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Dr Archeville

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Posts posted by Dr Archeville

  1. Artificer   8 posts +2 from Dok = 10 posts = +2pp

    Holiday Cheer (0)

    The Kids are Alright  (0)

    Survival Class: Prussian Blue  (0)

    Written in the Stars (8)

     

    Horrorshow  1 post +9 from Dok = 10 posts = +2pp, +1 [Mod] = +3pp

    Blue Monday  (0)

    Dakar Rally  (0)

    Eurotrip: The Rhythm of the Rails  (0)

    Holiday Cheer (0)

    Is Potato (Pancakes)  (0)

    Patriot Games  (0)

    Test Your Might (1)

    Tyger Tyger, Burning Bright  (0)

     

    --Titanium Characters--

     

    Dead Head  0 posts

    Bedlam in Bedlam: Let Him In (0)

     

    Doktor Archeville  2+1+14 = 17 posts -- 2 to Artificer, 9 to Horrorshow, 6 to THE VOID

    Fifteen Feet of Pure White Snow  (2)

    Holiday Cheer (0)

    News (1)

    Shoaling Patterns (14)

     

    Protectron  0 posts

    Holiday Cheer  (0)

     

    --Other--

    Mod point, to Horrorshow

     

  2. Artificer

     

    On the ride up, Heroditus had kept one pam and one ear pressed to the walls, attempting to listen to the mechanisms, and at one point pulled his goggles down over his eyes and fiddled ith the straps by his ears.  "They're surprisingly quiet!," he said at last, "across all frequencies!  I can detect some humming in the infrasonic and ultrasonic ranges, but not as much as I'd expected!"

     

    When Velocity pointed to the hangar opening, Heroditus clapped and let out a squeal, then quickly covered his mouth as he realized he'd made such an un-Atlantean display of emotion.  "Ah, we have similar 'waterlock' fields in Atlantis!  Though most of ours are smaller, only wide enough for three or four people standing abreast.  But they also deal with much larger pressure differentials, so I imagine the power requirements would be equally big."

     

    His gaze then shifted to the spaceplanes, and he murmured a bit about their sleek designs, when he caught snippets of Velocity's & Ghost's exchange.  "Ah, lucky you!," he cheered Ghost, "to be able to pilot such magnificent vehicles!"

     

  3. EVOLVED by Fox

     

    Horrorshow has 12 points unspent!  Let’s see if I can spend them.

    Also, I was recently reminded of our guidelines re: Saving Throws and on Impervious Toughness, so I’ve got to tweak those a bit.  And I think I’ve found a satisfactory way to do so.

     

    Abilities

    +2 Dex (to 14/+4), -4 to Con (to 26/+8 / 18/+4), +2 Wis (to 18/+4)  [net cost unchanged]

    Strength: 26/20/14 (+8/+5/+2), STR 41 for lifting in “Chitinous Horror” form

    Dexterity: 18 (+4)

    Constitution: 26/18 (+8/+4)

    Intelligence: 12 (+1)

    Wisdom: 18 (+4)

    Charisma: 28/18 (+9/+4)

     

    Combat

    Due to alterations to his Impervious Toughness, Knockback will be getting altered slightly [net cost unchanged]

    Knockback: -9 vs. Physical & -5 vs. Energy in “Chitinous Horror” form (-8 / -4 if flat-footed); -7 vs. Physical & -5 vs. Energy if Morphed or in "Amorphous Horror" form ( -6 / -4 if flat-footed)

     

    Saving Throws

    Reducing Reflex and Will both by 3 points.  [frees up 6 points]

    Toughness: +10 (+8/+4 Con, +2 Defensive Roll; Impervious 8 vs. Physical in "Chitinous Horror" form, Imp 4 vs. Physical if Morphed or in “Amorphous Horror” form), +8 when flat-footed

    Fortitude: +8 (+8/+4 Con, +0)

    Reflex: +8 (+4 Dex, +0; +4 Enhanced)

    Will: +8 (+4 Wis, +0; +4 Enhanced)

     

    Skills

    Adding 24 ranks of skills [costs 6 points]

    +4r in Acrobatics, +4r in Concentration, +5r in Knowledge (Life Science), +3r in Perform (Acting), +4r in Stealth, and +4r in Survival

    This, combined with changes to Dexterity and Wisdom, means his skills now look like this:

    Acrobatics 11 (+15) SM

    Bluff 11 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) SM [D,F,T]

    Concentration 11 (+15) 2nd Chance

    Diplomacy 11 (+15, +20 w/ Enhanced CHA) SM [Fascinate]

    Disguise 11 (+15, +20 w/ Enhanced CHA; +30 more w/ Morph, +10 more w/ Shapeshifting)

    Gather Information 11 (+15, +20 w/ Enhanced CHA) SM, Well-Informed

    Intimidate 11 (+15, +20 w/ Enhanced CHA) SM, Startle

    Knowledge (Current Events) 9 (+10)

    Knowledge (Life Science) 9 (+10)

    Knowledge (Popular Culture) 9 (+10)

    Language 3 (English, GalStandard, Russian, Ukrainian [native])

    Notice 11 (+15) SM

    Perform (Acting) 5 (+9, +14 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged)

    Sense Motive 11 (+15) SM

    Stealth 11 (+15) HiPS, SM

    Survival 11 (+15)

     

    Feats

    Add Defensive Roll, Improved Grab, Improved Throw, Jack-of-All-Trades, and Second Chance (Concentration checks).  [costs 5 points]

     

    Powers

    Adding some, altering others.  [net cost of 4 points]

     

    ADD a Comprehend power  [costs 2 points]

    Comprehend 1 (languages [speak any one at a time])  [2PP]

     

    CHANGE Grue-some Awareness  [net cost unchanged]

    Grue-some Awareness 4 (8 points; PF: Alternate Power)  [9PP]

    BE: Comprehend 4 (animals 2, languages 2 [to languages 3; speak all at once, understand all]) {8/8} 

    AP: Mind Reading 10 (Extra: Sensory Link; Flaws: Range 2 [Touch]; PFs: Insidious, Subtle) {7/8}

     

    ADD Impervious Toughness  [costs 2 points]

    Impervious Toughness 4 (”Grue-some Resilience”; Flaw: Limited [Only vs. Physical])  [2PP]

     

    CHANGE Metamorph/Chitinous Horror form  [net cost unchanged]

    Reduce Impervious Toughness from 10 to 4 (frees up 3 points for that slot)

     

    Total cost 9 points

     

    TOTALS

    Abilities (38) + Combat (16) + Saving Throws (0) + Skills (39) + Feats (33) + Powers (115) - Drawbacks (3) = 238/241 Power Points [3pp under]

     

    Combat By Form

    When using Chitinous Horror Form: 

    Attack +10 melee, +4 ranged

    Strikes +10 (crit 18-20)

    Grapple +21

    Defense +10 (+2 flat-footed)

    Knockback -9 vs. physical, -5 vs. energy; -8 / -4 flat-footed

    Toughness +10 (+8 flat-footed; Imp 8 vs. Physical)

    Fort +8, Ref +8, Will +8

    Lifting STR 41 (light load 2,448 lbs. [1.224 tons], medium load 4,896 lbs. [2.448 tons], heavy load 7,360 lbs. [3.68 tons], maximum load 14,720 lbs. [7.36 tons], push/drag 36,800 lbs. [18.4 tons])

    [PL 10 offense, PL 10 defense]

    When using Amorphous Horror Form: 

    Attack +10 melee, +4 ranged

    Strikes +10

    Grapple +21

    Defense +10 (+2 flat-footed)

    Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed

    Toughness +10 (+8 flat-footed; Imp 4 vs. Physical)  

    Fort +8, Ref +8, Will +8

    Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton)

    [PL 10 offense, PL 10 defense] 

    When Morphed: 

    Attack +10 melee, +4 ranged 

    Grapple +15

    Unarmed Strike +5

    Defense +10 (+2 flat-footed)

    Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed

    Toughness +10 (+8 flat-footed; Imp 4 vs. Physical)

    Fort +8, Ref +8, Will +8

    Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton)

    [PL 7.5 offense, PL 10 defense]

    When Powerless: 

    Attack +10 melee, +4 ranged

    Grapple +12

    Unarmed Strike +2

    Defense +6 (+2 flat-footed)

    Knockback -3, -2 flat-footed

    Toughness +6 (+4 flat-footed)

    Fort +4, Ref +4, Will +4

    Lifting STR 14 (light load 58 lbs., medium load 116 lbs., heavy load 175 lbs., maximum load 350 lbs., push/drag 875 lbs.).

    [PL 6 offense, PL 6 defense]

     

    👾

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  5. Artificer

     

    "X-ray... oh!  Those must be very useful for when you go through things!"  He tapped his own goggles, "sonar.  Very useful back home, but also surprisingly useful up here."

     

    As their hostess explained the next part of their tour, Heroditus began to raise his hand and say that, yes, he would like to see the advanced food preparation equipment.  Most Atlantean foods were served simply, raw and unseasoned, save for special occasions, when air-filled chambers were used to cook and season dishes.  In his time at Claremont, he had become rather fascinated with the incredible depth and breadth of Surfacer cuisine.  (The "freshman fifteen" had hit him particularly hard!)  But he got the sense that Ghost would not be interested in such things, and that Velocity had a certain schedule, which his many questions with the infirmary staff had likely skewed!

     

    Also, he really wanted to see the artificial gravity system.

     

    So instead, he simply turned his heads towards the elevator, "do those operate like traditional elevators, with pulleys and counterweights?  Or something more advanced, such as direct gravitational alteration?"

     

  6. The rules on Extended Searches (as found under the description of the Search skill in the Mutants & Masterminds 2nd Ed. core rulebook) have always been a weird case -- they go by the diameter of the area being searched, not the, y'know, area -- I thought it might be useful to add some notes/tips to our Guidebook.  (Especially if we're going to be doing more stuff in SPAAACE, and scanning planets.)  Probably put this on the Skills page.

     

    Maybe something like....

     

    Search: Remember that, when doing an Extended Search, the time is based on the approximate diameter of the area being searched.  

     

    Steps

    Diameter

    Examples

    Time

    0

    5 feet

     

    1 round

    1

    10 feet

     

    1 minute

    2

    100 feet

     

    5 minutes

    3

    1,000 feet

     

    20 minutes

    4

    1 mile

    ~500 acres or ~200 hectares

    1 hour

    5

    5 miles

     

    5 hours

    6

    20 miles

    Freedom City (approx. 15 x 25 miles)

    1 day

    7

    200 miles

     

    1 week

    8

    2,000 miles

    Ceres (0.6k miles diameter), Eris (1.4k mi.), Pluto (1.5k mi.)

    1 month

    9

    20,000 miles

    Earth (8k miles diameter), Mars (4k mi.), Moon (2.1k mi.), Venus (8k mi.)

    3 months

    10

    200,000 miles

    Jupiter (87k miles), Neptune (31k mi.), Saturn (72k mi.), Uranus (32k mi.)

    1 year

    11

    2 million miles

    The Sun (865k miles)

    5 years

    12

    20 million miles

     

    10 years

    13

    200 million miles [2.1 au]

     

    50 years

    14

    2 billion miles

     

    100 years

    15

    “Same solar system”

    Sol System (out to Neptune, 6.64 billion miles / 30 au)

    500 years

    16

    “Nearby star systems”

    Proxima Centauri (4.2 ly from Earth)

    1,000 years

    17

    “Distant star systems”

     

    5,000 years

    18

    “Same galaxy”

    The Milky Way (105k ly diameter)

    10,000 years

    19

    “Nearby galaxies”

    The Andromeda Galaxy (2,500,000,000 ly from Earth, and 152k ly in diameter)

    50,000 years

    20

    “Anywhere in the universe”

    The observable universe is ~93,000,000,000 ly in diameter.

    100,000 years

     

    Thus, performing an extended search of all of Freedom City would take 1 day (which can be reduced by Quickness or Rapid ESP/Super-Senses), while doing an extended search of the Earth would take 3 months (or about 1 hour with Quickness 10 [x2,500], or 3 seconds with Quickness 20 [x5,000,000]).

     

    ------

     

    M&M 3E changed the Extended Search guidelines so it does go by area.  Would we want to consider doing that?  If so, doing an extended search of Freedom City (with an area of about 375 square miles) would take 1 month, while doing an extended search of the Earth (total surface area of ~197,000,000 square miles) would take 50 years (or about 1 week with Quickness 10 [x2,500], 2 days with Quicknes 12 [x10,000] or with Rapid 4 on ESP, or ~5 minutes with Quickness 20).

    A longer time, but it would add some consistency to the rules.

     

    (Not as long as the ctual rules in M&M 3E.  Per those rules, doing an extended search of the Earth would take 50,000 years!)

     

  7. Artificer

     

    As they headed for the Infirmary, Artificer looked to Ghost, "those gogges, they're not just to protect your eyes, are they?"  He tapped the purple- and green-lensed goggles resting atop his forehead, "I made these myself.  Did you make yours?"

     

    Velocity's introduction in the medbay was met with great enthusiasm on Heroditus' part.  "Off-Worlder technology?!," Artificer exclaimed.  "I thought this facility used only advanced Surfacer technology?  Are there any pieces which I might examine?"  He began looking to the various technicians, "in what ways does this 'Lore Republic' technology differ from yours?  What similarities are there?  Has there been much difficulty integrating their equipment into your facilities?"

     

    "My, you are a curious one!," a middle aged man replied, with a hint of Georgian drawl.  He flashed Velocity a smile and wink from his baby blue eyes, then turned back to Heroditus, "I'm just an old country doctor, so I don't know much about the finer details of how all their technology works, but I do know they use a lot of crystals."

     

    At this, Heroditus perked up even more, "ah, I have some familiarity with those!"

     

    The technician had picked up a small device, looking something like a Y-shaped metal wand with numerous controls along one side, and the inside of the two arms lined with blue crystal.  "This little gadget can heal minor wounds in soft tissues, cuts and abrasions and so on.  Useful for all manner of everyday injuries, but also good for sealing up surgical openings, without needing stitches or staples.  And this one," he indicated another small device, "can be used on hard tissues, bones and so on.  Now, over here..."

     

    The two continued on for some time.

     

  8. Doktor Archeville

     

    "A fine ship indeed, sir!," Archeville exclaimed at the end of his tour, "all elegantly tied together.  I was especially impressed by your communications suite," he nodded.  "And I was not expecting such luxurious living quarters!  Though I'm sure the clients who hire you to take them on safari expect the best.  That's why some aspects of the ship's functions are so intuitive, while others are more concealed, away from client's prying fingers, yes?"

     

    Archeville's senses, and his own knowledge of spaceship design, revealed more than Starshot was showing, and he sincerely was impressed by the vessel.  It had even given him a few ideas for improvements to his own.

     

    "But this is no pleasure cruise, we are here to work, with much at stake!"  He started off towards the cargo hold, calling behind him as he went, "we should get underway, before the suns rise and the surface becomes unbearably hot."

  9. Artificer

     

    Heroditus was still going over the final bit of the conversation he'd had with the teleporter technician down in the Hall ("So, how do these 'Heisenberg Compensators work?"  "They work quite well, sir."), unsure if there had been a translation error or something else.  Surfacer technology and Atlantean technologies had developed along such radically different paths over the millennia that each was little understood by the other, a gap he had been trying to bridge for some years.  But the technology used in the Lighthouse, the Freedom League's satellite headquarters, was so much more advanced, surely a study of it could advance his understanding of Surfacer technology by leaps and bounds.

     

    Velocity's and Ghost's words finally reached his brain, "hrm?  Oh, ah, I would like to start at the Infirmary, actually.  My mother is a biomedical engineer, and I am sure she would like to hear about advanced Surfacer healing arts.  And then work out way up?  Yes, I think that would be most efficient."

  10. Doktor Archeville

     

    Archeville smiled at Alpha as he took the offered champagne.  "Ah, I've had similar in some of my homes, and on my ship" he replied to his host, "though most of mine had chassis based on insects.  Beetles, mostly."  He looked the robot over, "I may be able to help with the cooking thing, if you're interested.  All the necessary hardware seems to be present, it would be more a matter of software."

     

    To Alpha, he sent a silent cyberkinetic message of thanks for the drink, a more formal introduction, and a request for the bot's designation.

     

    "Before we see to the galley, though, I think I should have a look at what sort of laboratory and workshop facilities you can provide.  I may need to make some adjustments to your ship's sensors, or fabricate something from scratch."  At the mention of the infirmary, he glanced back at Alpha, then back to Starshot, "ah, do they help there, too?  That could make the culinary programming go quicker, if they already have files on anatomy and organic chemistry."

     

  11. Doktor Archeville

     

    He jumped back a bit again as another Interceptor appeared, "Grimalkin!  That... that's exceedingly kind of you to offer."  He bowed his head to her in thanks.

     

    And then there was Erik.

     

    "I..." he began, eyes flicking for a microsecond to the two fingers of Jack's hand which were implying less one of his namesake weapons and more the barrel of a gun.

     

    Ah.

     

    "I do not wish to reply too quickly, for fear of being thought flippant, or that I had rehearsed this.  Though, to be honest," he tilted his head very slightly, but still kept his eyes locked on Jack's, "I have run scenarios like this thousands of times, trying to figure out how best I can make amends, to whatever extent I can make amends."

     

    "Before I left," he began "I received clean bills of health from Miss Americana, Phantom, and Scarab.  No lingering corruption, no dormant entities stitched to my... soul.  I am the first 100% human Archeville to walk the Earth in over 600 years.  Well,"  he glanced down at his synthoflesh-covered hand, "was 100% human."  (Archeville had made sure all the Interceptors had received word of his "reformatting" as soon as he had recovered from it, though whether or not Erik had ever actually read the memo was another matter.)  "My PTSD has improved.  The nightmares are not as bad, nor as frequent.  I cannot say if I am good, but I can say I am trying to do good."

     

  12. Doktor Archeville

     

    Archeville's eyes widened at Oskar's words, and he slapped his forehead with the data pad, "oh, of course!  On Terra, the level of consciousness and awareness, of sapience, of cetaceans and other non-human animals is a matter of no small debate, so why would that not also be the case with the Sarcota?  Even if some skewed instinct brought them here, instinct may not be all that guides them!  If we can find a way to communicate with them, and simply ask them to move..." 

     

    His mind raced through possibilities, articles he'd read on animal intelligence and nonhuman communication, until he forced himself to stop and return to the more immediate tasks at hand. 

     

    "Yes," he nodded to the Lor representatives, handing the data pad back to K'tr'kt, then back to Oskar, "I think it would be best if you gave me that tour now, and I shall see what I can do with the contents of your cargo bay as you fly us to the mountain."  He thought briefly of his own ship, the Synthia Bower, but quickly pushed the thoughts aside.  Best to focus on what is here, now.

     

  13. Horrorshow

     

    Davyd sheepishly untwisted himself as those around him talked, smoothing out his appearance into something less helical.  Once he was sorted, he bowed again towards the monks.

     

    "Ah!," he exlaimed at Rex's words, looking back and forth at the Dangers, "well that explains it!  He can't very well ask for directions if he can't communicate with them, can he?  Just finding food and a bathroom were probbly major challenges!  Now," he slowly paced around Veronica and Lulu, "if only we had some way to translate foreign tongues.  Some sort of... psychic, or even... mystical ability.  Why, I bet even a shapeshifting infiltrator would be useful to have about now!  But where, oh, where might we find one?"  He stood between the two, placing one arm on each shoulder, and flashed Rex a wink.

  14. Doktor Archeville

     

    "Ah," he replied to Oskar, smiling, "so the Xeno here is just to get you to the hunting grounds, and to locate your prey, but for the hunt itself, you use more... personal weaponry, yes?"  He nodded approvingly, "this is god, ja.  Sporting."

     

    Archeville had never been on a hunt (not quite), but he could appreciate some of the cultural aspects of such activities.  And while he would always champion the use of technology to make one's life easier and more efficient, in some cases, it was the struggle that made an activity matter.

     

    He was about to ask more questions about Oskar's ship, when R'arth and K'tr'kt made their introductions.  "I'm sure we can accomplish this with less collateral damage than the Star Navy might bring," he replied, grinning as he took the offered data pad.  "Of course, the problem is that there are so many unknowns about these creatures, whose very existence was a matter of conjecture until just half a century ago.  I was just telling my companion here," he nodded to the fellow Terran, "that Ferrum probably isn't near any Sarcotan mating grounds, but almost nothing is known of Sarcotan reproduction.  Or of their diet, or their senses.  How often do the reproduce: once a year?  A decade?  A century?  They appear to derive sustenance from stellar and other cosmic rays, but is that all they require, or do they also need some other substance in their diet, some supplement, which they have found here?  There is some evidence that they can detect wormholes and other spacetime anomalies, navigating them like oceanic currents -- is there something in the array of solar collectors, some flux of lines of force, that they are mistaking for such an anomaly?"  He shook his head while scrolling through the data, "there is so much we do not know about these fantastic creatures, and this could be a golden opportunity to learn, with an entire star system's worth of them right in your back yard!"

     

    Administrator R'arth was probably not too keen on the giddiness creeping into Archeville's voice.

  15.   

    CONJURED UP BY THEV

     

    Artificer, 2024 Update

    Now PL 10!

     

    Heroditus graduated from Claremont in the summer of 2022, a year and a half ago, but I still had him at PL 9, with over 20 unspent points.  Let's fix that!

     

    Increasing his Intelligence and Skills, tweaking his Feats and Devices & Force Field & Magic, and adding a new Device!  A "battery" which Enhances his own Magic, and can be used as a backup power source for his Devices.  An important step in making mechanomystical items wich could be used by anyone, not just those with excess mystical energies to spare!

    He's also added some minor "spellcasting," separate from his Devices, via orichalcum tattoos which he can channel his mystic energies through for a variety of effects.  

     

    -------------------------------------------------------------------------------------------------------------------------------------

     

    Power Level: 11 (built as PL 10 )

    Power Points: (170/171PP) [as of 2024-01-09]

    Unspent Power Points: 1

    Trade-Offs: -2 Attack/+2 Effect with Blast, +2 Attack/-2 Effect with Move Object; -2 Defense/+2 Toughness

     

     

    ABILITIES: [4 + 2 + 4 + 10 + 6 + 2 = 28PP]

    Strength: 14 (+2); effective Lifting STR 24

    Dexterity: 12 (+1)

    Constitution: 14 (+2)

    Intelligence: 20 (+5)

    Wisdom: 16 (+3)

    Charisma: 12 (+1)


     

    COMBAT: [12 + 8 = 20PP]

    Initiative: +1

    Attack: +6 Melee, +8 Ranged, +12 w/ Move Object

    Grapple: +8, +20 w/ Move Object

    Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shield), +2 Flat-Footed

    Knockback: -6, -3 w/out Force Field

     

    DC BLOCK

    ATTACK

    RANGE

    SAVE

    EFFECT

    Unarmed

    Touch

    DC 17 Toughness (Staged)

    Damage (Physical)

    Bolts of Magic

    Ranged (1,200 ft. max)

    DC 27 Toughness (Staged)

    Damage (Any Magic)

    Burst of Magic

    15-50 ft.

    DC 20 Reflex

    Area (Burst) Effect

       

    DC 25 or 20 Toughness (Staged)

    Damage (Any Magic)

    Created Object (Dropped)

    Ranged (180 ft. max)

    DC 19 Reflex

    Avoided

       

    DC 24 Toughness (Staged)

    Damage (Physical)

    Created Object (Trap)

    Ranged (180 ft. max)

    DC 19 Reflex

    Trapped inside Object

    Holograms

    Perception

    DC 20 Will

    Disbelieve

    Mage Hand

    Ranged (800 ft. max)

    Grapple vs. +20 (Staged)

    Pinned/Bound

       

    DC 23 Toughness (Staged)

    Damage (Physical)


     

    SAVING THROWS: [2 + 2 + 3 = 7PP]

    Toughness: +12 (+2 Con, +6 Force Field, +4 Protection), +6 w/out Force Field

    Fortitude: +6/+4 (+2 Con, +4/+2)

    Reflex: +5/+3 (+1 Dex, +4/+2)

    Will: +8/+6 (+3 Wis, +5/+3)


     

    SKILLS: [104R = 26PP]

    Computers 5 (+10)

    Concentration 7 (+10)

    Craft (Artistic) 10 (+15)

    Craft (Chemical) 5 (+10)

    Craft (Electronic) 5 (+10)

    Craft (Mechanical) 10 (+15)

    Craft (Structural) 10 (+15)

    Disable Device 10 (+15)

    Investigate 5 (+10)

    Knowledge (Arcane Lore) 10 (+15)

    Knowledge (Physical Science) 4 (+9)

    Knowledge (Technology) 10 (+15)

    Language 2 (Atlantean [native], English, Greek)

    Medicine 2 (+5)

    Notice 2 (+5)

    Search 7 (+12)


     

    FEATS: [9PP]

    Artificer

    Attack Focus (Ranged) 2

    Dodge Focus 2

    Eidetic Memory

    Environmental Adaptation (Aquatic)

    Inventor

    Luck 1


     

    POWERS: [3 + 12 + 5 + 4 + 4 + 4 + 8 + 3 + 27 + 2 + 4 + 4 = 80PP]

     

    Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

    • BE: Swimming 2 (5 MPH)  {2/2}
    • AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

     

    Device 3 (“Warding Bracers,” 15 points; Flaw: Hard to Lose) [12PP]

    Enhanced Fortitude Save 2 [2]

    Enhanced Reflex Save 2 [2]

    Enhanced Will Save 2 [2]

    Immunity 5 (disease, heat [environmental], poison, radiation [environmental], suffocation) [5]

    This + own Immunity (Suffocation) = Immunity 2 (Suffocation 2) 

    Protection 4 [4]

     

    Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP]

    Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5}

     

    Device 1 (“Emerald Torc of Power,” 5 points; Flaw: Hard to Lose) [4PP]

    Magic 2.5 (+5 points to Heroditus’ Magic) [5]

    BE: Damage 2 (“burst of mechanomystical power”; Extra: Area [General, Burst, 10-ft. Radius]; PF: Variable Descriptor [cold, electricity, fire, force, heat, sonic])  {5/5}

     

    Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP]

    Enhanced Feats 5 (Alternate Power x5 for Device’s Magic [5 points]) {5}

    • AP: Blast 3 (“sonic blaster”; Drawback: Reduced Range [5 30-ft. increments])  {5/5}
    • AP: Create Object 1 (”Transmute Air to [Stuff & Things]”; up to 1 5-ft. cube, Lifting STR 5, heavy load 50 lbs.; Extra: Duration [Continuous]; Flaws: Distracting, Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter])  {5/5}
    • AP: Environmental Control 1 (Light 2, 5-ft. Radius;  PF: Precise) {3} and Illusion 1 (“holograms;” visual) {2}  {3+2=5/5}
    • AP: Move Object 1 (“mage hand”; Str 5, heavy load 50 lbs.; Extra: Damaging; PFs: Precise, Variable Descriptor [arcane force or shaped matter])  {5/5}
    • AP: Transform 1 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch])  {5/5}
    Quote

     

    Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Enhanced Magic [31 points]) {5}

    • AP: Blast 12 (“bolt of arcane energy”; PFs: Affects Insubstantial 2, Indirect 2, Precise, Variable Descriptor 2 [any magical or material])  {31/31}
    • AP: Create Object 9 (”Transmute Air to [Stuff & Things]”; up to 9 5-ft. cubes, Lifting STR 45, heavy load 6.4 tons; Extra: Duration [Continuous]; PFs: Innate, Precise, Progression [10-ft. cubes], Subtle, Variable Descriptor 2 [any matter]; Drawback: Reduced Range 2 [2 90-ft. increments])  {31/31}
    • AP: Environmental Control 3 (Light 2, 25-ft. Radius;  PF: Precise) {7} and Illusion 10 (“holograms;” visual; PF: Progression 2 [25-ft. radius]) {22}  {7+22=29/31}
    • AP: Move Object 8 (“mage hand”; Str 40, heavy load 3.2 tons; Extra: Damaging; PFs: Accurate 2 [+12 Attack], Precise, Variable Descriptor [arcane force or shaped matter])  {28/31}
    • AP: Transform 5 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object, 25 lbs.; Extras: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 2 [100 lbs.]; Drawback: Reduced Range 2 [2 50-ft. increments])  {31/31}

     

     

    Device 1 (“Winged Sandals,” 5 points; Flaw: Hard to Lose) [4PP]

    Movement Array 2 (4 points; PF: 1 Alternate Power)  {5}

    BE: Flight 2 (25 mph)  {4/4}

    AP: Enhanced Swimming 4 (increases Heroditus’ Swimming to Swimming 6 [100 mph]) {4/4}

     

    Force Field 6 (“arcane shields”; Extra: Linked [Shield]) {6pp} plus Linked Shield 2 (Extra: Linked [Force Field]) {2pp}  {6+2=8pp}

     

    Immunity 3 (cold [environmental], pressure, suffocation 1 [drowning]) [3pp]

     

    Magic 13 (26 points; PF: Alternate Power)  [27pp]

    • BE: Damage 8 (“burst of magical power”; Extra: Area [General, Burst, 40-ft. radius]; PFs: Affects Insubstantial, Progression [Reverse Area] 7 [5-ft. radius], Variable Descriptor 2 [any elemental]) {26/26}
    • AP: Create Object 1 (”prestidigitation”; up to 1 5-ft. Cube, Lifting STR 5; Extra: Duration [Continuous]; PFs: Innate, Subtle, Variable Descriptor [any material]) {6}, and Environmental Control 1 (”dancing lights”; light 1, 5-ft. radius) {1}, and Illusion 1 (“illusionary sights, smells, and sounds”; all senses, 5-ft. radius) {4}, and Move Object 1 (”mage hand”, STR 5, heavy load 50 lbs.; Extra: Range [Perception]; PFs: Precise) {4}, and Obscure Auditory & Visual 1 (“darkness & silence”; 5-ft. radius) {3}, and Transform 1 (“prestidigitation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]) {6} {6+1+4+4+3+6 = 26/26pp} 
    Quote

    Enhanced by Devices, becomes Magic 15.5: Damage 10 (“burst of magical power”; Extra: Area [General, Burst, 50-ft. Radius]; PFs: Affects Insubstantial 2, Progression [Reverse Area] 7 [15-ft. radius], Variable Descriptor 2 [any magical]) {31/31}

     

    Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP]

     

    Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

     

    Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]


     

    DRAWBACKS:  [0pp]

    None


     

    TOTALS:

    Abilities (28) + Combat (20) + Saving Throws (7) + Skills (26) + Feats (9) + Powers (80) - Drawbacks (0) = 170/171 Power Points  [1 unspent]

     

     

    With Devices and Magic – PL 10

    Attack +6 melee, +8 ranged; Blast 12 (PL 10)

    Area Damage 10 (PL 10)

    Defense 8, Toughness +12 (PL 10)

    Without Devices (but with Magic) – PL 8

    Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4)

    Area Damage 8 (PL 8 )

    Defense +8, Toughness +8 (PL 8 )

    Without Magic (but with Devices) – PL 6

    Attack +6 melee, +8 ranged; Unarmed Strike +2 (PL 4), Blast 3 (PL 6)

    Defense +6, Toughness +6 (PL 6 )

    Without Magic or Devices – PL 4 (but PL 6 skills)

    Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4 melee)

    Defense +6, Toughness +2 (PL 4)

     

  16. If you're okay with me going ahead & using the proposed rebuild for Dok...

     

    He would've wanted to read up what he could on the Sarcota.  If he's got the time/environment to Take 10 on a Knowledge (Life Science) check, that'd get a 34 (though that would of course be limited to what his sources know).

     

    With Skill Mastery, he'd get a 26 on Investigate, and with his Quickness (Mental), he can Take 20 on a Notice check -- for a total of 29 -- in 0.12 seconds (a Free action?).  Does that pick up on anything of interest on K'tr'kt's data pad?

     

  17. Doktor Archeville

     

    His handshake certainly felt like that of a lab-bound scientist, accustomed to delicate and precise work.

     

    "Oskar Otto," he repeated, eyes narrowing then widening slightly, "that sounds like a name from my region of Earth!  Swedish?  Norwegian?  Danish?"  He chuckled, "what are the odds?!"

     

    He looked to the edge of the platform, perhaps trying to get a look at the planet below.  "Solitary animals will gather in groups during mating season, but from what I've read of the Sarcota, their mating grounds probably are not anywhere near here.  My hypothesis is that there is something on this planet that is drawing them, something not present before now, or possibly something present but which they could not detect until now."  He turned back to Oskar, "perhaps they've developed a taste for somethng in those mountains ranges?  Some industrial by-product which had been dumped there?," he said, shrugging.

     

    His gaze passed from Oskar to the Xeno, and he let out a low, appreciative whistle.  "Ah, a magnificent vessel!  I presume it has a full suite of life form scanners, yes?  What about atmospheric and geological?"

     

  18. Artificer, 2024 Update

    Now PL 10!

     

    Heroditus graduated from Claremont in the summer of 2022, a year and a half ago, but I still had him at PL 9, with over 20 unspent points.  Let's fix that!

     

    Increasing his Intelligence and Skills, tweaking his Feats and Devices & Force Field & Magic, and adding a new Device!  A "battery" which Enhances his own Magic, and can be used as a backup power source for his Devices.  An important step in making mechanomystical items wich could be used by anyone, not just those with excess mystical energies to spare!

    He's also added some minor "spellcasting," separate from his Devices, via orichalcum tattoos which he can channel his mystic energies through for a variety of effects.  

     

    -------------------------------------------------------------------------------------------------------------------------------------

     

    Power Level: 11 (built as PL 10 )

    Power Points: (170/171PP) [as of 2024-01-09]

    Unspent Power Points: 1

    Trade-Offs: -2 Attack/+2 Effect with Blast, +2 Attack/-2 Effect with Move Object; -2 Defense/+2 Toughness

     

     

    ABILITIES: [4 + 2 + 4 + 10 + 6 + 2 = 28PP]

    Strength: 14 (+2); effective Lifting STR 24

    Dexterity: 12 (+1)

    Constitution: 14 (+2)

    Intelligence: 20 (+5)

    Wisdom: 16 (+3)

    Charisma: 12 (+1)


     

    COMBAT: [12 + 8 = 20PP]

    Initiative: +1

    Attack: +6 Melee, +8 Ranged, +12 w/ Move Object

    Grapple: +8, +20 w/ Move Object

    Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shield), +2 Flat-Footed

    Knockback: -6, -3 w/out Force Field

     

    DC BLOCK

    ATTACK

    RANGE

    SAVE

    EFFECT

    Unarmed

    Touch

    DC 17 Toughness (Staged)

    Damage (Physical)

    Bolts of Magic

    Ranged (1,200 ft. max)

    DC 27 Toughness (Staged)

    Damage (Any Magic)

    Burst of Magic

    15-50 ft.

    DC 20 Reflex

    Area (Burst) Effect

       

    DC 25 or 20 Toughness (Staged)

    Damage (Any Magic)

    Created Object (Dropped)

    Ranged (180 ft. max)

    DC 19 Reflex

    Avoided

       

    DC 24 Toughness (Staged)

    Damage (Physical)

    Created Object (Trap)

    Ranged (180 ft. max)

    DC 19 Reflex

    Trapped inside Object

    Holograms

    Perception

    DC 20 Will

    Disbelieve

    Mage Hand

    Ranged (800 ft. max)

    Grapple vs. +20 (Staged)

    Pinned/Bound

       

    DC 23 Toughness (Staged)

    Damage (Physical)


     

    SAVING THROWS: [2 + 2 + 3 = 7PP]

    Toughness: +12 (+2 Con, +6 Force Field, +4 Protection), +6 w/out Force Field

    Fortitude: +6/+4 (+2 Con, +4/+2)

    Reflex: +5/+3 (+1 Dex, +4/+2)

    Will: +8/+6 (+3 Wis, +5/+3)


     

    SKILLS: [104R = 26PP]

    Computers 5 (+10)

    Concentration 7 (+10)

    Craft (Artistic) 10 (+15)

    Craft (Chemical) 5 (+10)

    Craft (Electronic) 5 (+10)

    Craft (Mechanical) 10 (+15)

    Craft (Structural) 10 (+15)

    Disable Device 10 (+15)

    Investigate 5 (+10)

    Knowledge (Arcane Lore) 10 (+15)

    Knowledge (Physical Science) 4 (+9)

    Knowledge (Technology) 10 (+15)

    Language 2 (Atlantean [native], English, Greek)

    Medicine 2 (+5)

    Notice 2 (+5)

    Search 7 (+12)


     

    FEATS: [9PP]

    Artificer

    Attack Focus (Ranged) 2

    Dodge Focus 2

    Eidetic Memory

    Environmental Adaptation (Aquatic)

    Inventor

    Luck 1


     

    POWERS: [3 + 12 + 5 + 4 + 4 + 4 + 8 + 3 + 27 + 2 + 4 + 4 = 80PP]

     

    Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP]

    • BE: Swimming 2 (5 MPH)  {2/2}
    • AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1}  {1+1=2/2}

     

    Device 3 (“Warding Bracers,” 15 points; Flaw: Hard to Lose) [12PP]

    Enhanced Fortitude Save 2 [2]

    Enhanced Reflex Save 2 [2]

    Enhanced Will Save 2 [2]

    Immunity 5 (disease, heat [environmental], poison, radiation [environmental], suffocation) [5]

    This + own Immunity (Suffocation) = Immunity 2 (Suffocation 2) 

    Protection 4 [4]

     

    Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP]

    Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5}

     

    Device 1 (“Emerald Torc of Power,” 5 points; Flaw: Hard to Lose) [4PP]

    Magic 2.5 (+5 points to Heroditus’ Magic) [5]

    BE: Damage 2 (“burst of mechanomystical power”; Extra: Area [General, Burst, 10-ft. Radius]; PF: Variable Descriptor [cold, electricity, fire, force, heat, sonic])  {5/5}

     

    Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP]

    Enhanced Feats 5 (Alternate Power x5 for Device’s Magic [5 points]) {5}

    • AP: Blast 3 (“sonic blaster”; Drawback: Reduced Range [5 30-ft. increments])  {5/5}
    • AP: Create Object 1 (”Transmute Air to [Stuff & Things]”; up to 1 5-ft. cube, Lifting STR 5, heavy load 50 lbs.; Extra: Duration [Continuous]; Flaws: Distracting, Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter])  {5/5}
    • AP: Environmental Control 1 (Light 2, 5-ft. Radius;  PF: Precise) {3} and Illusion 1 (“holograms;” visual) {2}  {3+2=5/5}
    • AP: Move Object 1 (“mage hand”; Str 5, heavy load 50 lbs.; Extra: Damaging; PFs: Precise, Variable Descriptor [arcane force or shaped matter])  {5/5}
    • AP: Transform 1 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch])  {5/5}
    Quote

     

    Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Enhanced Magic [31 points]) {5}

    • AP: Blast 12 (“bolt of arcane energy”; PFs: Affects Insubstantial 2, Indirect 2, Precise, Variable Descriptor 2 [any magical or material])  {31/31}
    • AP: Create Object 9 (”Transmute Air to [Stuff & Things]”; up to 9 5-ft. cubes, Lifting STR 45, heavy load 6.4 tons; Extra: Duration [Continuous]; PFs: Innate, Precise, Progression [10-ft. cubes], Subtle, Variable Descriptor 2 [any matter]; Drawback: Reduced Range 2 [2 90-ft. increments])  {31/31}
    • AP: Environmental Control 3 (Light 2, 25-ft. Radius;  PF: Precise) {7} and Illusion 10 (“holograms;” visual; PF: Progression 2 [25-ft. radius]) {22}  {7+22=29/31}
    • AP: Move Object 8 (“mage hand”; Str 40, heavy load 3.2 tons; Extra: Damaging; PFs: Accurate 2 [+12 Attack], Precise, Variable Descriptor [arcane force or shaped matter])  {28/31}
    • AP: Transform 5 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object, 25 lbs.; Extras: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 2 [100 lbs.]; Drawback: Reduced Range 2 [2 50-ft. increments])  {31/31}

     

     

    Device 1 (“Winged Sandals,” 5 points; Flaw: Hard to Lose) [4PP]

    Movement Array 2 (4 points; PF: 1 Alternate Power)  {5}

    BE: Flight 2 (25 mph)  {4/4}

    AP: Enhanced Swimming 4 (increases Heroditus’ Swimming to Swimming 6 [100 mph]) {4/4}

     

    Force Field 6 (“arcane shields”; Extra: Linked [Shield]) {6pp} plus Linked Shield 2 (Extra: Linked [Force Field]) {2pp}  {6+2=8pp}

     

    Immunity 3 (cold [environmental], pressure, suffocation 1 [drowning]) [3pp]

     

    Magic 13 (26 points; PF: Alternate Power)  [27pp]

    • BE: Damage 8 (“burst of magical power”; Extra: Area [General, Burst, 40-ft. radius]; PFs: Affects Insubstantial, Progression [Reverse Area] 7 [5-ft. radius], Variable Descriptor 2 [any elemental]) {26/26}
    • AP: Create Object 1 (”prestidigitation”; up to 1 5-ft. Cube, Lifting STR 5; Extra: Duration [Continuous]; PFs: Innate, Subtle, Variable Descriptor [any material]) {6}, and Environmental Control 1 (”dancing lights”; light 1, 5-ft. radius) {1}, and Illusion 1 (“illusionary sights, smells, and sounds”; all senses, 5-ft. radius) {4}, and Move Object 1 (”mage hand”, STR 5, heavy load 50 lbs.; Extra: Range [Perception]; PFs: Precise) {4}, and Obscure Auditory & Visual 1 (“darkness & silence”; 5-ft. radius) {3}, and Transform 1 (“prestidigitation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]) {6} {6+1+4+4+3+6 = 26/26pp} 
    Quote

    Enhanced by Devices, becomes Magic 15.5: Damage 10 (“burst of magical power”; Extra: Area [General, Burst, 50-ft. Radius]; PFs: Affects Insubstantial 2, Progression [Reverse Area] 7 [15-ft. radius], Variable Descriptor 2 [any magical]) {31/31}

     

    Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP]

     

    Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] 

     

    Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP]


     

    DRAWBACKS:  [0pp]

    None


     

    TOTALS:

    Abilities (28) + Combat (20) + Saving Throws (7) + Skills (26) + Feats (9) + Powers (80) - Drawbacks (0) = 170/171 Power Points  [1 unspent]

     

     

    With Devices and Magic – PL 10

    Attack +6 melee, +8 ranged; Blast 12 (PL 10)

    Area Damage 10 (PL 10)

    Defense 8, Toughness +12 (PL 10)

    Without Devices (but with Magic) – PL 8

    Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4)

    Area Damage 8 (PL 8 )

    Defense +8, Toughness +8 (PL 8 )

    Without Magic (but with Devices) – PL 6

    Attack +6 melee, +8 ranged; Unarmed Strike +2 (PL 4), Blast 3 (PL 6)

    Defense +6, Toughness +6 (PL 6 )

    Without Magic or Devices – PL 4 (but PL 6 skills)

    Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4 melee)

    Defense +6, Toughness +2 (PL 4)

     

    🧜‍♂️

  19. Doktor Archeville

     

    A Lor shuttle soon docked nearby, and out of it stepped a figure still mid-cnoversation with the pilot.  His appearance -- long hair, unblemsihed skin, a long white labcoat over civilian clothes -- matched that of the Terran he was supposed to meet, and the way he was looking around certainly marked him as someone from such a backwater planet.

     

    Oh, yes, this is delightful!  This is what I've been wanitng -- getting out and helping others, not just on Earth but throughout the galaxy!

     

    Soon he'd locked eyes on Starshot, and approached with an extended hand.  "Ah, hello!," he greeted in GalStandard, though with an oddly failiar accent.  "You must be the local wildlife expert I was told would be meeting me here.  I am Herr Doktor Viktor Archeville, of Terra."

     

  20. Doktor Archeville, v2024 

    (Skill revamp, changing "Enhanced Brain" Array to an "Enhanced Brain" Container)

     

    So it's been four years since I last got to play my namesake charater (in "All Aboard the Nightmare Ship!"), which was shortly after he'd left Earth to avoid awkward social interactions explore deep space.  Now he's back on Earth, attempting to make amends & reconcile with the folks he had not gotten to do so with immediately post-ArchEvil, and maybe going on more adventures, both on Earth and in SPAAACE. 

     

    Which means refamiliarizing myself with his character sheet, and seeing some places where adjustments & improvements could be made.

     

    My first area to tackle is his skills.  I'd always envisioned him as being an Omnidisciplinary Scientist, one who's equally good at most fields of Science!, and very good at them, but other specialists can exceed him in their particular fields.  (Like how, in the Marvel Comics Universe, Reed Richards is an expert in multiple scientific fields, but even he acknowledges that Otto Octavius has superior knowledgedge of radiation [and Bruce Banner is better still with Gamma Radiation] and that Hank Pym is a better biochemist.)  Having his science & tech skills be at +25 would let him be a master of those areas, yet give the folks wth +30 (which his PL 12-15 peers can readily reach) a chance to show him up.

     

    The other area I'm tackling is his "Enhanced Brain" Array.  I've always been drawn to gadgeteers and other hyper-intelligent characters, and wanted to explore just what superintelligence could mean, both quantitaviely and qualitavely, and what someone with metahuman level of multiple types of intelligence -- logical/mathematical, interpersonal, intrapersonal, visual/spatial, kinesthetic, etc. -- would be like.  Turns out, such a person is capable of a lot!  But the way I'd modeled it -- an Array with Enhanced Intelligence in one slot, Enhanced Charisma in another, Enhanced Wisdom in a third, and Enhanced Attack/Defense/Feats in a fourth -- was both not quite what I'd had in mind (as it lead to a quasi-DID scenario) and was really cheesy (and likely only allowed for so long because of my position here).  So I'm replacing that with an "Enhanced Brain" Container, with constantly active low-level Enhanced CHA/INT/WIS rather than a one-at-a-time high-level Enhanced CHA/INT/WIS.

    In-Game Explanation: He's been getting therapy to heal/merge his fractured psyche, though The Horrors he allowed/witnessed have left scars which still remain, and his confidence is still shaken.

     

    Other changes:

    Remove some feats (Quick Draw, and 1 rank of Luck, brging him fully in line with what a PL 12 char should have).

    Equipment: Utility Belt -- remove Paralytic Darts, use that point to add Quick Draw to the Belt ("quick-release holsters").

    Remove 1 AP from Graviitc Defense array (the Concealment one -- he's trying to be more open).

    Reduce Graviitc Movmeent array by 1 rank (reduce Teleport by 1 rank, remove Evasion & Subtle from Flight). 

     

    ---------------------------------------------------------------------------------------------------------------------

     

    Power Level: 15 (built/operating as PL 12)

    Power Points: 250 / 250

    Unspent Power Points: 0

    Trade-Offs: -4 Attack/+4 Damage; -2 Defense / +2 Toughness

    Doktor Archeville is, as written, operating as a PL 12 character.  However, a combination of his Variable Power and Inventions could bump him up to PL 15 for combat & skills, though this will only be done if and when the GM explicitly allows it.

     

    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 (and he 'himself') did.

    * the Belt and Screwdriver are faaakes, he's really a freakish cyborg with a holographic and/or synthoflesh disguise!

     

    Age: 46 (DoB: June 1977); appears early 30s

    Apparent Age: early 30s

    Gender: Cis Male

    Ethnicity: German

    Height: 5'10" (1.78 meters)

    Weight: 151 lbs. (68.49 kg)

    Hair: Golden Blonde

    Eyes: Rhine Blue


     

    ABILITIES: 0 + 2 + 8 + 14 + 6 + -2 = 28pp

    Strength: 10 (+0)

    Dexterity: 12 (+1)

    Constitution: 28/18 (+9/+4)

    Intelligence: 34/24 (+12/+7)

    Wisdom: 20/16 (+5/+3)

    Charisma: 12/8 (+2/-1)


     

    COMBAT: 16 + 12 = 28pp

    Initiative: +12/+7

    Attack: +8 (Base)

    Grapple: +8, +12 w/ diamagnetokinesis, +18 with magnetokinesis

    Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed

    Knockback: -11/-7, -10/-6 flat-footed

     

    ATTACK

    RANGE

    SAVE

    EFFECT

    Unarmed

    Touch

    DC 15 Toughness (Staged)

    Damage (Physical)

    EM Blast

    Ranged (600 ft. Max)

    DC 22 Fortitude (Staged)

    Drain Toughness; Objects [Electronics] Only

       

    DC 27 Toughness (Staged)

    Damage (Energy)

    EM Burst

    Touch

    DC 22 Reflex

    Area (Burst) Effect

       

    DC 22/16 Fortitude (Staged)

    Drain Toughness; Objects [Electronics] Only

       

    DC 27/21 Toughness (Staged)

    Damage (Energy); Objects [Electronics] Only

    EM Strike

    Touch

    DC 26 Fortitude (Staged)

    Drain Toughness; Objects [Electronics] Only

       

    DC 27 Toughness (Staged)

    Damage (Energy)

    Move Object, Diamagnetic

    Perception

    Grapple vs. +12 (Staged)

    Pinned / Bound

    Move Object, Magnetic

    Perception

    Grapple vs. +18 (Staged)

    Pinned / Bound (Only vs. Metal)

    Utility Belt/Coat:

    Spoiler

    ATTACK

    RANGE

    SAVE

    EFFECT

    Acids & Torches

    Touch

    DC 14 Fortitude (Staged)

    Drain Toughness

       

    DC 19 Toughness (Staged)

    Damage (Variable)

    Explosives, Placed

    Touch

    DC 20 Reflex

    Area (Shapeable) Effect

       

    DC 25/20 Toughness (Staged)

    Damage (Variable)

    Explosives, Thrown

    Ranged (250 ft. Max)

    DC 15 Reflex

    Area (Shapeable) Effect

       

    DC 20/17 Toughness (Staged)

    Damage (Variable)

    Flash-Bangs

    Ranged (200 ft. Max)

    DC 14 Reflex

    Area (Burst) Effect

       

    DC 14/12 Reflex, then Fortitude

    Dazzle Auditory & Visual

       

    DC 14/12 Fortitude (Staged)

    Dazed / Stunned / Unconscious

    Goo Grenades

    Ranged (200 ft. Max)

    DC 14 Reflex

    Area (Burst) Effect

       

    DC 14/12 Reflex (Staged)

    Entangled / Bound & Helpless

       

    Opposed Trip vs. +4/+2

    Prone

    Sleep Gas Grenade

    Ranged (200 ft. Max)

    DC 14 Reflex

    Area (Cloud) Effect

       

    DC 14/12 Fortitude (Staged)

    Fatigued / Exhausted / Unconscious (Secondary Effect)

    Stun Bomb

    Ranged (200 ft. Max)

    DC 14 Reflex

    Area (Burst) Effect

       

    DC 14/12 Fortitude (Staged)

    Dazed / Stunned / Unconscious

    Tear Gas

    Ranged (200 ft. Max)

    DC 14 Reflex

    Area (Cloud) Effect

       

    DC 14/12 Reflex, then Fortitude

    Dazzle Olfactory & Visual

       

    DC 14/12 Fortitude (Staged)

    Sickened / Nauseated / Helpless

    Throwing Discs

    Ranged (150 ft. Max)

    DC 18 Toughness (Staged)

    Damage (Variable Physical)

    Weapons, Collapsible (Crit 18-20)

    Touch +15 ft.

    DC 18 Toughness (Staged)

    Damage (Variable Physical)

     

     

     

     

    SAVING THROWS: 0 + 7 + 5 = 12PP

    Toughness: +14 (Impervious 12/0) (+9 Con, +2 Defensive Roll, +3 Protection; Imp 8 w/ “deflector shield”), +12 flat-footed (Imp 8/0)

    Fortitude: +19/+4 (+9/+4 Con, +0)

    Reflex: +10/+8 (+1 Dex, +7 & +2 more from Flight)

    Will: +10/+8 (+5/+3 Wis, +5)


     

    SKILLS: 156R = 39PP

    Bluff 0r (+1/-1, +5/+3 w/ Attractive)

    Computers 12r (+24/+19) SM

    Concentration 4r (+9/+7)

    Craft (Chemical) 12r (+24/+19) UE

    Craft (Electronic) 12r (+24/+19) UE

    Craft (Mechanical) 12r (+24/+19) UE

    Craft (Structural) 4r (+16/+11)

    Craft (Other) 0r (+12/+7)

    Diplomacy 4r (+5/+3, +9/+7 w/ Attractive)

    Disable Device 12r (+24/+19) SM

    Disguise 0r (+1/-1, +21/+19 w/ Morph)

    Drive 4r (+5)

    Investigate 4r (+16/+11) SM

    Knowledge (Behavioral Sciences) 4r (+16/+11)

    Knowledge (Earth Sciences) 4r (+16/+11)

    Knowledge (Galactic Lore) 4r (+16/+11)

    Knowledge (Life Sciences) 12r (+24/+19)

    Knowledge (Physical Sciences) 12r (+24/+19)

    Knowledge (Technology) 12r (+24/+19)

    Knowledge (Any Other) 0r (+12/+7)

    Languages 4 (English, French, German [Native], Mandarin, Russian)

    Medicine 4r (+9/+7) SM

    Notice 4r (+9/+7)

    Perform (Oratory) 4r (+5/+3)

    Pilot 4r (+5)

    Search 4r (+16/+11)

    Sense Motive 4r (+9/+7)

    Most can also have an additional +2 bonus (from “masterwork tools”)


     

    FEATS: 20PP

    Attractive

    Beginner's Luck

    Dodge Focus 2

    Eidetic Memory

    Improvised Tools

    Inventor

    Jack-of-All-Trades

    Luck 4

    Master Plan

    Online Research

    Skill Mastery (Computers, Disable Device, Investigate, Medicine)

    Speed of Thought

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

    Well-Informed

     

    Enhanced Feats

    Defensive Roll  (from Flight)

    Instant Up  (from Flight)

    Move-By Action  (from Flight/Teleport)

     

    Veteran Awards

    Equipment 60 (300 EP)

    Utility Belt/Coat [37 EP]

    Spoiler

    Archeville's "Utility Coat" 13 (26 points; PFs: Alternate Power 10, Quick Draw) [37 EP, or Equipment 8]

    Free: Digital audio recorder, Flashlight, Smartphone (cell phone/digital camera)

    • BE: Blast 5 (“assorted explosives, thrown”; Extra: Area [General, Shapeable, 1-25 consecutive 5-ft. cubes]; PFs: Precise, Progression [Area] 2 [5 5-ft. cubes per rank], Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 50-ft. increments]) {24/26}
    • AP: Blast 3 (“throwing discs”; Extra: Autofire; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) {13/26}
    • AP: Dazzle Auditory & Visual 4 (“flash-bangs”; Extra: Area [General, Burst, 20 ft. radius], Linked [Stun]; Drawbacks: Full Power, Reduced Range 1 [5 40 ft. increments]) {14} + Linked Stun 4 (Extras: Area [General, Burst, 20 ft. radius], Linked [Dazzle], Range [Ranged]; Flaws: Limited [Dazed]) {12} {14+12=26/26}
    • AP: Dazzle Olfactory & Visual 4 (“tear gas”; Extras: Area [General, Cloud, 20 ft. diameter], Linked [Nauseate]; Drawbacks: Full Power, Reduced Range [5 40 ft. Increments]) {14} + Linked Nauseate 4 (Extras: Area [General, Cloud, 20 ft. diameter], Linked [Dazzle], Range [Ranged]; Flaws: Limited [Sickened]) {12} {14+12=26/26}
    • AP: Corrosion 4 (“acids & acetylene torches”; PFs: Precise, Variable Descriptor [acids or cutting torch]) {14/26}
    • AP: Fatigue 4 (“sleep gas grenade”; Extras: Area [General, Cloud, 20 ft. diameter], Range [Ranged], Secondary Effect; PFs: Insidious, Reversible, Sedation, Subtle; Drawbacks: Full Power, Reduced Range [5 40 ft. Increments]) {22/26}
    • AP: Morph 4 (“sprayflesh”, +20 Disguise, pre-technorganic Viktor Archeville; Extras: Independent, Total Fade [20 hours]; PFs: Covers Scent, Slow Fade 7 [5 hours per pp]; Drawback: Power Loss [shreds if Archeville takes any damage]) {16/26}
    • AP: Obscure Olfactory & Visual 3 (“smoke pellets”, 25 ft. radius; Extras: Independent; Drawback: Reduced Range 1 [5 30 ft. increments]) {8/26}
    • AP: Snare 4 (“goo grenade”; Extras: Area [General, Burst, 20 ft. radius], Linked [Trip]; PF: Reversible; Drawback: Reduced Range [5 40 ft. Increments]) {12} + Linked Trip 4 (Extras: Area [General, Burst, 20 ft. radius], Linked [Snare]; PF: Improved Throw) {9} {12+9=21/26}
    • AP: Strike 10 (“assorted explosives, placed”; Extra: Area [General, Shapeable, 1-50 consecutive 5-ft. Cubes]; Flaw: Action [Full]; PFs: Precise, Progression [Area] 2 [5 5-ft. cubes per rank], Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]) {25/26}
    • AP: Strike 3 (“assorted collapsible weapons”; PFs: Improved Critical 2 [18-20], Improved Disarm, Improved Reach 3 [+15 ft.], Improved Trip, Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {12/26}
    • AP: Stun 4 (“stun bomb v2”; Extras: Area [General, Burst, 20 ft. radius], Range [Ranged]; PFs: Reversible, Sedation; Drawbacks: Full Power, Reduced Range [5 40 ft. increments]) {16/26}

    Vehicle/Mobile HQ: Weltraumwohnwagen ("Space Mobile Home") [253 EP]

    Spoiler

    Archeville's Vehicle/Mobile HQ: Weltraumwohnmobil ("Space Mobile Home"), the Synthia Bower [253 EP]

    A heavily modified aircraft, initially based on a Freedom League Pegasus-class spaceplane.

    Named in honor of his mother, Cynthia Bauer.

     

    Size: Awesome/Gargantuan (interior space battleship size, exterior private jet/fighter jet size) {5p}

         Exterior height 16 feet, length 49 feet, wingspan 36 feet

         Interior ~8M cubic feet (roughly 930 ft. long x 240 ft. wide x 36 ft. high)

    Strength: 60 (lt load 17 tons, med load 34 tons, hvy load 51 tons, drag/pull 256 tons) {0p}

    Defense: 6, 9 w/ Shield

    Toughness: 15 {0p}

    [5+0+0 = 5P]

     

    FEATURES  [34P]

    Alarm 3 (DC 30)

    Communications

    Computer 2 (MW)

    Dual Size 2

    Hidden Compartments 3 (DC 30)

    Navigation System 3 (+15)

    Remote Control

    Rooms 19 (Combat Simulator 2 [Attacks & Realistic Illusions], Fire Prevention System, Garage, Gym, Hangar, Holding Cells [Toughness 22], Infirmary 2 [MW], Laboratory 2 [MW], Library 2 [MW], Living Space, Personnel, Think Tank 2 [MW], Workshop 2 [MW])

    • Masterwork Computer grants a +2 circumstance bonus to Computer skill checks.
    • MW Infirmary grants a +2 circumstance bonus to Medicine skill checks.
    • MW Laboratory grants a +2 circumstance bonus to Knowledge skills when performing scientific tests and experiments.
    • MW Library grants a +2 circumstance bonus to Knowledge skills when doing research.
    • MW Think-Thank grants a +2 circumstance bonus to Gather Information, Investigation, and Knowledge checks to answer questions.
    • MW Workshop grants a +2 circumstance bonus to Craft skill checks.

     

    POWERS  [14 + 42 + 29 + 10 + 58 + 3 + 4 + 54 = 214p]

     

    Defensive Screens 6 (12 points; PFs: Alternate Power 2) [14p]

     

    BE: Concealment 6 (“EM cloak”; All Radio & Visual; Extra: Linked [Enhanced Feats]; Flaw: Blending; PFs: Close Range, Selective) {8pp} + Enhanced Feats 2 (Hide in Plain Sight, Second Chance [Stealth checks]; Extras: Linked [Concealment]) {2pp} + Enhanced Flight 0 (“stealth flight”; PF: Subtle) {1pp}  {8+2+1=11/12p}

     

    AP: Impervious Toughness 12 (“force screen”; Active Sustained effect) {12/12p}

     

    AP: Morph 5 (“holographic field & IFF spoofer”; +25 to Disguise, any vehicle of the same type & size; PF: Covers Radio, Precise) {12/12p}

     

    ESP 9 (“mid-range sensors,” 20,000 miles, radio & visual; Extras: Simultaneous; PFs: Rapid 5 [x100,000], Subtle)  [42p]

    • Can do an extended Search of a Freedom City-sized city (~20 miles diameter) in 1 day 0.864 seconds, or 20 days 17.28 seconds if Taking 20.
    • Can do an extended Search of an Earth-sized planet (~8,000 miles diameter) in 3 months 25.92 seconds, or 5 years 8.64 minutes if Taking 20.

     

    Flight 14 (250,000 mph / 2,500,000 feet [or 473.5 miles] per Move action; PF: Move-By Action) [29p]

     

    Immunity 10 (life support, starvation & thirst) [10p]

     

    Primary Energy & Weapon Systems 24 (48 points; PFs: Alternate Power 10) [58p]

     

    BE: Blast 12 (“surveying & prospecting lasers”; Flaw: Action [Full]; PFs: Accurate 2 {+12 ranged for Dok}, Improved Critical 2 [18-20], Improved Range 10 [range increment of rank x 25,000 feet], Indirect 3, Precise, Progression [Range] 10 [max range = rank x 250,000 feet], Variable Descriptor [any electromagnetic]) {41/48}

    • Range increment 56.8 miles, Max range 568.2 miles.

     

    BE: Corrosion 16 (“recyclers”) {48/48p}

     

    AP: Create Object 20 (“replicators”, 20 5-ft. cubes, Toughness 20; Extra: Duration [Continuous]; Flaws: Permanent, Range [Touch]; PFs: Innate, Precise, Subtle) {23/48p}

     

    AP: Dazzle Radio & Visual 12 (“EM Sensor Overloader”; Flaw: Action [Full]; PFs: Accurate 2 {+12 range for Dok}, Improved Range 10 [range increment of rank x 250 feet], Indirect 2, Progression [Range] 10 [max range = rank x 2,500 feet]) {48/48}

    • Range increment 56.8 miles, Max range 568.2 miles.

     

    AP: Drain Toughness 12 (“EMP Blasters”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]; PFs: Accurate 2 {+12 range for Dok}, Improved Range 10 [range increment of rank x 25,000 feet], Improved Critical 2 [18-20], Indirect 2, Progression [Range] 10 [max range = rank x 250,000 feet]) {38p} + Linked Blast 12 (“EMP Blasters”; Extras: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) {6p} {38+6=44/48p}

    • Range increment 56.8 miles, Max range 568.2 miles.

     

    AP: Enhanced ESP 8 (“long-range sensors,” radio & visual; Simultaneous, Rapid 2 - to ESP 17 [”distant star systems”] w/ Rapid 7 [10,000,000])  {34/48}

    • Can do an extended Search of a solar system in 500 years 25.92 minutes, or 10,000 years 8.64 hours if Taking 20.

     

    AP: Enhanced Super-Senses 32 (“long-range sensors,” adds Extended 8 to all Visual and all Radio, bringing them to Extended 13 [100,000,000,000,000  ft./18,939,393,939.4 miles/203.7 au/0.003 ly]) {32/48}

     

    AP: Illusion 12 (“holograms & sensor ghosts”; Radio & Visual; PFs: Precise, Progression [Area] 8 [2,500 ft. radius]) {45/48}

     

    AP: Move Object 16 (“tractor beam”; STR 80 [heavy load 819.2 tons]; PFs: Improved Range 5 [range increment of rank x 500 feet], Indirect 2, Progression [Range] 5 [max range = rank x 5,000 feet]) {44/48p}

    • Range increment 1.5 miles, Max range 15.1 miles.

     

    AP: Teleport 9 (“transporters”; 900 feet/20,000 miles; Extras: Affects Others [Only], Area [45 foot radius], Range 2 [Perception]; PFs: Change Direction, Change Velocity, Selective)  {48/48}

     

    AP: Transform 9 ("replicators", Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Precise, Progression [Mass] 1 [1,000 lbs.]) {47/48p)

     

    Shield 3 (“deflector shields”)  [3P]

     

    Super-Movement 2 (Space Travel 2 [interstellar]) [4P]

     

    Super-Senses 54 (Accurate, Analytical, and Extended 5 [1,000,000 ft. {189.39 miles} increment] on all Radio senses [16], Analytical, Extended 5, and Radius for all Visual senses [14]; communication link [with Doktor Archeville; radio] [1]; danger sense [radio] [1], detect geological data [radio] [2], detect life forms [radio] [3], detect weather [radio] [2], distance sense [1], infravision [1], low-light vision [1], radio (with accurate, this is also radar) [1], time sense [1], trace teleport [radio] [1], ultravision [1], uncanny dodge [radio] [1], x-ray vision [4]) [16+14+1+1+3+2+3+2+1+1+1+1+1+1+1+1+4 = 54P]

     

     

    Cost: Size 5 + Str 0 + Toughness 0 + Features 34 + Powers 214 = 253 EP

    37 + 253 = 290/300 EP spent, 10 free.


     

    POWERS: 5 + 15 + 12 + 12 + 20 + 2 + 20 + 37 = 123PP

    Archeville's Comprehend and Mental Quickness have the Training descriptor, everything else has the Technology (and specifically Nanotechnology) descriptor.  His Gravitic Defense and Gravitic Movement systems also have the Gravity descriptor.

     

    Comprehend 3 (languages 3 [read all, speak any one at a time, understand all]; Drawbacks: Power Loss [requires time -- GM’s discretion -- to process and assimilate entirely new languages]) [5pp] 

    Assimilated Languages: Arabic, Bengali, Danish, English, French, GalStandard, German [Native], Hebrew, Hindi, Indonesian, Malay, Mandarin, Persian, Portuguese, Romani, Russian, Spanish, Urdu, Yiddish

     

    Cyberkinetic Container 3 (15 points) [15pp]

     

    Comprehend 2 (electronics 2 [speak to, understand]) [4pp]

     

    Datalink 2 (100 feet, radio; PFs: Cyberspace, Machine Control, Subtle) [5pp]

     

    Super-Senses 6 (radio [Enhancements: accurate 2, analytical], danger sense [radio], uncanny dodge [radio]) [6pp]

     

    Gravitic Defensive Systems 5.5 (11 point Array; PFs: Alternate Power) [12pp]

     

    BP: Immunity 2 (critcal hits; note: Sustained Active effet; Extras: Linked [Impervious Toughness], Linked [Shield]; Flaw: Unreliable) {1pp} + Linked Impervious Toughness 8 (“deflector shield”; note: Sustained Active effect; Extras: Linked [Immunity], Liknked [Shield]) {8pp} + Linked Shield 2 (Extra: Linked [Immunity], Linked [Impervious Toughness]) {2pp} {1+8+2=11/11pp}

    [Toughness is +14 (Imp 8), Defense +10 (+3 flat-footed), Knockback -11. Defensive PL 12]

     

    AP: Immunity 9 (life support; note: Active Sustained effect; Extras: Duration [Continuous], Linked [Shield]; Flaw: Limited [Half Effect]) {9pp} + Linked Shield 2 (Extras: Linked [Immunity]) {2pp}  {9+2=11/11pp}

    [Toughness is +14, Defense +10 (+3 flat-footed), Knockback -7; Defensive PL 12.  This combined with the Immunities under “Technorganic Form” grant full life support.]

     

    Gravitic Movement Systems 5.5 (11 point Array; PF: Alternate Power) [12pp]

     

    BP: Enhanced Reflex Save 2 (to +10) {2} plus Features 3 (“personal gravity field”; Environmental Adaptation 3 [high-gravity, low-gravity, zero gravity]) {3} plus Flight 1 (“contragravity”; 10 mph / 100ft per Move Action; PFs: Defensive Roll, Instant Up, Move-By Action, Subtle) {6} {2+3+6=11/11pp}

    Toughness is +14 (+12 flat-footed), Reflex +10

     

    AP: Teleport 4 (“wormhole”; 400 ft. per Move Action, 1 mile per Full Action; PFs: Change Direction, Change Velocity, Turnabout) {11/11pp}

     

    Nanotech Enhanced Brain Container 4 (20 points) [20pp]

     

    Enhanced Intelligence 10 (“enhanced intellect”; to 34 [+12]) {10pp}

     

    Enhanced Charisma 4 (“enhanced presence”; to 12 [+1]) {4pp}

     

    Enhanced Quickness 4 (“thinks very fast”; to Quickness 8 [x500]; Flaw: Limited [Mental Tasks]) {2pp}

     

    Enhanced Wisdom 4 (“enhanced awareness”; to 20 [+5]) {4pp}

     

    Quickness 4 (“thinks fast”; x25; Flaw: Limited [Mental Tasks]) [2pp]

     

    Technorganic Form 4 (20 point Container, Permanent Duration) [20pp]

     

    Enhanced Constitution 10 (to 28/+9) [10pp]

     

    Immunity 12 (aging, life support, sleep, starvation & thirst; Flaw: Limited [Half Effect]) [6pp]

     

    Protection 3 (technorganic flesh) [3pp]

     

    Regeneration 1 (disabled 1 [5 hours]) [1pp]

     

    Variable 4 (“Internalized Electromagnetic Screwdriver & Technorganic Form”; 20 points Variable Power, Any Power, Multiple Powers At Once [8pp/rank]; Extra: Action [Free]; PF: Subtle)  [37pp]

    Sample Configurations

    Spoiler
    • Create Object 10 (“hard light constructs, stationary”; 10 5-ft. cubes, Lifting STR 50 [heavy load 12.8 tons])  {20/20}
    • Create Object 6 (“hard light constructs, stationary”; 6 5-ft. cubes, Lifting STR 30 [heavy load 1,600 lbs.]; Extra: Movable; PFs: Precise, Tether)  {20/20}
    • Dazzle Visual 10 (“blinding light”; Extra: Area [Cone, 100 ft.]; Flaw: Range [Touch])  {20/20}
    • Drain Dexterity 10 (“mobility systems overloader”; Extras: Range [Ranged], Total Fade; Flaw: Limited [people in powered armor, or with bionic limbs, or robots]; PF: Accurate {+10 ranged}; Drawback: Reduced Range [5 100 ft. increments]) {20/20}
    • Drain Toughness 16 (“EMP Strike”; Extras: Affects Objects, Linked [Strike]; Flaws: Limited [Objects], Limited [Electronic Circuits]) {8} plus Linked Strike 12 (Extras: Linked [Drain]) {12} {8+12=20/20}  [+8 Attack = PL 12]
    • Drain Toughness 12 (“EMP Blast”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Action [Full], Limited [Objects], Limited [Electronic Circuits]; Drawback: Reduced Range [5 120- ft. increments]) {5} plus Linked Blast 12 (Extras: Linked [Drain]; Flaw: Action [Full]; PF: Accurate 2 {+12 ranged}, Indirect) {15} {5+15=20/20}  [+12 Attack = PL 12]
    • Drain Toughness 12 (“EMP Burst”; Extras: Affects Objects, Area [General, Burst, 300 ft. radius], Linked [Strike]; Flaws: Limited [Objects], Limited [Electronic Circuits]; PFs: Progression [Area] 2) {14} plus Linked Strike 12 (Extras: Area [General, Burst, 300 ft. radius], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronic Circuits]) {6} {14+6=20/20}
    • Electricity, Light, Magnetic, Microwave, or Radiation Control 10 and associated APs as alternative settings (“electromagnetic manipulation”) {20/20}
    • Enhanced Datalink 0 (“ghost in the machine”; adds to Datalink 2; Extras: Area 2, Linked [Enhanced Quickness], Linked [ESP]; PFs: Selective) {3pp} + Linked Enhanced Quickness 6 (to Quickness 14 [x50,000]; Extras: Linked [Enhanced Datalink], Linked [ESP]; Flaw: Limited [Mental Only]) {3pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [Sustained], Linked [Datalink], Linked [Enhanced Quickness], Simultaneous; Flaw: Medium [technological sensors]) {12pp}  {3+3+12=18/20}
    • Enhanced Feats 4 (Equipment 4 [to add 20 points worth of stuff to his Spaceship])  {4/20}
    • Enhanced Flight 10 (“escape velocity;” to Flight 11 [25,000 mph / 250,000 feet per Move action]) {20/20}
    • Enhanced Skills 20 (“masterwork tools”; +2 to Computers, Craft [Chemical], Craft [Electronic], Craft [Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine, Notice, and Search) {5} plus Feature 1 (“voice modulator”; Voice Mimicry) {1} plus Super-Senses 15 (“electromagnetic senses”; Analytical for all Vision [2], Extended for Vision, Penetrates Concealment for Vision [4], communication link [w/ Weltraumwohnwagen; radio], infravision, ultravision) {10}  {5+1+10=16/20}
    • Enhanced Teleport 6 (“lunaport”; adds to his own Teleport 4 for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression [Mass] 4 [2,500 lbs. cargo]) {16/20}
    • Enhanced Teleport 0 (“mass transit mode”; Extras: Accurate and Portal on the Teleport 4 he already has; PFs: Progression 2 [25 ft. diameter portal]) {14/20}
    • Healing 4 (“absorb power”; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Electrical Attacks])  {20/20}
    • Illusion 10 (“holograms for deception”; visual)  {20/20}
    • Illusion 5 (“holograms for edutainment”; visual; Extra: Duration [Sustained; Maintain active illusion as a free action each round]; PFs: Progression 4 [100 ft. radius])  {19/20}
    • Mind Control 12 (“cyber-overrider”; Flaw: Limited [Only to override battlesuit or cyborg systems controls]; PF: Mental Link)  {13/20} 
    • Move Object 40 (“magnetokinesis, maximum effort”; STR 200 [heavy load 13.7 billion tons]; Extra: Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metals])  {20/20}
    • Move Object 12 (“magnetokinesis, full effort”; STR 60 [heavy load 51.2 tons]; Extras: Damaging, Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metals])  {12/20}
    • Move Object 9 (“magnetokinesis”; STR 45 [heavy load 6.4 tons]; Extra: Range [Perception]; Flaw: Limited [Metals]; PFs: Precise, Subtle)  {20/20}
    • Move Object 9 (“diamagnetokinesis, full effort”; STR 45 [heavy load 6.4 tons]; Extras: Damaging, Range [Perception]; Flaws: Action [Full], Distracting; PFs: Precise, Subtle)  {20/20}
    • Move Object 6 (“diamagnetokinesis”; STR 30 [heavy load 1,600 lbs.]; Extra: Range [Perception]; PFs: Precise, Subtle)  {20/20}
    • Nullify Technology 10 (“power outage”; all effects of an electronic circuit descriptor at once; Extra: Area [General, Burst, 50 ft. radius]; Flaw: Range [Touch])  {20/20}
    • Power Control 12 (“universal remote”; Flaw: Limited [Only technological powers]) {12/20}
    • Transform 3 (“upgrade sight”; technology to upgraded version of same technology, 5 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting; PF: Precise)  {16/20}
    • Transform 3 (“upgrade touch”; technology to upgraded version of same technology, 5 lbs.; Extras: Duration [Continuous, Lasting]; Flaws: Range [Touch]; PF: Precise)  {16/20}
    • Transform 6 (“shape metal,” 50 lbs.; Extra: Duration [Continuous, Lasting]; Flaws: Action [Full], Distracting, Range [Touch]; PF: Precise) {19/20}

    Default Setting

    Enhanced Skills 20 (“masterwork tools”; +2 to Computers, Craft [Chemical], Craft [Electronic], Craft [Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine, Notice, and Search) {5}

    Feature 1 (“voice modulator”; Voice Mimicry) {1}

    Super-Senses 10 (“electromagnetic senses”; Analytical for all Vision [2], Extended for Vision, Penetrates Concealment for Vision [4], communication link [w/ Weltraumwohnwagen; radio], infravision, ultravision) {10}

    {5+1+10=16/20}

     

     

    DRAWBACKS: -0PP

    None

     

     

    TOTALS

    Abilities (28) + Combat (28) + Saving Throws (12) + Skills (39) + Feats (21) + Powers (123) - Drawbacks (0) = 250/250 Power Points (0pp under)


     

    Without his Enhanced INT or any of his tools, Dok is at +19 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech).  This puts him ahead of Daedalus (FC's Hank Pym/Tony Stark expy) on Know/Life Sci (+14), a bit ahead on Computers (+18), slightly behind on those Crafts (+20), and more behind on DisDev (+22) and on Know/Phy Sci & Tech (+22).

    Mental Quickness is at 4 (x25)

    • Take 10 on a Computers check (for 29 total), find a file on a massive network in 24 seconds, write a program in 2.4 minutes.
    • Take 20 on Knowledge checks in 2.4 minutes (for 1 hour's worth of research).
    • Take 20 on a Notice check (for a 27 total) in 2.4 seconds, or a Standard Action.
    • Can Take 20 on a Search check [total 31] of a 5x5 foot area in 2.4 seconds, or a Standard action.

     

    With his Enhanced INT active & using masterwork tools, Dok is at +26 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech).  This puts him slightly ahead of Daedalus on Disable Device and Know (Phys Sci & Tech), and at least 5 points ahead on everything else.

    Mental Quickness is at 8 (x500) 

    • Take 10 on a Computers check (for 36 total), find a file on a massive network in 1.2 seconds, write a program in 7.2 seconds.
    • Take 20 on Knowledge checks in 7.2 seconds (for 1 hour's worth of research).
    • Take 20 on a Notice check (for a 31 total) in 0.12 seconds (Free Action?)
    • Can Take 20 on a Search check [total 38] of a 5x5 foot area in 0.12 seconds (a Free action), a 10x10 foot area in 1.2 seconds (a Standard action), a 100x100 foot area in 12 seconds (2 rounds).

     

    Quickness/Mental Quickness applies to the Design phase of Inventing, but not Construction.

    • Without Enhanced INT & Enhanced Quickness, can Design a 10pp Invention in 24 minutes, a 19pp Invention in 46 minutes, and a 29pp Invention in 23.2 hours.
    • With Enhanced INT & Enhanced Quickness & masterwork tools, can Design a 12pp Invention in 0.72 minutes, a 26pp Invention in 3.12 minutes, and a 36pp Invention in 1.44 hours.

     

    Without any of his technological powers, his stats are:

    Constitution 18/+4

    Intelligence 24/+7

    Wisdom 16/+3

    Charisma 8/-1

    Attack +8

    Damage +0 (unarmed), +3 (weapons)

    Defense +8 (+3 flat-footed)

    Toughness +4, Fortitude +4, Reflex +8, Will +8

    [PL 6 Defensively; PL 4 Offensively, 6 with weapons; PL 7 on Skills]

     

    🧑‍🔬

  21. Doktor Archeville

     

    Archeville was about to respond to Fleur's question, when he saw Velocity return to the conference room with Jack of All Blades.  He jumped at the sight of the hero, and actually pushed his chair back a few inches, but quickly calmed when he realized he was not in immediate danger of having his internal organs skewered in alphabetical order.

     

    "That is, ah," he cleared his throat as he turned his full attention to Fleur, "well, that is a fine idea, yes, as I have no more an idea of how long this... 'visit' will be lasting than you do.  I suspet you may need to call in some of the League's more mystically-inclined associates to see if they can divine what my science cannot."  The rancor that Viktor would have expressed when discussing supernatural matters was absent from his tone, though the unknowns of it all still clearly discomforted him. 

     

    "And as it appears that my Weltraumwohnmobil was not sent back with me, I would also be in need of...," he looked down at his hands splayed on the table, inwardly cringing at what he was about to say, "... lodgings."

     

  22. Horrorshow

     

    Dang!

     

    "Okay, okay," Davyd slipped between the Danger siblings, "we're all happy to be reunited, and relieved that everyone is safe, which is the important thing.  Rex," he turned to face the younger sibling, "I'm sure you didn't mean to make anyone worry, and when you explain yourself," he turned more towards Veronica and Lulu, "which we will give you time to do," he turned to Rex, "we'll see that you were learning important skills here, and perhaps even teaching these fine folks," he turned to the monk and his companions, then back to Rex, "a thing or two.  And surely, after seeing how worried we all were, he will do better about communications in the future.  Now, ladies," he turned to face the elder sibling & Lulu, "I'm sure that, once Rex explains himself, you'll recall similar times where we all got caught up in the moment, but, thanks to the lessons we'd learned from our mentors and allies, we were able to get through with minimal fuss, and were stronger for it in the end.  And that any punishments you might impose on him," he turned back to Rex and nodded solemnly, "will be tempered by these memories."

     

    He paused to look down at himself, and realized that he had not been turning back and forth as he spoke, but rather had been turning continuously clockwise, so now his torso looked like a Twizzler.

  23. Doktor Archeville

     

    Most of those who had been watching Archeville knew that he was not entirely human.  (Really, he had never been entirely human, save for a period of about twelve months after ArchEvil & his "de-squid-ification" and his near-death & "reformatting" into a technorganic state).  As soon as he'd stabilized from that change, he had told Miss Americana, and left messages with the Freedom League and the Interceptors -- stubbornly keeping things compartmetalized and secret had gotten him into this mess, and he was not going to make that particular mistake again.  Still, there may have been a few that found his too-flawless skin and low level electromagnetic emissions a bit surprising.

     

    "Ah, I'd wondered how long it would take Jack to get here," he replied, nodding.   What was that tone to his voice?  Hope?  Resignation?  Dread?  All of the above.

     

    "It moved me in a spatial sense, yes," he replied to Geckoman, "but as for inspiring me, well, no, not so much.  I had always planned to return after abount five years -- and in my spacecraft," a hint of irritation crept into his voice.  He took a breath, re-centering himself, "I knew that some of you would not even allow me the chance to speak, with memories of those horrific events still so fresh and raw.  My hope was that, with time, things would have cooled enough that I could at least start the attempt at making amends."

     

    "And yes, I know I may never be able to redeem myself in everyone's eyes," he nodded.  "But I have to try to atone for my actions, to show that I am not who I was at my weakest, on my worst day."

     

  24. Horrorshow

     

    As Davyd resumed his Normal HumanTM form, his morphic molecule clothing shifted from brown cargo pants and hiking gear to something akin to the homespun, pre-Industrial clothing worn by the fieldhands they passed.  He smiled and waved at them, trying to appear friendly, or at least non-threatening.  Kinda reminds me of some of the stories babusya told about the old country.

     

    He nodded to the monk Rex had been sparring with, followed by a quick bow.  He then offered a hand to Rex, "good to meet you," he replied, "you're looking well!  Glad to see you're safe."

     

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