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Dr Archeville

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  1. Welcome! Can we know a bit more about the character? Like, why his creator made him? How he's able to Boost himself? (Descriptors are important.) That'd give us a direction we can direct our suggestions towards. Also, the English major in me urges me to point out that it's "uneventful," not "un inventfal" :twisted: First thing to jump out at me is his Boost All Traits 30 (Flaw: Personal; PFs: Slow Fade 10). That's "points fade at the rate of 1 per year". I can't imagine anyone allowing that (the high ranks, the All Traits aspect, or the Slow Fade 10 thing). Also, you cannot Boost Permanent effects, so he cannot boost his Immunity, Protection or Regeneration. (Though these could be changed to Sustained for a net cost change of 0, but even then I personally would want you to pre-define what Immunities he'd gain when he boosts it; he couldn't gain whatever Immunities he wanted with each Boosting.) That aside, you're breaking the Attack/Damage and Defense/Toughness caps. At PL 10, your Attack Bonus + Attack Damage must be equal to or lesser than (PL x 2), or 20 in your case. With his full boost up, his Attack Bonus is +10, but his Damage is +11, for a total of +21. Same goes for Defense Bonus + Toughness Save, they must also be equal to or less than (PL x 2). At full Boost, his Defense is +10 but his Toughness would be +26 (11 from Con, 16 from Protection), for a total of +36. Also, I don't believe you can have more Impervious than you have Toughness. I.e., you cannot have "Toughness 10 (Impervious 15)". Some of those skills he won't be able to use, as some are Trained only, meaning you must have at least 1 rank in it (or the Jack-of-All-Trades feat) to even attempt using it. Lastly, House Rules in effect for this specific site include not allowing Slow Fade on Boost "without a significant character concept justification," and that Duplication is limited to creating minions with a PL of no more than (Your PL / 2), or PL 5 for your case. Fun Note: With Elongation 31, he could stretch up to 25,000,000,000 feet (4,734,848 miles)! Stretching this full length, however, would take 16,129,032 move actions, or 8,064,516 full rounds, or 560 days.
  2. After being reminded of The Transporter the other night (while in a convo with a friend re: bad movies), I got an idea for a PL 6-ish villain. The Driver. Normal Mook Crook who [somehow - demonic pact? bionics?] gained the ability to be a superhumanly good driver, and hires himself out as a getaway driver to other crooks. Stats largely identical to the standard Criminal from the back of the Core M&M book, but also add Enhanced Dex (only while in an automobile), Enhanced Skill (Drive), Enhanced Skill (Knowledge/Technology; only pertaining to automobiles), and Quickness (limited to automobile maintenance), and ranks in the Equipment feat for a sweet ride. Maybe some other car-centric powers, too. Had another idea for a low-level character, whose main powers is Create Object # (Continuous; Innate, Precise, Subtle; Limited to only re-creating objects that had been inside a closed container). He pulls out a discarded pizza box from a dumpster, opens it up, it's got the original pizza inside it, fresh as the moment it was first put in. Same goes for an empty computer box. Problem is, he's doing this by unconsciously pulling the objects out of the past, wreaking havoc with the timestream. Also toying with an idea for a "Zoom Baby" (from the M&M Annual -- child of a woman who took Zoom while pregnant, mutating the baby to have a permanently amped-up metabolism, making them age faster; they're unable to cope rationally with others b/c everyone else is too slow, and their constant hunger makes some turn to cannibalism). And an idea for a vibration-based character (gained his powers from an accident involving an experimental hyper-tech jackhammer).
  3. After being reminded of The Transporter the other night (while in a convo with a friend re: bad movies), I got an idea for a PL 6-ish villain. The Driver. Normal Mook Crook who [somehow - demonic pact? bionics?] gained the ability to be a superhumanly good driver, and hires himself out as a getaway driver to other crooks. Stats largely identical to the standard Criminal from the back of the Core M&M book, but also add Enhanced Dex (only while in an automobile), Enhanced Skill (Drive), Enhanced Skill (Knowledge/Technology; only pertaining to automobiles), and Quickness (limited to automobile maintenance), and ranks in the Equipment feat for a sweet ride. Maybe some other car-centric powers, too. Had another idea for a low-level character, whose main powers is Create Object # (Continuous; Innate, Precise, Subtle; Limited to only re-creating objects that had been inside a closed container). He pulls out a discarded pizza box from a dumpster, opens it up, it's got the original pizza inside it, fresh as the moment it was first put in. Same goes for an empty computer box. Problem is, he's doing this by unconsciously pulling the objects out of the past, wreaking havoc with the timestream. Also toying with an idea for a "Zoom Baby" (from the M&M Annual -- child of a woman who took Zoom while pregnant, mutating the baby to have a permanently amped-up metabolism, making them age faster; they're unable to cope rationally with others b/c everyone else is too slow, and their constant hunger makes some turn to cannibalism). And an idea for a vibration-based character (gained his powers from an accident involving an experimental hyper-tech jackhammer).
  4. You're welcome Yup, I at both both EN*World and the Atomic Think Tank, and the HERO System boards (though ATT far more than the other two). And, yes, shame Living Supers seems to be dying Oh, you may want to re-check the link for your attack roll, it doesn't seem to be going anywhere. (I think it'll be fixed if you delete the "d20+10=22" from the very end of the URL.)
  5. You're welcome Yup, I at both both EN*World and the Atomic Think Tank, and the HERO System boards (though ATT far more than the other two). And, yes, shame Living Supers seems to be dying Oh, you may want to re-check the link for your attack roll, it doesn't seem to be going anywhere. (I think it'll be fixed if you delete the "d20+10=22" from the very end of the URL.)
  6. If you hit someone (by getting higher on your attack roll than the target's Defense), they make a save against a DC determined by the intensity/rank of your attack. For damag effects (blast, Strike, unarmed slap upside the head), the DC is 15 + rank. For other effects, the DC is 10 + ranks. So, in Keira's case: [*:3rufrlp9]Her normal, un-powered punch would call for a DC (15 + her Str modifier of +0) 15 Toughness save [*:3rufrlp9]Her Shadow Whips (Blast 10) would call for a DC (15+10) 25 Toughness save. [*:3rufrlp9]Her Shadow Claws (Strike 11) would call for a DC (15+10) 26 Toughness save. If they make the save, they're fine. [*:3rufrlp9]If they fail by 1-4, they're Bruised (each Bruise imposes a cumulative -1 penalty on future Toughness saves). [*:3rufrlp9]If they fail by 5-9, they're Bruised & Stunned (cannot take actions, lose dodge bonus to Defense, and suffer an additional -2 to Defense) for one round. [*:3rufrlp9]If they fail by 10-14, they're Stunned for a round & Staggered (can only take a single standard or move action each round) for at least an hour. [*:3rufrlp9]If they fail by 15 or more, they're knocked unconscious (and any nonlethal damage done to them is considered lethal) for at least a minute. A victim of her Shadow Tendrils (Snare 11) would first have to make a DC (10 + 11) 21 Reflex save to not be entangled (or bound & helpless). When first hit with the Snare, they'd also be subject to her Constitution Drain (rank 7), and so need to make a Fort save against DC (10+7) 17. While in the Snare, they can try and break out, as if the Snare were an object with a Toughness of 11 (the same rank as the Snare); if the trapped character has an attack with a damage bonus of 21 or more, they can automatically break out as a standard action, and if they have an attack with a damage bonus of 26 or higher, they can break out automatically as a free action. (I think the Drain would only affect the target once, though, not force a new save for every round they're stuck.) A victim of her Attack Teleport would need to make a DC (10+11) 21 save, though you'll need to decide if it's Fortitude, Reflex or Will (decided at the time of power creation).
  7. If you hit someone (by getting higher on your attack roll than the target's Defense), they make a save against a DC determined by the intensity/rank of your attack. For damag effects (blast, Strike, unarmed slap upside the head), the DC is 15 + rank. For other effects, the DC is 10 + ranks. So, in Keira's case: [*:3rufrlp9]Her normal, un-powered punch would call for a DC (15 + her Str modifier of +0) 15 Toughness save [*:3rufrlp9]Her Shadow Whips (Blast 10) would call for a DC (15+10) 25 Toughness save. [*:3rufrlp9]Her Shadow Claws (Strike 11) would call for a DC (15+10) 26 Toughness save. If they make the save, they're fine. [*:3rufrlp9]If they fail by 1-4, they're Bruised (each Bruise imposes a cumulative -1 penalty on future Toughness saves). [*:3rufrlp9]If they fail by 5-9, they're Bruised & Stunned (cannot take actions, lose dodge bonus to Defense, and suffer an additional -2 to Defense) for one round. [*:3rufrlp9]If they fail by 10-14, they're Stunned for a round & Staggered (can only take a single standard or move action each round) for at least an hour. [*:3rufrlp9]If they fail by 15 or more, they're knocked unconscious (and any nonlethal damage done to them is considered lethal) for at least a minute. A victim of her Shadow Tendrils (Snare 11) would first have to make a DC (10 + 11) 21 Reflex save to not be entangled (or bound & helpless). When first hit with the Snare, they'd also be subject to her Constitution Drain (rank 7), and so need to make a Fort save against DC (10+7) 17. While in the Snare, they can try and break out, as if the Snare were an object with a Toughness of 11 (the same rank as the Snare); if the trapped character has an attack with a damage bonus of 21 or more, they can automatically break out as a standard action, and if they have an attack with a damage bonus of 26 or higher, they can break out automatically as a free action. (I think the Drain would only affect the target once, though, not force a new save for every round they're stuck.) A victim of her Attack Teleport would need to make a DC (10+11) 21 save, though you'll need to decide if it's Fortitude, Reflex or Will (decided at the time of power creation).
  8. Ah, sorry I'd missed that. D'oh. What about my second question (the "Gadgets in an HQ, and only in an HQ" one)?
  9. Ah, sorry I'd missed that. D'oh. What about my second question (the "Gadgets in an HQ, and only in an HQ" one)?
  10. Archeville hesitated a moment, as if caught in an internal conflict, but soon took a few steps towards Dryad. "It's all right, no one's going to hurt you, und you don't haff to hurt anyone. If you're lost, I can help you find your vay." He knelt beside her and reached out a hand to her, using the other to switch off his glowing force field. "You haff no reason to be afraid, I vill protect you from whoever did zhis to you."
  11. Archeville hesitated a moment, as if caught in an internal conflict, but soon took a few steps towards Dryad. "It's all right, no one's going to hurt you, und you don't haff to hurt anyone. If you're lost, I can help you find your vay." He knelt beside her and reached out a hand to her, using the other to switch off his glowing force field. "You haff no reason to be afraid, I vill protect you from whoever did zhis to you."
  12. Kensons' suggested that you'd need Precise on a Dimensional Pocket to be able to do the Heward's Handy Haversack "reach in to pull out exactly what you want" thing. Without Precise, it's like a Bag of Holding, meaning you'd have to dig around inside to find the item desired if there's a ton of stuff inside it.
  13. Kensons' suggested that you'd need Precise on a Dimensional Pocket to be able to do the Heward's Handy Haversack "reach in to pull out exactly what you want" thing. Without Precise, it's like a Bag of Holding, meaning you'd have to dig around inside to find the item desired if there's a ton of stuff inside it.
  14. Fortunately for me, she misses on the grab attempt (since her 14 misses his Defense of 18)! Since you said you're new to M&M, you may not realize that, unlike other D20 games, in M&M 2E Str modifier does not apply to melee attack rolls (though it does apply to opposed Grapple checks), nor does Dex mod apply to ranged attacks.
  15. Fortunately for me, she misses on the grab attempt (since her 14 misses his Defense of 18)! Since you said you're new to M&M, you may not realize that, unlike other D20 games, in M&M 2E Str modifier does not apply to melee attack rolls (though it does apply to opposed Grapple checks), nor does Dex mod apply to ranged attacks.
  16. Archeville saw Dryad's movements and instantly calculated where she'd be in the next few moments. Sidestepping away at the last second, his would-be assailant felt the hairs (er, moss) on her arm stand up on end as she barely grazed against his force field, though she does catch herself in time to not crash into anything. "I haff no reason to lie to you, madame" he says as he turns to face her, compassion and concern both clear on his face, "und I am not one to make false promises. I am a Doktor; if you are in pain, I can probably help you. Did zhe Green Man make you zhis vay? Are you to be one of his 'brides'?" Where are those two? he thinks, wondering where Alan and Keira had gotten to.
  17. Archeville saw Dryad's movements and instantly calculated where she'd be in the next few moments. Sidestepping away at the last second, his would-be assailant felt the hairs (er, moss) on her arm stand up on end as she barely grazed against his force field, though she does catch herself in time to not crash into anything. "I haff no reason to lie to you, madame" he says as he turns to face her, compassion and concern both clear on his face, "und I am not one to make false promises. I am a Doktor; if you are in pain, I can probably help you. Did zhe Green Man make you zhis vay? Are you to be one of his 'brides'?" Where are those two? he thinks, wondering where Alan and Keira had gotten to.
  18. Indeed, HERO Games line developer Steve Long was quite upset that the folks at Game Informer leaked the info out a week early. There's a large discussion about it at the ATT, here. There's also some talk about it here, in the thread about HERO System 6th Ed. (which'll be pseudo-tied to the MMO).
  19. Indeed, HERO Games line developer Steve Long was quite upset that the folks at Game Informer leaked the info out a week early. There's a large discussion about it at the ATT, here. There's also some talk about it here, in the thread about HERO System 6th Ed. (which'll be pseudo-tied to the MMO).
  20. Dryad's thorn shoots straight and true towards Archeville, right towards his torso. His force field flashes as it tries to absorb the kinetic energy of the projectile, but the attack proves too potent and manages to break through. Archeville's second layer of protection, his super-polymer labcoat, absorbs more of the impact, but not all. Still, as potent as the attack is, all it leaves is a nasty bruise a couple of inches below his heart and causes him to stagger a step or two back, a testament to his technological genius. "Ow!" he says, somewhat indignantly, brushing away the thorn from his shirt. "Despite your rude manners, I'd not call you a monster... zhough if you keep zhat up, mein opinion may change." He looks back up and looks her in the eyes, "Und, yes, I vill speak to you -- 'you can get much further mit kind vords und superpowers zhan you can mit superpowers alone.' Now, vhy don't ve--" The super-scintist pauses, as if his train of thought had suddenly been derailed, "Vait, is zhat how zhe saying goes? Zhat doesn't seem right.... Anyvay, vhy don't ve all just have a nice sit down und talk zhings out, hrm? Eco-Terrorism is still terrorism, und zhis country tends to frown a bit upon such zhings."
  21. Dryad's thorn shoots straight and true towards Archeville, right towards his torso. His force field flashes as it tries to absorb the kinetic energy of the projectile, but the attack proves too potent and manages to break through. Archeville's second layer of protection, his super-polymer labcoat, absorbs more of the impact, but not all. Still, as potent as the attack is, all it leaves is a nasty bruise a couple of inches below his heart and causes him to stagger a step or two back, a testament to his technological genius. "Ow!" he says, somewhat indignantly, brushing away the thorn from his shirt. "Despite your rude manners, I'd not call you a monster... zhough if you keep zhat up, mein opinion may change." He looks back up and looks her in the eyes, "Und, yes, I vill speak to you -- 'you can get much further mit kind vords und superpowers zhan you can mit superpowers alone.' Now, vhy don't ve--" The super-scintist pauses, as if his train of thought had suddenly been derailed, "Vait, is zhat how zhe saying goes? Zhat doesn't seem right.... Anyvay, vhy don't ve all just have a nice sit down und talk zhings out, hrm? Eco-Terrorism is still terrorism, und zhis country tends to frown a bit upon such zhings."
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