magnetic, Microwave, or Radiation Control 7 and associated APs as alternative settings (electromagnetic manipulation; Cold & Fire = infrared) {14/15}
    [*:1hic8v85]Enhanced Flight 7 (to Flight 14 [250,000 mph / 2,500,000 feet {473 miles} per Move action]) (Maximum Overdrive) {14/15}
    [*:1hic8v85]Enhanced Skills 6 (+6 to Notice) and Super-Senses 5 (extended for all vision [2], distance sense [rangefinder], infravision, ultravision) (Goggles Do Something Useful) {1.5+5=6.5/15}
    [*:1hic8v85]Enhanced Skills 48 (+6 to any 8 skills that his home HQ can help with) plus Super-Senses 1 (communication link with home HQ) {12+1=13/15}
    [*:1hic8v85]Enhanced Teleport 0 (Extra: Portal on the 7 ranks of Teleport from his Belt; PF: Progression 1 [10-ft. portal]) (mass transit mode) {15/15}
    [*:1hic8v85]Enhanced Teleport 3 (adds to Teleport 7 from his Belt for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {10/15}
    [*:1hic8v85]Illusion 4 (holoprojektor; visual & radio; PF: Progression 1 [10-ft. radius]) {13/15}
    [*:1hic8v85]Power Control 15 (Flaw: Limited [Only technological powers]) (universal remote) {15/15}
    [*:1hic8v85]Strike 15 (lichtsäbel) {15/15}
    [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect electromagnetic radiation [radio]) (tricorder) {4/15}
    [*:1hic8v85]Super-Senses 4 (analytical extended tracking detect physical objects [radio]) (tricorder) {4/15}
    [*:1hic8v85]Super-Senses 5 (penetrates concealment detect metal [radio]) (metal detector) {5/15}

Posted

Our current position on variable structures is "only on a case by case basis." Your case (1 rank of the Gadget power) is being discussed now, but everything moves slower on the weekends around here. I should have an answer for you soon.

Posted

Our current position on variable structures is "only on a case by case basis." Your case (1 rank of the Gadget power) is being discussed now, but everything moves slower on the weekends around here. I should have an answer for you soon.

Posted

Our current position on variable structures is "only on a case by case basis." Your case (1 rank of the Gadget power) is being discussed now, but everything moves slower on the weekends around here. I should have an answer for you soon.

Posted

Groovy 8-)

Oh, and I should add that, though I am submitting him as a Hero, I could easily see him become a Villain-type, depending on how things play out. :harley: And if that happens, I can see him remaining a villain, or being helped back to the light by friends & teammates (it worked for Hal Jordan ;) ).

Posted

Groovy 8-)

Oh, and I should add that, though I am submitting him as a Hero, I could easily see him become a Villain-type, depending on how things play out. :harley: And if that happens, I can see him remaining a villain, or being helped back to the light by friends & teammates (it worked for Hal Jordan ;) ).

Posted

Groovy 8-)

Oh, and I should add that, though I am submitting him as a Hero, I could easily see him become a Villain-type, depending on how things play out. :harley: And if that happens, I can see him remaining a villain, or being helped back to the light by friends & teammates (it worked for Hal Jordan ;) ).

Posted

I'm sorry, but the consensus is to say "no" to the variable gadget structure, and honestly your sample powers illustrate why. 5 PPs to get Blast 10 by packing on limitations that just aren't really limitations on a variable power structure is just too much for far too little.

Posted

I'm sorry, but the consensus is to say "no" to the variable gadget structure, and honestly your sample powers illustrate why. 5 PPs to get Blast 10 by packing on limitations that just aren't really limitations on a variable power structure is just too much for far too little.

Posted

I'm sorry, but the consensus is to say "no" to the variable gadget structure, and honestly your sample powers illustrate why. 5 PPs to get Blast 10 by packing on limitations that just aren't really limitations on a variable power structure is just too much for far too little.

Posted

Okay, trade in Gadgets 1 (6pp) for:

    [*:1etoh4qg]1pp on one more rank in Luck (two total), for inventing/jury-rigging and negating fatigue from Extra Effort on Enhanced Intelligence.
    [*:1etoh4qg]1pp on another rank of Mental Quickness (to x100)
    [*:1etoh4qg]4pp on Device 1 (a weaker version of the "Electromagnetic Screwdriver"; 5 "Device Points"; easy to lose; PF: Restricted - Only usable by those with a +10 or better Knowledge/Technology modifier): Datalink 2 (100 ft. range; PFs: AP no.1 - Machine Control 2 [as Move Object 2, Limited to Machines], AP no.2 - Enhanced Skills 2 (Craft/Electronics +8r [effectively only +7 for Archeville due to PL caps]; it's the perfect tool), AP no.3 - Enhanced Skills 2 (Craft/Mechanical +8r [effectively only +7 for Archeville due to PL caps]; it's the perfect tool)

How's that?

Posted

Okay, trade in Gadgets 1 (6pp) for:

    [*:1etoh4qg]1pp on one more rank in Luck (two total), for inventing/jury-rigging and negating fatigue from Extra Effort on Enhanced Intelligence.
    [*:1etoh4qg]1pp on another rank of Mental Quickness (to x100)
    [*:1etoh4qg]4pp on Device 1 (a weaker version of the "Electromagnetic Screwdriver"; 5 "Device Points"; easy to lose; PF: Restricted - Only usable by those with a +10 or better Knowledge/Technology modifier): Datalink 2 (100 ft. range; PFs: AP no.1 - Machine Control 2 [as Move Object 2, Limited to Machines], AP no.2 - Enhanced Skills 2 (Craft/Electronics +8r [effectively only +7 for Archeville due to PL caps]; it's the perfect tool), AP no.3 - Enhanced Skills 2 (Craft/Mechanical +8r [effectively only +7 for Archeville due to PL caps]; it's the perfect tool)

How's that?

Posted

Okay, trade in Gadgets 1 (6pp) for:

    [*:1etoh4qg]1pp on one more rank in Luck (two total), for inventing/jury-rigging and negating fatigue from Extra Effort on Enhanced Intelligence.
    [*:1etoh4qg]1pp on another rank of Mental Quickness (to x100)
    [*:1etoh4qg]4pp on Device 1 (a weaker version of the "Electromagnetic Screwdriver"; 5 "Device Points"; easy to lose; PF: Restricted - Only usable by those with a +10 or better Knowledge/Technology modifier): Datalink 2 (100 ft. range; PFs: AP no.1 - Machine Control 2 [as Move Object 2, Limited to Machines], AP no.2 - Enhanced Skills 2 (Craft/Electronics +8r [effectively only +7 for Archeville due to PL caps]; it's the perfect tool), AP no.3 - Enhanced Skills 2 (Craft/Mechanical +8r [effectively only +7 for Archeville due to PL caps]; it's the perfect tool)

How's that?

Posted

I think that version of the Electromagnetic Screwdriver looks much better, and the other things are ok for the replacement of the Gadgets. I'll look over the other mechanics of the sheet as well. Can you describe what the E.S. looks like? I'd think it's mostly like a screwdriver, but I'm trying to figure out how the Datalink portion of it comes in.

Posted

I think that version of the Electromagnetic Screwdriver looks much better, and the other things are ok for the replacement of the Gadgets. I'll look over the other mechanics of the sheet as well. Can you describe what the E.S. looks like? I'd think it's mostly like a screwdriver, but I'm trying to figure out how the Datalink portion of it comes in.

Posted

I think that version of the Electromagnetic Screwdriver looks much better, and the other things are ok for the replacement of the Gadgets. I'll look over the other mechanics of the sheet as well. Can you describe what the E.S. looks like? I'd think it's mostly like a screwdriver, but I'm trying to figure out how the Datalink portion of it comes in.

Posted

Yes, I think you won't have any problem getting that approved. If you'll just go ahead and update your sheet with those changes, I'll look it over tonight.

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