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Dr Archeville

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Everything posted by Dr Archeville

  1. Close, but not quite. Dex, Int, Wis and Cha are limited to (20 + 2xPL), or (20+ [6x2]) 32 for a PL 6 char. But Str and Con -- since they directly affect damage & Toughness save -- are limited to (10 + 2xPL), or (10 + [6x2]) 22 for a PL 6 char. This number can be altered with attack/damage and defense/toughness trade-offs, though. So, with no trade-offs, the most Growth a PL 6 char with Str & Con of 10 could benefit from is 6 ranks. He'd have a Str of 22/+6 and a Con of 16/+3 when fully grown. If you trade in points of maximum attack bonus in order to get more maximum damage, you could benefit from more Growth.
  2. Growth isn't as limited by PL as you may thing. You can have more ranks in Growth than your PL -- the limit is in how much Str and Con the Growth gives.
  3. Use 3 earned pps to get 3 more ranks of Equipment (Equipment 4 total). The good (mad) Doktor has continued to upgrade his new house, unpacking more and more stuff from his "bottomless luggage." He's still working on getting his funds transferred from the German banks, though, so he's still of a standard level of wealth. * HQ Feature from Book of Magic. Headquarters with this feature have two separate Size categories: it’s inside category, purchased normally, which determines the structure’s interior space, and an outside category, one or more size categories smaller. In essence, the headquarters is larger on the inside than on the outside. So a small house, for example, might contain the space of a huge castle on the inside. This costs 3 points (for Huge) plus the cost of this feature. ** HQ feature from Book of Magic. Headquarters with this feature have a staff of personnel commensurate with its size and facilities. The staff is made up of characters created & controlled by the GM and tasked with serving the headquarters. As such, they are not to be considered full-purpose Minions of the occupant(s) of the HQ. So while an HQ’s personnel would help defend it in case of attack, they’re not going to go with the owner on adventures or otherwise assist outside of their duties; this feature simply ensures that there’s someone taking care of the headquarters while the owner isn’t home. Updated by HeridFel.
  4. Immunity is a Permanent power, and as was said with Odin's Armor/Protection, Permanent powers cannot be in Arrays.
  5. I'd like to see the powers spaced out a bit (i.e., not have them all in one line, though that is how they do them in the official books), but other than that, looks fine! APPROVED. (though I still think he needs a ball-and-chain....)
  6. Looks fine to me, but shouldn't he have some ranks in the Investigate skill?
  7. Go ahead and post now, and I'll sort out how the initiative order deals things. As you say, y'all are new to one another, so it's not like you've got any sort of team tactics ;)
  8. Post-end credits scene (highlight to read): Stark comes home, JARVIS (Just A Rather Very Intelligent System) welcomes him but starts glitching/slowing down, then is quiet. Stark sees a tall man in shadows standing behind his couch, looking out his windows. "'I am Iron Man'. So, you think you're the only superhero around here?" the man says. "You're not, you've just taken your first step into a much larger universe." "Who are you?" "I'm Nick Fury," the man says, stepping out of the shadows, "director of S.H.I.E.L.D." Yes, it is Samuel L. Jackson, looking just like Ultimate Nick Fury. "And I'd like to talk to you about the Avengers Initiative."
  9. Congrabulations! :clap: :clap: :clap:
  10. Those are pretty much what I was thinking, just wanted a second opinion. Anyone else?
  11. One of the features an HQ can have is "Power" -- it can have any appropriate power as a feature. The power "cannot have a total cost greater than twice the campaign's PL or a rank greater than the PL." Q1) Does the "or" there mean that a given power need only conform to one limit or the other, or must it conform to both restrictions? I ask primarily because one of the powers I want for Archeville's HQ is "cutting-edge equipment & a masterful library": Enhanced Skills 78 (+6 to thirteen assorted skills; total cost 19.5pp). That fits the cost limit (he's PL 11, so nothing an cost more than 22pp), but not the rank limit (PL 11, so 11 ranks). Q2) Could an HQ have the Power Enhanced Feat (Minion) or Enhanced Feat (Sidekick), to represent an in-house A.I. (or bound spirit or somesuch)?
  12. Regarding the two members of the G'tach in Time of Vengeance with high ranks in Appearance (Blood has Attractive 6, Hail has Attractive 4): according to the author, they're literally "the Devil's candy," so being supernaturally attractive fits (though even he admits it may've been a bit too high). Found another concern. She has Speed 2. And one of the APs on her Comsic Jewelry is "Speed 18 [18 PP] + Super-Movement 10 [Airwalking 2, Surefooted 2, Wall Running 2 (Flaw: Only while moving); Water Running (Flaw: only while moving); Permeate 3 (Flaw: only while moving); 14 PP]" Which combine to give a Speed of 20 (near-light speed). Though not prohibited by the rules, a PL 10 character with that does seem a tad bit... odd. Particularly if "Speedster" isn't her primary role/shtick. However, the associated Super-Movement powers are what truly unbalance it. A) The Permeate lists no substance she cannot go through, which I'm 99% sure won't go over here. Air Walking 2 lets you move at your normal speed horizontally, and half speed vertically. Since each +1 rank is approximately a doubling of power (ex.: Speed 3 is twice as fast as Speed 2, and four times as fast as Speed 1; Blast 10 is approximately sixteen times more powerful than Blast 6), she can move at Speed 20 horizontally and Speed 19 (10,000,000 mph) vertically. Which isn't that different from Flight 19 or 20... which costs 38 or 40pp, but Speed 20 + Air Walking 2 only costs 23pp.
  13. Doc's initiative roll (1d20+1 = 15)
  14. From Feb 23rd, 2001: Superpowers Some interesting stuff there.
  15. Is it still alright for me to have the small cameo of Dr. Archeville coming in to check up on Dryad and assure her he's working on a way to cure her? (And maybe inadvertently enrage her and give her the edge she needs to break out?)
  16. I don't think they throw the staffs, I think the staffs can shoot out energy blasts.
  17. [[ Since CollateralKid hasn't been seen in some time, I'm using his character Imposter as a "victim." Nothing I do will have any long-lasting effect on Imposter, and if CK comes back before the end of the adventure, he will of course immediately get the character back. I'm also taking one liberty with Mongrel Angel, which I hope the player doesn't mind. ]] Mongrel Angel turns to respond to Nightshyft's question, but before she can open her mouth to speak, she sees Catherine's eyes go wide in shock, and Nightshyft shift his footing. As Mongrel Angel turned her head to respond to Nightshyft, Nightshyft's keen ears (and Catherine's not-as-keen but directed-by-Nightshyft ears) detected that the odd dripping sound had stopped. Before Mongrel Angel opened her mouth to speak, they both saw... something fall upon Imposter. It was about the size and shape of a large grocery bag, but glistened slightly in the dim light of the setting sun & 'street'lights. It was also very clearly squeezing around his head, and from the sounds of Imposter's muffled screams, it was doing something incredibly painful. [[ Initiative time, folks! ]]
  18. The abilities of the Sidekick-Limbs should be actual powers they have, not devices they have.
  19. If his precog lets him "react faster than if he could see," how is being blind even a minor Drawback? As for how viable he'd be: if he's been around for millennia, he's likely picked up a lot of skills and feats, which can make for a very effective character. Having Doc Ock-like arms as a Device would be no more difficult to upgrade than any other Hard to Lose Device. They could possibly be done as a Sidekick (a Fanatic one that has four limbs like any other person, and the Additional Limbs power to show how it can use it's "feet" as "hands", thus giving four [or more] tentacles, and the tentacles & the char both have Super-Senses 1 [communication link]), though that'd only be appropriate if the arms have their own advanced A.I. and can act on their own as well as when you command them, and if you want the arms to be affected by attacks separately from the main character (so a Blast or Drain Str used on the tentacles won't injure the character or drain his Str, and vice versa). Or as multiple Sidekicks, if you want each tentacle to be able to act completely independently.
  20. Which is incredibly awesome. He needs a ball and chain.
  21. Just got back from the movie. So awesome! Be sure to stay for the post-closing credits scene ;)
  22. I would change "Organic creatures" to "Organic creatures with blood" (value's the same, just clarifying the viable targets). The "heart attack" thing should work on, say, Colossus in his normal form, but not when he's in his "Organic Metal" form (which, according to some writers/artists, doesn't have blood). And it shouldn't work on Clayface (the DCAU version) or Morph (Exiles version) or Plastic Man or the Ultimate version of Reed Richards, since, while they are organic beings, they do not have blood (or even discrete organs).
  23. *raises hand* Nareik had a lot of input, I believe, so he'd be better able to tell you. The original discussion thread for this lil' adventure is here.
  24. For Move Object/TK, I think it'd be a -1 Flaw. (Though there are some constructs he could affect: corporeal non-skeletal undead. :twisted: )
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