Dr Archeville

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About Dr Archeville

  • Rank
    Commander
  • Birthday 06/02/1977
  1. "Blood calls out for blood." Character Name: Vampire Costumed Detective/Necromancer Power Level: 10 (150/150PP) Trade-Offs: +1 Attack / -1 Damage; +2 Defense / -2 Toughness Abilities: 6 + 10 + (-10) + 4 + 6 + 6 = 22PP Strength: 28/16 (+9/+3) Dexterity: 20 (+5) Constitution: --- Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 14 + 8 = 22PP Initiative: +5 Attack: +7 melee, +9 ranged, +11 w/ crossbow Grapple: +10 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -6, -4 flat-footed -3, -1 flat-footed vs/ blessed/holy, fire, or magic Saving Throws: 2 + 3 = 5PP Toughness: +8 (+4 Protection [Imp 4], +4 Defensive Roll); +4 flat-footed +6 (+2 Costume, +4 Defensive Roll), +2 flat-footed vs/ blessed/holy, fire, or magic Fortitude: --- Reflex: +7 (+5 Dex, +2), Evasion Will: +6 (+3 Wis, +3) Skills: 84R = 21PP Acrobatics 6 (+11) SM Bluff 6 (+9) Climb 6 (+9) Disable Device 6 (+8) SM Drive 6 (+11) Escape Artist 6 (+11) Gather Information 6 (+9) Intimidate 6 (+9) SM Investigate 6 (+8) Knowledge (streetwise) 6 (+8) Languages 2 (Italian, Spanish; English is native) Notice 6 (+9) Search 6 (+8) Sense Motive 4 (+7) Stealth 6 (+11) SM Feats: 23PP Attack Focus (Ranged) 2 Attack Specialization (Crossbow) Defensive Roll 2 Dodge Focus 8 Equipment 4 Evasion Precise Shot 2 Skill Mastery (Acrobatics, Disable Device, Intimidate, Stealth) Sneak Attack Uncanny Dodge (visual) EQUIPMENT (20 EP) Costume: Protection 2 [2EP] (note: Equipment Toughness does not stack with Toughness from powers, but it would still protect against things her powers-derived Protection would not) Crossbow: Blast 3 (PF: Improved Critical) [7EP] Motorcycle: Str 15, Speed 5, Defense 10, Toughness 8, Size Medium, with Hidden Compartments and Navigation System [11EP] Powers: 12 + 5 + 1 + 12 + 30 + 4 + 3 = 67PP Compel the Living and the Dead 5 (10 points: PFs: Alternate Power 2) [12PP] BE: Mind Control 10 (Flaw: Sense-Dependent [sight]) {10/10} AP: Comprehend 4 (languages [speak any one at a time, understand all, read all], spirits) {8/10} AP: Super-Senses 8 (postcognition, precognition; Flaw: Requires Corpse) {4/10} Concealment 4 (all visual; Extra: Duration [Continuous]; Flaws: Limited [Machines only], Permanent; PF: Close Range) [5PP] Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced Strength 12 (to 28/+9) [12PP] Immunity 30 (Fortitude effects) [30PP] Protection 4 (vampiric resilience; Extra: Impervious; Flaw: Limited [not against blessed/holy, fire, or magic]) [4PP] Regeneration 6 (Recovery Bonus +0; Resurrection 1 [week]; Flaw: Source [Blood]) [3PP] Drawbacks: (-3) + (-7) = -10PP Weakness (dependence on blood, must drink 3 Con points worth per day or suffer a -1 cumulative penalty on all checks, attack rolls, and Defense; common, moderate, 0pp) Weakness (holy symbols, stunned for one round by losing an opposed Charisma check; common, moderate, 3pp) Weakness (exposure to sunlight, destroyed in 10 rounds; uncommon, moderate; 7pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 24/26* Toughness (Staged) Damage (Physical) Crossbow Ranged DC 18/20* Toughness (Staged) Damage (Physical) Mind Control Perception Contested +10 vs. Will Controlled * w/ Sneak Attack Totals: Abilities (22) + Combat (22) + Saving Throws (5) + Skills (21) + Feats (23) + Powers (67) - Drawbacks (10) = 150/150 Power Points Another in my line of Vampire: the Masquerade-inspired superhero builds, this one built on the Giovanni clan (or, at least, their most common powers), and a bit of DC’s Huntress. This lady was a Costumed Detective/Cowl in life, though of a darker sort than my other Vampire Costumed Detective, out for vengeance rather than justice. At an early age her parents had been murdered by criminals, but they were themselves criminals, members of one of Freedom’s mob families, and victims of a hit by a rival gang. Surviving members of her family over in the Old Country took her in, and some cousins trained her in various lethal arts. Eventually she came back to Freedom, and hunted down the gangsters who had slain her family. She was good at striking fear into her targets, and had few qualms about allowing them to die, if not directly killing them herself. Once she had proven herself to her family, some of the elders approached her, and offered to induct her into the deeper, darker mysteries of their clan -- they weren’t just a ruthless mafia dynasty, they also housed vampires and necromancers -- and didn’t really give her a choice in refusing their “gift.” Now she has the inhuman strength (a nice surprise for those who disarm her crossbow and think she’s helpless) and mind-controlling gaze of her vampiric creator, and a host of minor necromantic abilities, which have been a huge boon in gathering information about her targets. But as she learns more and more about her family -- about just how horrific and monstrous they are -- she’s starting to realize that working for them isn’t what she wants for her (un)life, and begins to turn away from them. Which will, of course, bring her a new host of enemies… but maybe she can find some other vigilantes with which to hook up (and “hook up”?). The only thing putting her at PL 10 is her Mind Control and her Defense/Toughness; in physical combat he’s PL 8 with her fists (PL 9 if she can get sneak attack), PL 7 with her crossbow (PL 8 if she can get sneak attack). So despite her bloodlust, Leeroy Jenkins-ing into combat is a bad idea -- stick to the shadows, find out as much as you can about your foes, then call in your allies. Or don’t -- complications get Hero Points! (But stupidity doesn’t.)
  2. notice

    A note from trollthumpber, via the FC PbP FB page:     Good luck, tt!
  3. Hey all.   So first off, I am sorry for having left you all for so long.  I've had a number of issues plague me for the two years or so; some are improving, others are not, some are worsening.  And I've finally come to accept that I don't have the time/energy/non-depressed brain/something to participate here as a player at any point in the foreseeable future, much less as an Admin, so it's time for me to pass both de facto and de jure Admin-ship on to someone else.  Someone much more else.   I realized there really was only one real choice, one person who'd have the time, energy, and interest in fully owning & running the site.  Well, two people, technically.   Over the coming days (as I work out exactly how to do so), ownership & Adminship of Freedom City Play by Post -- including the FreedomCityPlayByPost.com, .info, .net, and .org domain names -- will transfer to Avenger Assembled and Electra.  AA will be promoted from Red-named Mod to Purple-named Admin, but, per her request, Electra's visible status as a Player will not change, though she will be talking with Sorus to see if there's more she can do behind-the-scenes to make his life easier.  I will be staying on as co-Admin for a few days, to make sure everything transfers smoothly, then downgrade to a Mod, so I can retain access to the RefCave in case of any problems or SNAFUs.   Also, Supercape has retired the site as a Moderator, and the Ref Team may be looking to hire on new Mods, so there are more changes to come.   I am proud of what I'd built here over the years, and know that could not have been done without all of the fantastic Mods and players here.  I thank them for all they've done, and wish you all the very best.
  4. I purchased Freedom City Play by Post.   (Other milestones of this date: the birthdays of David Warner, Gail Simone, and Wil Wheaton.)   Though I have not been around much these past few months, this place, and all of you, are ever on my mind.   I cannot say when I will return to a more regular posting schedule, or even to the Chat.  I've had some upheavals in my life I'm still sorting through, and a much-anticipated vacation in a few weeks (Dragon Con!).  But I do plan to come back, because I do miss you all, and miss participating in the wonderful stories that have been told here.   Well, most of you.   Okay, some of you.   (I kid, I kid.)   I hope you are all still enjoying yourselves here; if you have any questions or concerns, please do not hesitate to let the Mods and Admins know.
  5. Sorry for my absence, folks.  Things have been... off.  But they're slowly clearing.  Hope to have March PP Awards up soon.
  6. In order to make sure the Refs accurately count all your IC posts and award you the due amount of power points, please post with a list of all the threads in which your character posted IC this month (including the News forum). Remember that we require that posts be a minimum of about 500 characters. You can see here what a 400, 500, and 600 character post looks like. Posts shorter than 500 characters will not be counted. Please also mark things from the Non-Canonical forum as being non-canonical, as those count 1/2 (2 posts made for your char in a non-canon thread count as 1 post for the char). And if you are GMing something, list those threads, too. GM-only posts count as full posts, and can be assigned to whichever of your characters needs a 'push' to get up in post numbers.   When you make your list, please post a link to the IC threads -- preferably to the top of the page where your first post for that month appears -- so we can jump right to it. When you start a thread, make sure [iC] is in the title/subject line of the IC thread, and [OOC] is in the title of the OOC thread. If you make a post in an IC thread as a GM or an NPC, add [GM] in the subject line of the thread. If you make a post and [iC] is not in the subject line, the AutoCounter will not count it. And if you do not put [GM] in the places you post as an NPC or Ref, it won't count those properly. Please list your threads in alphabetical order. Please clearly note any threads in which you are both player and GM/running an NPC. Also, when you start a new thread, please mark it on the appropriate Chronicles page. (If you have a handle here, you have an account for the Wiki, and anyone with an account can edit it.) You do not have to be specific on the date, but I would like to keep track of when things are happening relative to each other. The Chronicles/Timeline also serves as an index for everything we've done in the nearly four years this site's been active, and it's useful to know if X happens before or after Y. If you've done any "extracurriculars" -- artwork, HellQ, 20 Questions, NPC, Vignette, Wiki work, etc. -- please be sure to list them along with your active threads. Failure to comply with these guidelines may result in your post counts being postponed or skipped completely. EDIT by DOK: Please be sure to put in the correct URL, last month there were several incorrect ULs posted. Including some that went not just to the wrong thread, but to a different site (like YouTube).
  7. She really doesn't know who I am, does she?  I'm mildly intrigued (and the tiniest bit hurt) by that...   The man bowed and swept with his free arm as he shook Jeni's hand, "Herr Doktor Viktor Archeville, fraulein, and I am most pleased to meet you."  He released her and clasped his hands before him, "I am an expert in many fields, though my own work with spatio-temporal mechanics have been mostly theoretical."   Mostly, though not entirely. And what practical experience I have had was quite   "So, here we three are, called upon by AEGIS, yet none know exactly why?"  He raised a hand to his chin, holding the other behind his back, "What that matter might be is a conundrum itself, I'd say!"
  8. ooc

    Notice check (1d20+9 = 18) for Dead Head
  9. Viral gastroenteritis is bad.   A nasty cold is bad.   Both at once are... very bad.
  10.   Dead Head's new method of bringing joy to children was not as well-received as he'd anticipated.
  11. rules

    Character Advancement & Awards In-Character Posting Awards: 1-5 PP per month Characters will receive between 1 and 5 PP monthly based on their level of participation in the forum. Any character who "plays" during the month will receive 1 PP. Characters who are actively involved in threads, campaigns, and stories (more than 15 IC posts with that character per month) will receive 2 PP; characters who are extremely involved in threads, campaigns, and stories (more than 25 IC posts with that character per month) will receive 3 PP; characters who are ridiculously involved in threads, campaigns and stories (more than 50 IC posts with that character per month) will receive 4 PP as a participation award; characters who are monstrously active (100+ posts) earn 5 PP. 1-14 IC posts = 1 PP15-24 IC posts = 2 PP25-49 IC posts = 3 PP50-99 IC posts = 4 PP100+ IC posts = 5 PPNote: As a loose rule of thumb, IC posts should be no shorter than 500 characters. Spamming the IC threads, making little short posts and carrying on conversations one line at a time in order to boost your post count will not earn you PPs; it will just make others not want to play with you anymore. Special Cases Posts written entirely for Sidekicks/Minions, in which the main player character does not appear, count for full credit and are added to post count tally of their 'parent' player character at the end of the month. Posts written primarily as a GM (when running an adventure for others) count for double credit (that is, each GM post counts as two posts); posts primarily written as or for an NPC (when running a specific non-player character to assist the GM) count as full credit. Both can be applied to any character you choose (or even broken up among multiple characters). By default, using a retired PC or being involved in a non-canon post (such as "What if" or "Alternative Versions of...") means that posts are worth 1/2 of normal. The reason for this has been to stop over-use of such threads. However you can nominate one thread at the end of the month (when posting your post count) that is either a "Special Edition" (A non-canon thread or "what if" thread, or using an alternative version of your PC), or a "Guest Starring...." (A thread featuring one of your retired PCs). This can be a different thread every month. If you have more than one thread that is non-canon or features a retired PC, you can still have these posts counted, as previously, as worth 1/2 normal. For "What if" or non-canon "Special edition" threads, posts should be allocated to the PC you are using for that thread. When using a retired PC in "Guest Starring..." thread, nominate one PC that all the posts are transferred to as a block. For GM posts in a special edition thread, posts are added to the total GM count (Which can be split and divided as you wish) Other Contribution Awards Refs (and Admins) who feel that a player is making a significant contribution to the site may give that player a bonus PP to apply to either of his or her characters. Additionally, characters who complete especially important, long-term story goals may also receive a contribution award. The Interview (aka 20 Questions) counts as a Contribution Award, as it helps flesh out your character, which gives the Refs a better idea on how to challenge and reward them. Filling out the Interview earns you 1PP. Those feeling more adventurous and tackle The Questionnaire (aka the HellQ); filling out the Questionnaire earns you 2PP. Making an entry for the Reputation thread will also earn you 1PP. Creating and submitting NPCs can earn points. The first two NPCs you submit earn you 1PP each. With Ref approval, fanart can earn you 1PP (per month) for site service. Every few months the Refs offers a chance to do a Vignette. Doing one of these earns you 1PP - and 2PP if your vignette is at least 1000 words. Note that the 20 Questions/Interview, Hell Q, Reputation post, and Vignettes do not themselves count as posts. Contributing to the FCPbP Guidebook can earn points. Creating a page for your character -- which must be more than simply copying & pasting the fluff parts of your character sheet -- will earn that character 2PP. The content of these pages is flexible but take a look at existing character pages to get a better sense of what is expected. Creating Guidebook pages for other topics or otherwise making significant contributions can also earn 2PP for the first page/contribution and an additional 1PP for each page/contribution beyond that in a given month, up to 4PP for three or more pages/contributions. If a page has been specifically solicited by a Ref it's worth an extra point to a maximum of 5PP earned in one month. The rewards for player character pages do not count against this 5PP cap; if you're inclined to complete full pages for three of your PCs over the course of one month they are each worth 2PP for each respective character. Other Guidebook awards may be assigned to whichever character the player prefers. Refs (that is, Staff Members, Global Mods, and Admins) earn 1 extra pp every month, because you people exhaust us. Power Level Caps Players start with three character slots, two at PL10 / 150PP and one at PL7 / 105PP. After gaining 10PP, their PL advances by 1. Thereafter characters' PLs will advance with every 15PP, until hitting PL 15 (at 220pp). PL advancement stops at that point, but you continue earning power points, until you hit PL 15 / 250PP (but see below). The advancement is summarized in the following charts: A PL 10 character's advancement would look like this: PPs earned Total PPs PL 1-9 151-159 10 10-24 160-174 11 25-39 175-189 12 40-54 190-204 13 55-69 205-219 14 70-100 220-250 15 And a PL 7 character's advancement would look like this: PPs earned Total PPs PL 1-9 106-114 7 10-24 115-129 8 25-39 130-144 9 40-54 145-159 10 55-69 160-174 11 70-84 175-189 12 85-99 190-204 13 100-114 205-219 14 115-145 220-250 15 Once your character reaches 250PP (and is "maxed out"), you do not have to retire them. Any posts you make with them will be added to the posts totals for another one of your PCs. Point totals will be noted as "[points spent] / [points earned {up to 250}] [[total points earned]]". Ex.: Doktor Archeville is a maxed out character, with 250PP both earned and spent, but his player keeps using him, and earns another 10 points. His PP total would be listed as 250/250 [260]. Player Awards To reward longevity and commitment to actively role-playing over a lengthy span of months, players are presented with Veteran Awards as they reach milestones of Power Points earned. Each month the highest amount of PP earned among a player's characters will be added to that player's Veteran Progress. As that total increases the player will earn Veteran Awards and receive the corresponding Player Tier: 30PP: Bronze60PP: Silver90PP: Gold120PP: Platinum150PP: Impervium180PP: OrichalcumPlayers who reach a Veteran Progress total of 210PP+ are awarded the ceremonial Electrum tier, which does not bestow a Veteran Reward but does come with substantial bragging rights! An additional Veteran Reward, separate from the Veteran Progress, is awarded the first time a player maxes out a single character at 250PP total. It is therefore possible to earn a total of seven Veteran Awards. Beyond the three character slots available immediately to new players - two slots at PL10 / 150PP and one slot at PL7 / 105PP - each Veteran Reward may be spent in the following ways: One additional character slot at:PL7 / 105PPPL10 / 150PPPL12 / 180PPPromoting an existing character to PL10 / 150PP or PL12 / 180PP, with rollover PP earned*15PP worth of the following ranked Feats, divided as the player chooses between their characters:EquipmentMinionSidekick* Rollover Points: Characters promoted to a higher base Power Level have the normal number of PP plus a number of additional points equal to 1/3rd the amount already earned with that character. This allows players to adjust an existing character concept to a higher 'weight class' and does not affect Veteran Progress. Veteran Rewards may be reallocated at any time with Referee approval by retiring a character, buying off ranked Feats with earned PP or otherwise returning the chosen benefit.
  12. rules

    Descriptor Frequency Very Common Bludgeoning Damage (Lethal + Nonlethal) Divine (Any powers wielded or bestowed by "gods") Electromagnetic Energy/Radiation (Electricity, Gamma Rays, Infrared, Magnetism, Microwaves, Radio Waves, X-Rays, Ultraviolet, Visible Light, etc.) Living Magic Piercing Damage (Lethal + Nonlethal) Slashing Damage (Lethal + Nonlethal) Technology Common Air/Wind Animal Ballistic Damage (Bullets, Explosions) Chemical Cold Earth/Rock Electricity/Lightning Emotion Fire/Heat Impact Damage (Falling, Knockback, Slam Attacks) Light Psionic Metal Plant Radiation (Nuclear Force, Radioactive Materials) Sonic Training Water Weather (Not Including Lightning) Uncommon Acid Blessed/Celestial/Holy Chi/Ki Darkness/Shadow Demonic/Hellfire/Infernal Dimensional Gas (Inhaled and Skin Contact) Gravity Grue Iron ("Cold" / "Pure") Life Energy Magic (Specific Type - "Necromancy," etc.) Magnetism Silver ("Pure") Temporal/Time Wood Immunity costs 20PP for all effects of a Very Common descriptor (such as "All Magic Effects"), 10PP for all Damage of a Very Common descriptor or all effects of a Common Descriptor (such as "All Magic Damage," or "All Fire Effects"), 5PP for all Damage of a Common descriptor or all effects of an Uncommon descriptor (such as "All Fire Damage" or "All Hellfire Effects"), and 2PP for all Damage of an Uncommon descriptor (such as "All Hellfire Damage"). Special Cases Immunity to one sense-dependent effect targeting one sense: 2PP Example: Immunity to Auditory Dazzle Immunity to any sense-dependent effect targeting one sense: 5PP Example: Immunity to Auditory Effects Immunity to one sense-dependent effect targeting any sense: 5PP Example: Immunity to Dazzle Immunity to all sense-dependent effects: 10PP Immunity to one non-Damage effect: 5PP Example: Immunity to Drain, Immunity to Nauseate Immunity to one non-Damage effect targeting one Trait: 2PP Example: Immunity to Drain Toughness
  13. rules

    Combat All damage from all sources (combat, falling, knockback, etc.) is considered to be Nonlethal unless otherwise specified. Accurate / All-Out / Defensive / Power Attack: These mechanics (see the Feats of the same name in the core rulebook) exist as options for all characters, but they can only shift the values by +/-2. Characters who invest into the eponymous feats, however, can shift the values by up to +/-5. Aggressive/Defensive Stance: These maneuvers no longer exist. Charge: This maneuver changes from a Full Action where you move at double-speed in a straight line and then attack, to a Standard Action where you move at your speed in a straight line and then attack. This allows you to take an unrestricted Move Action beforehand if you wish, to set up the charge, and makes the clause about surprise rounds unnecessary. Charge (Standard Action): Charging allows you to move and attack in a single Standard Action. You must move at least 10 feet and may move up to your normal speed. You must stop as soon as you are within striking range of your target (you can't run past the target and attack from another direction). After moving, you may make a single melee attack, with a +2 attack bonus. You suffer a –2 Defense penalty for 1 round (until your next action).Combined Attack: The bonus damage from a Combined Attack does not count for overcoming +Impervious saving throws. Costume Change: Characters may choose to change into their heroic costume or uniform as a Full Round Action once Initiative has been determined, but in doing so lose their Dodge bonus for that round. Characters with Quick Change or sufficient Quickness may still change as a Free Action without penalty and characters may still opt to take the full minute (ten rounds) to change, particularly if they are outside of combat. Critical Hits: A critical hit (defined as a roll of a natural 20 on an attack, which would have hit the target's Defense even were it not a natural 20) can have one of the following 3 effects, chosen by the player when the critical hit is rolled: Increased Effect: The critical hit increases the difficulty to resist the attack's effect by +5.Added Effect: The critical hit adds another effect onto the attack, but its effective rank is 0, so the saving throw DC is just the base value (15 for Damage, 10 for other attack powers). The added effect can be anything the player can reasonably describe and justify as adjunct to the original effect: Nauseate or Stun (useful for all sorts of "gut checks," blows to the head or vitals, etc.), Dazzle (blood in the eyes, boxing the ears, etc.), or Drain (Drain Dex via striking the hamstrings or a "nerve cluster", Drain Con for a particularly savage wound), to name a few. The GM decides if the effect suits the circumstances of the attack. The target makes saves against the attack's initial and added effects separately.Alternate Effect: The critical hit results in an alternate effect for the attack, like a use of Extra Effort for a power stunt, except the character suffers no Fatigue as a result. This option can represent a "lucky" attack that does something completely different, like blinding a target, or imposing some other condition.Damage: Characters failing a Toughness save by 5-9 are Dazed & Bruised, not Stunned & Bruised (Dazed, Bruised and Injured if the Damage is lethal). Similarly, characters failing a Toughness save by 10-14 are Staggered & Dazed, not Staggered & Stunned (Staggered, Disabled and Dazed if the Damage is lethal).  Disarm: A character resisting a Disarm check, or using their unarmed damage or a Mighty attack to disarm a foe, can apply their Super-Strength ranks to the check. Grappling: A character's Grapple bonus is equal to the sum of their Melee Attack bonus, their Strength bonus, any Super-Strength ranks, any Size modifiers, any Elongation ranks, and possibly any Additional Limbs ranks (see the power description). If the character has the Grapple Finesse feat, then they may substitute their Dexterity bonus for their Strength bonus. A character grappling a foe with Move Object derives their Grapple bonus from the sum of their Ranged Attack bonus and their Move Object power rank. If their Move Object power is Perception-ranged, their Grapple bonus is equal to double their power rank. Escape (Move Action): You attempt to escape a grapple. Roll an opposed check, with either your Grapple bonus or your Escape skill (or Dexterity bonus, if you have no ranks in Escape), whichever is higher, against your foe's Grapple bonus. If you succeed, then you break free, and you can move up to your speed away from the grappler.Using Powers to Escape: Per Steve Kenson's suggestion, using superpowers (Insubstantial, Teleport, etc.) to break out of a Grapple requires a DC 20 Concentration check. Grapple (Standard Action): You attempt to grapple a target. Make a melee attack roll against the target. If successful, roll a Grapple check, opposed by the target's Grapple bonus or their Reflex save. If you roll a critical hit on the attack roll, you gain +5 to your grapple check. If you win, the target is Pinned. They are held immobile, losing their dodge bonus to Defense, and suffering an additional -4 Defense penalty. If you win by 5+, or if you win another opposed grapple check (requiring another Standard Action), the target is Bound, and thus, Helpless, unable to move, or take any actions which require physical activity other than Escaping, with a Defense of (5 + size modifier). Other adjacent characters gain an additional +4 attack bonus against them, and can coup-de-grace them as a full action. You lose your dodge bonus to Defense against foes outside the grapple while grappling a foe (unless you have the Grapple Finesse feat). Maintaining a grapple is a Free Action, but you cannot perform other actions requiring the use of your grappling limbs while doing so. Normally, maintaining a grapple requires the use of both hands. The Improved Grapple feat allows you to maintain a grapple with one hand (as can the Additional Limbs power - see the power description). A larger character can grapple more foes of a smaller size. Double the number of foes the character can grapple at once per size category the attacker is larger than the defenders. So, for example, a Medium attacker can grapple one Medium opponent, two Small opponents (one under each arm, for example), four Tiny opponents, etc. Since maintaining the grapple is a Free Action, you can take a Standard Action to inflict an attack upon a grappled target on subsequent rounds after the grapple has been established (or on the same round, if you Surge for another Standard Action). There is no need for an attack roll (and thus, no chance to score a critical hit or use tradeoff feats); the grappled foe must simply roll a saving throw against your attack. If you are maintaining a grapple at a distance with Move Object, then you must still make an attack roll to hit the grappled target with a ranged attack. But they are Pinned or Bound, and all the usual Defense penalties for those conditions apply (as do tradeoff feats and critical hits, since an attack roll is involved). If you try to move while grappling a foe, you must drag them along with you. Roll an opposed Strength check against your grappled foe. If you succeed, you move, and your foe moves along with you. If you fail, then you cannot move unless you release your foe. You must be strong enough to at least push or drag your foe, and normal movement penalties for encumbrance apply. Since there is no action/reaction between an attacker using Move Object and their target, they cannot "drag" their target. They must move them like the target of any other Move Object power, by "throwing" them as a Move Action. You can end a grapple (releasing your foe) as a Free Action. If you are unable to take the Free Action to maintain the grapple (if you are Stunned, for example), then the grapple ends automatically. If you take a Standard Action to grapple a foe, then you can then throw them as a Move Action on the same round (thus, Grappling and Throwing a foe is a Full Action). On subsequent rounds after you initiated the grapple, throwing the grappled foe is a Standard Action. The functions of the existing Grappling feats remain unchanged. Grappling Block still allows you to initiate a Grapple check as a Reaction following a successful Block maneuver.Improved Grab still allows you to initiate a Grapple check as a Reaction following a successful unarmed attack.Improved Grapple still allows you to maintain a Grapple with one arm, leaving your other arm free to take other actions. And since maintaining a Grapple is now a Free Action, now this feat actually does something.Improved Pin inflicts a -4 penalty to any Grappled character's Escape checks (since all grapples now inflict the Pinned condition).Trip: A character using Dexterity to resist a Trip attempt can use their full Acrobat bonus instead. A character using Strength for a Trip check (offensive or defensive) can apply their Super-Strength ranks.  Vehicle Combat As per the Masterminds Manual, a character operating a vehicle can take a move action to move the vehicle under its own power, and either a standard action to attack with any vehicle-mounted weapons, or a standard action for "evasive maneuvers," which replaces the vehicle's normal Defense (10 + vehicle's size modifier) with (the result of the operator's skill check + vehicle's size modifier) for 1 round. The "Simultaneous Task" skill challenge can be used to both fire weapons and perform evasive maneuvers in the same standard action, with a -10 penalty to the operator's skill check. A challenge feat can be taken to reduce the penalty to -5 (one rank), or to eliminate it altogether (2 ranks). Please note that these are not the only actions available to a character operating a vehicle, and that the character is, depending on the circumstances, free to use a personal weapon or attack power instead of the weapons mounted on the vehicle.
  14. rules

    Equipment If an object's Toughness is reduced below -5 by a Drain Toughness effect, then that object is Destroyed. Most Vehicle and Headquarters Features from Agents of Freedom and The Book of Magic are allowed. Communicators: A character of average or greater Wealth may have a normal consumer cellphone as part of their implied possessions without paying Equipment Points. This phone is not practical for use in combat, requires a compatible network and is subject to interference at the GM's discretion as befits the plot. This may be flavoured as a basic 'communicator' with the same mechanical limitations. Communication bought as Equipment requires a Move Action when used during combat and is subject to the same GM fiat as all Equipment. It may not be Subtle or Selective. Example: Communication 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other X-Phones]) [5EP] (X-Phone)Communication bought as a Power or Device can be used as a Free Action during combat and may be Subtle and/or Selective. GM fiat against it is worth a Hero Point. Temporal Limbo: This HQ Feature from The Book of Magic is explicitly banned. Vehicles See "Vehicle Combat" under Combat, below. Constructs Any character without a Constitution score is considered a Construct. Constructs are by definition objects and not living creatures. All Constructs must purchase the 30PP Immunity to Fortitude Effects at character creation. Otherwise, their lack of a CON score would kill them. Constructs do not suffer nonlethal damage conditions, such as Bruised or Staggered. Any nonlethal damage suffered by a Construct (or an inanimate object) is automatically converted to lethal damage (so a Construct who suffers a Bruise from nonlethal combat damage would suffer an Injury instead). However, if an attack is incapable of inflicting lethal damage, as the result of a drawback, then it is incapable of harming a Construct (since the attacker cannot choose to inflict lethal damage). Constructs can be Dazed by combat damage, just like living creatures. If a Construct is hit by a Fortitude effect with the +Affects Objects extra (which overrides their Fortitude Immunity), it gains a Reflex save in place of the Fortitude save. Inanimate objects, on the other hand, get no saving throw and suffer the maximum possible effect (with the exception of Devices, whose wearers/wielders can make saves on their behalf, as detailed in the Combat chapter).
  15. rules

    Extra Effort When using Extra Effort, you can gain two of the listed benefits, even stacking two of the same type of benefit. However, when using this Extraordinary Effort, you also double the cost of the effort; you’re Exhausted starting the turn after your extraordinary effort. If you are already Fatigued, you are Unconscious. If you are already Exhausted, then you cannot use extraordinary effort. Spending a Hero Point at the start of your next turn reduces the cost of your extraordinary effort to merely Fatigued, the same as a regular extra effort. Drawbacks Holding Back: This drawback from Hero High is banned. Nagging Injury: These drawbacks from Agents of Freedom are allowed on a case-by-case basis, although most of them are considered Uncommon, Minor drawbacks worth 1PP. Nightmares: This drawback from Mecha & Manga is explicitly allowed. A character with this drawback must roll theFatigue check at the start of every thread, and again every time the character sleeps and wakes up within the same thread.