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About Dr Archeville
- Birthday 06/02/1977
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http://dr-archeville.tumblr.com
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Location
Roxboro, NC, USA
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Dr Archeville's Achievements
Advanced Member (3/3)
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Curse their villainy! Reconfiguring VP to Enhanced Flight 10 (“nyoom;” to Flight 11 [25,000 mph / 250,000 feet per Move action]) {20/20} ad nyooming out & up to see what's going on.
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Doktor Archeville Dozens of scenarios raced through Viktor's mind. Stay and confront this Grue, subdue and restrain him, but let who-knows-what continue above? Rush outside to see what was happening, knowing the cultist would flee, to wreck havoc another day? Split the party, some stay to prevent the Grue from escaping while others see what's happening above? No, chances were not good that divided resources would be adequate for either task. Crraaapppp "Agreed," he grunted, already reconfirguring his internal systems for faster flight. "Starshot," he called out, "we fly!" He sneered at the lead cultist, but said nothing, instead turning and zipping towards the exit.
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Dr Archeville started following The Last Free Place , Down on the Farm [OOC] , Down on the Farm [IC] and 1 other
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Claremont's Blue Squad -- Owain "Copper Knight" Celliwig, Jonah "Jotunn" Janse, Ryan "Sever" Jacobs, and Michael "Golden Star" Adon -- take a field trip to a nearby farm. Shenanigans ensue! @Avenger Assembled @TheAbsurdist @Thunder King @Poncho
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2024 March 15, 9:00am Halfway to Medford, New Jersey (about 20 miles NNW of Freedom City) ~60o, gentle breezes (~10 mph), cloudy Field trips! Hands-on learning, a vital part to any well-rounded education! And this was the most classic form of that time-honored tradition: a trip to a working farm! With beef and dairy cows, hogs and chickens, and numerous orchards covering its 250+ acres, Medford Farms had been serving the lower half of the state for over two centuries, and was always eager to welcome curious students. And these students were curious indeed, coming from a most curious school. As the Claremont Academy van pulled off Highway 40 and started down a side road, the four students within -- Owain "Copper Knight" Celliwig, Jonah "Jotunn" Janse, Ryan "Sever" Jacobs, and Michael "Golden Star" Adon -- were busy with their own thoughts.
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Three DC 25 Toughness saves First Save 1d20+9: 10 [1d20=1] Yowza! Using my last HP to reroll that one. 1d20+9: 13 [1d20=4] +10 = 23, fails by 2, 1 injury Second Save 1d20+8: 26 [1d20=18] woo Third Save 1d20+8: 16 [1d20=8] fails by 9, that's 1 more injury (2 total) And Artificer's got 0 HP now.
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Bruised, 6 HP Okay, let's go for this serpent's head. Switching VP to Blast 8 ("nonlethal blaster"; PFs: Accurate 4 [+16 to hit]) {20/20} And power attacking for 2, so that'll be +14 to hit with a Blast 10 effect. Targeting the lead Grue cultist, and... 1d20+14: 30 [1d20=16] Assuming that hits, that's a DC 25 Toughness save.
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Doktor Archeville He glanced back at Starshot to make sure he was alright, and steeled himself against any psychic trickery. My mind is my mind. My mind is my mind. My mind is my mind... "Indeed they are all too real," he called back to Kinarr, "as is their scheme to- what," he maneuvered so he could look directly at the lead Grue cultist, trying to get a glimpse under the hood, "to disrupt power supplies to the Coalition and the Republic? Throw their worlds into chaos, make it easier to slip some of your agents in? And using innocent Sarcota like that? That's just..." A single photonic blast lashed out from the Doktor's science-wand, hitting the lead agent solidly in the chest. "... mean."
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Knowledge (Arcane Lore) 1d20+15: 20 [1d20=5] Knowledge (Theology & Philosophy) 1d20+5: 12 [1d20=7] Medicine 1d20+5: 24 [1d20=19] Notice... if he can Take 20, he'll do so, getting 25. (This reminds me, I've been meaning to get Artificer some ranks in Investigate.) He's got Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) and his goggles give him Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate])
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Artificer 'Perhaps they went mad!'? How could you tell.... Heroditus kept such musings to himself, trying to keep up a diplomatic front. "If this is... atypical behavior for Deep Ones," he began as he looked around the scene of the incident, looking both for signs of trespass and any lingering traces of mystical auras, "perhaps it is something in the waters that caused it? Some Surfacer pollutant that affects the nerves, or a bacterial infection causing fever and delirium? Improper agricultural infrastructure can lead to a whole host of health issues." He looked to Cimitiere, "have there been such reports among the Surfacers here? Of... mental aberrations, connected to rising pollution levels? Connected directly to the pollution, not merely to the death such corruption brings, and the despair which follows?" It would be a difficult knot to untangle, but it was as good a place to start as any.
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Toughness save 1d20+14: 25 [1d20=11] Fails by 2, that's a Bruise. I'll take it.
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Artificer Generally speaking, the waters of the Pacific ocean were less dense and less salty than those of the Atlantic. So while its waters were more welcoming than the arid Surface, the typical Atlantean would find them less comfortable than those of their home, a strange place where the colors were too bright but the water smelled/tasted too 'dull' and 'flat'. Heroditus Stylianos had never been, but he'd read of many other Atlanteans who had been, so when he received the call of potential Deep One activity on that coast, he felt he'd be prepared for the journey. He was wrong, but that's only because he wasn't going to the Pacific ocean proper, but to a landlocked body of water over 100 km from the coast. A choked, dying, rotting thing, a twisted mockery of what should be healthy and life-giving. Which would make it a beacon to Deep Ones and their foulness, he mused as he flew over, zipping across the continent with the aid of an experimental flight booster. But, between my knowledge and devices, and whatever local powers Cimitiere enlisted, I am certain they can be dealth with in a swift and- He came to a screeching halt (literallly, as the osprey spirit bound to his winged sandals screeched in protest at the sudden stop) as the edge of the Salton Sea came into view, as did the mystical aura of adisturbingly familiar Hydran artifact. A few Atlantean curses passed through his mind, but he stopped himself before too long. Well, he thought as he approached, better the devil you know....
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Artificer's two DC 20 Toughness saves First one 1d20+12: 15 [1d20=3] The fails by 5, do Bruised + Dazed... I'm spending an HP to re-roll that. 1d20+12: 22 [1d20=10] [minimum 11, so atually a 23] Passes, no damage! Second one 1d20+12: 29 [1d20=17] Passes, no damage! So he's still Unharmed, but down to 1 HP.
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Same attack as before, see if we can take out the rest of the side-cultists Firing at the lead Grue cultist... 1d20+12: 26 [1d20=14] Pew pew! DC [15+8] 23 Toughness saves, please.
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Doktor Archeville That's about half the backup taken out, but there are still several left, plus the lead. "Grue? The bogeymen of the galaxy?," he called out as he waved his Screwdriver about like a conductor's baton. "That explains why they're going down so quickly: fears often disappear when faced boldly, and dragged into the light!" At that, another prismatic barrage lashed out, harmlessly illuminating the cavern for a few microseconds and slamming into the Grue cultists. With psychic shapeshifters, questioning would be tricky even under the best circumstances. It may be best to knock them out and restrain them first.
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Okay, setting his VP to Damage 8 ("nonlethal photonic blast barrage"; Extras: Area [Targeted, Burst, 200-ft. radius], Selective Attack; Flaw: Action [Full]; PFs: Accurate 2 [+12 to hit], Progression Area] 2 [25 ft. increments]) {20/20} Which should be a big enough area to (potentially) hit every baddie. And since that's a Targeted Area Effet, I'll need to make an attack roll.... 1d20+12: 32 [1d20=20] A Nat 20! So if that hits (pleasesaythathits), that's a DC (15+8+5) 28 Toughness save they'll all need to make. (Free Action to set VP, Full Action to attack.)