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Dr Archeville

Rebuilding Doktor Archeville for SPAAACE

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Posted (edited)

Won't have nearly as much to rework as I do with Dead Head, but some changes are needed.

 

Feats

Quote

Benefit 5 (Membership [Freedom League Auxiliary], Status [world-famous Science-Hero, former CEO of ArcheTech], Wealth 3 [Filthy Rich])

Should get rid of the first two, post-ArchEvil.  Reduce the Wealth (since he no longer controls ArcheTech), or remove it altogether (since he won't be easily able to draw on Earth-based resources while in SPAAACE)?

 

Equipment

Hanover Home: The only home/hq he still has. 

Space Plane: Dok's been thinking about this for a while already.  I'm thinking Dok might be using a (heavily modified) Pegasus Space Plane he'd been tinkering with, back when he was part of the FL Auxiliary.  (Would the League have let him keep that, though?)

* Give Space Plane the Dual Size feature, put all the Hanover Home HQ stuff into it?  

** The Hanover Home transforms into a spaceship?!

Utility Belt/Coat: Get rid of Fear Gas and Laughing Gas bombs (they're not his style).  Add Throwing Discs/Spheres and... Sprayflesh (Morph, One Appearance [Pre-Technorganic Dok]; Independent, Total Fade; Precise, Slow Fade)?

 

Edited by Dr Archeville

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Archeville’s Spacecraft/Home

 

Haus = House

Hausboot = houseboat

Raum = chamber/room

Fahrzeug = vehicle

Welt = world

Weltraum = space (area beyond atmosphere of planets)

Weltraumfahrzeug = spacecraft/spaceship

Wohnmobil = Winnebago (literally, "mobile residence")

Wohnwagen = mobile home (literally, "residential wagon")

 

Weltraumwohnmobil = Space Mobile Home


 

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

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

Defense: 6 {0p}

Toughness: 15 {0p}

[5+0+0+0 = 5P]

 

FEATURES [24P]

Alarm 2 (DC 25)

Communications

Computer

Dual Size 2 (STR  & Toughness based on interior, Defense based on exterior)

Navigation System 3 (+15)

Remote Control

Rooms 14 (Garage, Gym, Hangar, Holding Cells, Infirmary 2 [MW], Library 2 [MW], Laboratory 2 [MW], Living Space, Personnel, Workshop 2 [MW])

 

(3e introduced the option of allowing Dual Size for Vehicles, but it’s ranked, each rank lets the outside be one size category smaller than the inside.  You use the STR and Toughness based on the interior size, but Defense is based on the exterior size.)

 

 

POWERS [14 + 12 + 18 + 10 + 4 + 43 + 37 = 138p]

 

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

 

BE: Concealment 6 (“EM cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 12 (Stealth 12 [+12]) {1pp} {9+3=12/12p}

 

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) {11/12}

 

Energy-Matter Converters 5 (10 points; PFs: Alternate Power 2) [12p]

 

BE: Corrosion 3 (“recyclers”) {9/10p}

 

AP: Create Object 3 (“replicators”, 3 5-10 ft. cubes, Toughness 3; Extra: Duration [Continuous]; Flaw: Permanent; PFs: Innate, Precise, Progression, Subtle) {10/10}

 

AP: Transform 1 ("replicators", Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 3 [10 lbs.]) {10/10p)

 

Flight 9 (5,000 mph) [18P]

 

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

 

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

 

Super-Senses 43 (Accurate, Analytical, and Extended 3 [10,000 ft. {1.89 miles} increment] on all Radio senses [12], Analytical, Extended 3 and Radius for all Visual senses [10]; 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]) [12+10+1+1+2+3+2+1+1+1+1+1+1+1+1+4 = 43P]

 

Weapons Systems 12 (24 points; PFs: Alternate Power 5, Improved Range 3 [range increment of rank x 100 feet], Indirect 2, Progression [Range] 3 [max range = rank x 1,000 feet]) [37p]

 

BE: Blast 12 (“surveying & prospecting lasers”) {24/24}

 

AP: Dazzle Radio & Visual 8 (“EM Sensor Overloader”) {24/24}

 

AP: Drain Toughness 16 (“EMP Blasters”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {16p} + Blast 16 (“EMP Blasters”; Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {8P} {16+8=24/24p}

 

AP: Illusion 12 (“sensor ghosts”; radio group; PFs: Precise, Progression [Area] 8 [2,500 ft. radius]) {21/24}

 

AP: Move Object 12 (“tractor beam, narrow”; STR 60) {24/24p}

 

AP: Move Object 8 (“tractor beam, wide”; STR 40; Extra: Area [General, Burst, 40 ft. radius]) {24/24}

 

 

Cost: Size 5 + Str 0 + Toughness 0 + Features 24 + Powers 138 = 167 EP (Equipment 34)

Edited by Dr Archeville

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Utility Belt/Coat

  • Reduce ranks to keep items more like their book/standard counterparts -- they're meant for taking on/out mooks, not actual threats
  • Remove Unreliable 2 (i use) flaw, leave running out of items as a Complication.
  • Remove Fear and Laughing gases
  • Change Blast ("assorted explosive") to rank 5 (equivalent to dynamite), and Strike ("assorted explosives") to rank 10 (equivalent to plastic explosive)
  • Add Throwing Disks (Blast) and Darkman-esque "Sprayflesh" (Morph)

 

Archeville's "Utility Coat" 13 (26 points; PFs: Alternate Power 12) [38 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]; Drawback: Reduced Range [5 30-ft. increments]) {12/26}

 

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} + 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} + 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, Sedation, Subtle; Drawbacks: Full Power, Reduced Range [5 40 ft. Increments]) {21/26}

 

AP: Morph 4 (“sprayflesh”, +20 Disguise, pre-technorganic Viktor Archeville; Extras: Independent, Total Fade [80 minutes]; PFs: Covers Scent, Slow Fade 4 [20 mins per pp]) {13/26}

 

AP: Obscure Olfactory & Visual 3 (“smoke pellets”, 25 ft. radius; Extras: Independent, Total Fade [9 rounds]; Drawback: Reduced Range 1 [5 30 ft. increments]) {11/26}

 

AP: Paralyze 4 (“paralytic darts”; Extras: Alt Save [Fort], Area [Targeted, Cone, 40 ft.], Secondary Effect; Drawbacks: Full Power) {15/26}

 

AP: Snare 4 (“goo grenade”; Extras: Area [General, Burst, 20 ft. radius], Linked [Trip]; Drawback: Reduced Range [5 40 ft. Increments]) {11} + Trip 4 (Extras: Area [General, Burst, 20 ft. radius], Linked [Snare]; PF: Improved Throw) {9} {11+9=20/26}

 

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 [19-20], Improved Disarm, Improved Reach 3 [+15 ft.], Improved Trip, Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {11/26}

 

AP: Stun 4 (“stun bomb v2”; Extras: Area [General, Burst, 20 ft. radius], Range [Ranged]; PF: Sedation; Drawbacks: Full Power, Reduced Range [5 40 ft. increments]) {15/26}

 

Move Blast ("throwing discs") and Strike ("assorted collapsible weapons") to one 'slot'?

Edited by Dr Archeville

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Doktor Archeville

 

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

Power Points: 250 / 250

Unspent Power Points: 0

Trade-Offs: -4 Attack/+4 Damage, or +2 Att/-2 Dmg w/ "Combat Mind"; -2 Defense / +2 Toughness

Doktor Archeville is, as written, operating as a PL 12 character. However, a combination of his Nanotech-Enhanced Brain APs, Shapeshift, and Inventions could bump him up to PL 15 for Combat, though this will only be done if and when the GM explicitly allows it.

 


 

ABILITIES: 0 + 0 + -2 + 14 + 6 + -2 = 16PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 24/8 (+7/-1)

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

Wisdom: 32/16 (+11/+3)

Charisma: 24/8 (+7/-1)


 

COMBAT: 16 + 12 = 28PP

Initiative: +12/+7

Attack: +8 (Base), +14 w/ “Enhanced Coordination & Kinesthetics”

Grapple: +8, +14 w/ “Enhanced Coordination & Kinesthetics”

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

Knockback: -13/-7, -12/-6 flat-footed


 

SAVING THROWS: 0 + 5 + 3 = 8PP

Toughness: +14 (Impervious 12/0) (+7 Con, +2 Defensive Roll, +5 Protection; Imp 12 w/ “deflector shield”), +12 flat-footed (Imp 12/0)

Fortitude: +7 (+7 Con, +0), Immune (Half Effect)

Reflex: +10/+5 (+0 Dex, +5 & +5 more from Flight), Evasion (when flying)

Will: +14/+6 (+11/+3 Wis, +3)

 

SKILLS: 136R = 34PP

Bluff 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha)

Computers 11 (+18, +20 w/ Masterwork tools; +23/+25 w/ Enhanced Int) SM

Craft (Chemical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE

Craft (Electronic) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE

Craft (Mechanical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE

Craft (Structural) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int)

Craft (Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int)

Diplomacy 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha)

Disable Device 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM

Disguise 0 (-1, +19 w/ Morph; +7/+27 w/ Enhanced Cha)

Investigate 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) SM

Knowledge (Behavioral Sciences) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int)

Knowledge (Life Sciences) 11 (+17, +20 w/ MW tools; +23/+25 w/ Enhanced Int)

Knowledge (Physical Sciences) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int)

Knowledge (Technology) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM

Knowledge (Any Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int)

Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish)

Medicine 6 (+9, +11 w/ MW tools; +17/+19 w/ Enhanced Wis) SM

Perform (Oratory) 9 (+8; +16 w/ Enhanced Cha)

Sense Motive 9 (+12; +20 w/ Enhanced Wis)

Stealth 0 (+0; +16 w/ “Electromagnetic Cloak”)

 

FEATS: 24PP

Attractive

Beginner's Luck

Benefit 2 (Wealth [Rich])

Connected

Contacts

Dodge Focus 2

Eidetic Memory

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 4

Master Plan

Quick Draw

Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine)

Speed of Thought

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

 

Enhanced Feats

Accurate Attack (from “Enhanced Coordination & Kinesthetics”)

All-Out Attack (from “Enhanced Coordination & Kinesthetics”)

Defensive Attack (from “Enhanced Coordination & Kinesthetics”)

Defensive Roll (from Flight)

Evasion (from Flight)

Hide in Plain Sight (from “Electromagnetic Cloak”)

Instant Up (from Flight)

Move-By Action (from Flight/Teleport)

Power Attack (from “Enhanced Coordination & Kinesthetics”)

 

Veteran Awards

Equipment 41 (205 EP)

Spoiler

 

Utility Coat/Belt (38ep)

 

Vehicle (167ep)

 

 

 

 

POWERS: 5 + 8 + 15 + 17 + 19 + 2 + 37 + 37 = 140PP

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

 

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

 

Cyberkinetic Container 1.6 (8 points) [8PP]

 

Comprehend 2 (electronic 2 [speak to, understand]) [4PP]

 

Datalink 2 (100 feet, radio; PF: Machine Control) [3PP]

 

Super-Senses 1 (radio) [1PP]

 

Gravitic Defensive Systems 7 (14 points; PF: Alternate Power) [15PP]

 

BP: Impervious Toughness 12 (“deflector shield”; note: Sustained Active effect) {12pp} + Shield 2 {2pp} {12+2=14/14PP}

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

 

AP: Concealment 6 (“electromagnetic cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 16 (Stealth 16 [+16]) {4pp} {9+4=13/14PP}

[Toughness is +14, Defense +8 (+3 flat-footed), Knockback -7. Defensive PL 11]

 

Gravitic Movement Array 7.5 (15 points; PFs: Alternate Power, Move-By Action/Turnabout) [17PP]

 

BP: Enhanced Reflex Save 5 (to +10) {5} plus Flight 3 (“contragravity”; 50 mph / 500ft per Move Action; PFs: Defensive Roll, Evasion, Instant Up, Subtle) {10} {5+10=15/15PP}

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

 

AP: Teleport 6 (“wormhole”; 600 ft. per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy) {15/15PP}

 

Nanotech Enhanced Brain Array 8 (16PP Array; PFs: Alternate Power 4; Drawback: Action [Move] to change configuration) [19PP]

 

BP: Enhanced Intelligence 10 (“enhanced intellect”; to 34 [+12]) {10PP} + Enhanced Quickness 6 (“thinks very fast”; to Quickness 10 [x2,500]; Flaw: Limited [Mental Tasks]) {3PP} {10+3=13/16PP}

 

AP: Enhanced Attack 6 (“enhanced coordination & kinesthetics”; to +14) {12} and Enhanced Feats 4 (Accurate Attack, All-Out Attack, Defensive Attack, Power Attack) {4} {12+4=16/16}

 

AP: Enhanced Charisma 16 (“enhanced presence”; to 24 [+7]) {14PP} {16/16PP}

 

AP: Enhanced Datalink 0 (“ghost in the machine”; adds to Datalink 2; Extra: Area 2; Flaw: Distracting 2; PFs: Rapid 3 [x1,000], Selective, Subtle) {5pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [Sustained]; Flaw: Medium [technological sensors]) {10pp} {5+10=15/16pp}

[Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from this combines with Dok's Mental Quickness 4 to get Quickness 14 (x25,000); can do an extended search of a 100 ft. radius [200 ft. diameter] area in 0.48 seconds (or Take 20 and do it in 0.96 seconds).]

 

AP: Enhanced Wisdom 16 (“enhanced awareness”; to 34 [+12]) {16/16PP}

 

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

 

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

Sample Settings:

Spoiler

 

Sample Settings

  • Blast 16 (“EM Spectrum Blast I”; Flaw: Action [Full Round] or Distracting or Unreliable; PF: Variable Descriptor [any electromagnetic]) {16/20}
    • (a PL 12 attack, or PL 15 w/ Enhanced Attack Mind)
  • Blast 10 (“EM Spectrum Blast II”; PF: Variable Descriptor [any electromagnetic]; Drawback: Reduced Range [5 100-ft. increments]) {20/20}
    • (a PL 9 attack, PL 12 w/ Enhanced Attack Mind)
  • Electrical, Light, Magnetic, Microwave, or Radiation Control 10 and associated APs as alternative settings (“electromagnetic manipulation”) {20/20}
  • Drain Dexterity 10 (“mobility systems overloader”; Extras: Range [Ranged], Total Fade; Flaw: Limited [people in powered armor or with bionic limbs]) {20/20}
    • (a PL 9 attack, PL 12 w/ Enhanced Attack Mind)
  • Drain Toughness 16 (“EMP Touch”; Extras: Affects Objects, Linked [ Strike ] ; Flaws: Limited [Objects], Limited [Electronics]) {8} plus Strike 16 (Extras: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) {6} {8+6=14/20}
    • (a PL 12 attack, or PL 15 w/ Enhanced Attack Mind)
  • Drain Toughness 12 (“EMP Burst”; Extras: Affects Objects, Area [General, Burst, 60 ft. radius], Linked [ Strike ]; Flaws: Limited [Objects], Limited [Electronics]) {12} plus Strike 12 (Extras: Area [General, Burst, 60 ft. radius], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) {6} {12+6=18/20}
  • Drain Toughness 10 (“EMP Blast”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {10} plus Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) {5} {10+5=15/20}
    • (a PL 9 attack, PL 12 w/ Enhanced Attack Mind)
  • Enhanced Datalink 3 (“enhanced ‘ghost in the machine’”; to Datalink 5 [5 miles]; Extra: Area; Flaw: Distracting) {3pp} + Enhanced ESP 3 (to ESP 5; all senses, 5 miles; Extras: Action [Free], Duration [Sustained]; Flaw: Medium [technological sensors]) {15} {3+15=18/20}
    • [Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from “Ghost in the Machine” combines with Dok's Mental Quickness 4 to get Quickness 14 (x25,000); can do an extended search of a 5 mile radius [10 mile diameter] area in 0.72 seconds (or Take 20 and do it in 14.4 seconds).]
  • Enhanced Flight 8 (“maximum overdrive;” to Flight 11 [25,000 mph / 250,000 feet per Move action]) {16/20}
    • (can achieve escape velocity [from Earth] at this speed)
  • Enhanced Skills 16 ("masterwork databases & tools"; +2 on up to 8 skills that can be assisted with masterwork tools) {4/20}
  • Enhanced Teleport 4 (“lunaport”; adds to his own Teleport 6 for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {12/20}
  • Enhanced Teleport 0 (“mass transit”; Extras: Accurate and Portal on the Teleport 6 he already has; PFs: Progression 2 [25 ft. diameter portal]) {20/20}
  • Immunity 10 ("sealed systems"; life support, starvation & thirst; Flaw: Limited [half effect]) {5/20}
    • (with his existing Immunity to Fort effects, this gives him full life support)
  • Strike 16 (“electromagnosaber I”; PFs: Improved Critical 2 [18-20], Variable Descriptor [any electromagnetic]) {19/20}
    • (a PL 12 attack, or PL 15 w/ Enhanced Attack Mind)
  • Strike 10 (“electromagnosaber II”; PFs: Extended Reach [+5 ft.], Improved Crit 2 [18-20], Variable Descriptor [any electromagnetic]) {14/20}
    • (a PL 9 attack, or PL 12 w/  Enhanced Attack Mind)
  • Super-Senses 12 (“tricorder”; analytical for all radio [2], extended for all radio [2], tracking for all radio [2]; detect electromagnetic radiation 3 [radio], detect physical objects 3 [radio]) {12/20}

 

 

Default Setting

Enhanced Skills 16 (“masterwork tools”; +2 to Computers, Craft [Chemical, Electrical, and Mechanic], Disable Device, Investigate, Knowledge [Technology], and Medicine) {4}

Morph 4 (“holodisguise w/ voice modulator”; one form [pre-reformatted Doktor Archeville], +20 Disguise; PF: Voice Mimicry) {5}

Super-Senses 8 (“electromagnetic senses”; analytical for all radio [2], analytical for all visual [2], communication link [w/ Haus von Archeville, radio], extended vision, infravision, ultravision) {8}

{6+5+8=19/20}

 

Technorganic Form 7.4 (37 point Container, Permanent Duration) [37PP]

 

Enhanced Constitution 16 (to 24/+7) [16PP]

 

Immunity 30 (Fortitude effects; Flaw: Limited [1/2 effect]) [15PP]

 

Protection 5 (technorganic flesh) [5PP]

 

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

 

 

DRAWBACKS: -0PP

 

 

TOTALS

Abilities (16) + Combat (28) + Saving Throws (8) + Skills (34) + Feats (24) + Powers (140) - Drawbacks (0) = 250/250 Power Points

 

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

 

With his mind set to Enhanced CHA or WIS (the default when he's interacting with people), and without using his home tools/"Screwdriver," he's at +18 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), equal on Computers (+18), slightly behind on (+20), and noticeably behind on DisDev, Know/Phy Sci, and Know/Tech (+22).

His tools bump his Computers, Crafts, and DisDev up to +20, which is better, but still lagging behind in some areas.

Mental Quickness is at 4 (x25)

 

With his Enhanced INT active & using his tools, Dok is at +25 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 10 (x2,500)

Edited by Dr Archeville

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... why is strikethrough text showing up?  😕 

 

I see now -- it got FUBAR'd when I typed "[ Strike ]" (without the spaces), which somehow triggered the strikethrough feature (and also erased the word "[ Strike ]" from the entry.  So the workaround is to either type it as "[ Strike ]", or use "[Damage]."

Edited by Dr Archeville

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Doktor Archeville

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

Power Points: 250 / 250

Unspent Power Points: 0

Trade-Offs: -4 Attack/+4 Damage, or +2 Att/-2 Dmg w/ "Combat Mind"; -2 Defense / +2 Toughness

Doktor Archeville is, as written, operating as a PL 12 character. However, a combination of his Nanotech-Enhanced Brain APs, Shapeshift, and Inventions could bump him up to PL 15 for Combat, though this will only be done if and when the GM explicitly allows it.

 


 

ABILITIES: 0 + 0 + -2 + 14 + 6 + -2 = 16PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: 24/8 (+7/-1)

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

Wisdom: 32/16 (+11/+3)

Charisma: 24/8 (+7/-1)


 

COMBAT: 16 + 12 = 28PP

Initiative: +12/+7

Attack: +8 (Base), +14 w/ “Enhanced Coordination & Kinesthetics”

Grapple: +8, +14 w/ “Enhanced Coordination & Kinesthetics”

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

Knockback: -13/-7, -12/-6 flat-footed

 

ATTACK

RANGE

SAVE

EFFECT

Unarmed

Touch

DC 15 Toughness (Staged)

Damage (Physical)

 

Spoiler

 

ATTACK

RANGE

SAVE

EFFECT

ElectroMagnoSaber II (Crit 18-20)

Touch +5 ft.

DC 25 Toughness (Staged)

Damage (Variable Energy)

EMP Blast

Ranged (1,000 ft. Max)

DC 20 Fortitude (Staged)

Drain Toughness; Objects (Electronics) Only

 

 

DC 25 Toughness (Staged)

Damage (Energy); Objects (Electronics) Only

EM Spectrum Blast II

Ranged (500 ft. Max)

DC 25 Toughness (Staged)

Damage (Variable Energy)

Magnetic Control

Perception

Grapple vs. +20 (Staged)

Pinned / Bound

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

Paralytic Darts

Touch / Area (Targeted, 40 ft. Cone)

DC 14 Fortitude (Staged)

Slows / Paralyzed (+Secondary Effect)

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 19-20)

Touch +15 ft.

DC 18 Toughness (Staged)

Damage (Variable Physical)

 

 

 

SAVING THROWS: 0 + 5 + 3 = 8PP

Toughness: +14 (Impervious 12/0) (+7 Con, +2 Defensive Roll, +5 Protection; Imp 12 w/ “deflector shield”), +12 flat-footed (Imp 12/0)

Fortitude: +7 (+7 Con, +0), Immune (Half Effect)

Reflex: +10/+5 (+0 Dex, +5 & +5 more from Flight), Evasion (when flying)

Will: +14/+6 (+11/+3 Wis, +3)

 

SKILLS: 136R = 34PP

Bluff 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha)

Computers 11 (+18, +20 w/ Masterwork tools; +23/+25 w/ Enhanced Int) SM

Craft (Chemical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE

Craft (Electronic) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE

Craft (Mechanical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE

Craft (Structural) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int)

Craft (Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int)

Diplomacy 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha)

Disable Device 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM

Disguise 0 (-1, +19 w/ Morph; +7/+27 w/ Enhanced Cha)

Investigate 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) SM

Knowledge (Behavioral Sciences) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int)

Knowledge (Earth Sciences) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int)

Knowledge (Life Sciences) 11 (+17, +20 w/ MW tools; +23/+25 w/ Enhanced Int)

Knowledge (Physical Sciences) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int)

Knowledge (Technology) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM

Knowledge (Any Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int)

Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish)

Medicine 6 (+9, +11 w/ MW tools; +17/+19 w/ Enhanced Wis) SM

Perform (Oratory) 8 (+7; +15 w/ Enhanced Cha)

Sense Motive 4 (+7; +15 w/ Enhanced Wis)

Stealth 0 (+0; +16 w/ “Electromagnetic Cloak”)

 

FEATS: 24PP

Attractive

Beginner's Luck

Benefit 2 (Wealth [Rich])

Dodge Focus 2

Eidetic Memory

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 4

Master Plan

Online Research

Quick Draw

Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine)

Speed of Thought

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

Well-Informed

 

Enhanced Feats

Accurate Attack (from “Enhanced Coordination & Kinesthetics”)

All-Out Attack (from “Enhanced Coordination & Kinesthetics”)

Challenge 3 (Fast Work for Craft [Chemical, Electronic, Mechanical]) (from "Enhanced Intellect")

Defensive Attack (from “Enhanced Coordination & Kinesthetics”)

Defensive Roll (from Flight)

Evasion (from Flight)

Hide in Plain Sight (from “Electromagnetic Cloak”)

Instant Up (from Flight)

Move-By Action (from Flight/Teleport)

Power Attack (from “Enhanced Coordination & Kinesthetics”)

 

Veteran Awards

Equipment 41 (205 EP)

Utility Belt/Coat

Spoiler

Archeville's "Utility Belt/Coat" 13 (26 points; PFs: Alternate Power 12) [38 EP]

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]; Drawback: Reduced Range [5 30-ft. increments]) {12/26}

 

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} + 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} + 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, Sedation, Subtle; Drawbacks: Full Power, Reduced Range [5 40 ft. Increments]) {21/26}

 

AP: Morph 4 (“sprayflesh”, +20 Disguise, pre-technorganic Viktor Archeville; Extras: Independent, Total Fade [80 minutes]; PFs: Covers Scent, Slow Fade 4 [20 mins per pp]) {13/26}

 

AP: Obscure Olfactory & Visual 3 (“smoke pellets”, 25 ft. radius; Extras: Independent, Total Fade [9 rounds]; Drawback: Reduced Range 1 [5 30 ft. increments]) {11/26}

 

AP: Paralyze 4 (“paralytic darts”; Extras: Alt Save [Fort], Area [Targeted, Cone, 40 ft.], Secondary Effect; Drawbacks: Full Power) {15/26}

 

AP: Snare 4 (“goo grenade”; Extras: Area [General, Burst, 20 ft. radius], Linked [Trip]; Drawback: Reduced Range [5 40 ft. Increments]) {11} + Trip 4 (Extras: Area [General, Burst, 20 ft. radius], Linked [Snare]; PF: Improved Throw) {9} {11+9=20/26}

 

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 [19-20], Improved Disarm, Improved Reach 3 [+15 ft.], Improved Trip, Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {11/26}

 

AP: Stun 4 (“stun bomb v2”; Extras: Area [General, Burst, 20 ft. radius], Range [Ranged]; PF: Sedation; Drawbacks: Full Power, Reduced Range [5 40 ft. increments]) {15/26}

 

Vehicle/Mobile HQ: Weltraumwohnmobil

Spoiler

Archeville's Vehicle/Mobile HQ: Weltraumwohnmobil ("Space Mobile Home") [167 EP]

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

 

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

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

Defense: 6 {0p}

Toughness: 15 {0p}

[5+0+0+0 = 5P]

 

FEATURES [24P]

Alarm 2 (DC 25)

Communications

Computer

Dual Size 2 (STR  & Toughness based on interior, Defense based on exterior)

Navigation System 3 (+15)

Remote Control

Rooms 14 (Garage, Gym, Hangar, Holding Cells, Infirmary 2 [MW], Library 2 [MW], Laboratory 2 [MW], Living Space, Personnel, Workshop 2 [MW])

 

 

POWERS [14 + 12 + 18 + 10 + 4 + 43 + 37 = 138p]

 

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

 

BE: Concealment 6 (“EM cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 12 (Stealth 12 [+12]) {1pp} {9+3=12/12p}

 

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) {11/12}

 

Energy-Matter Converters 5 (10 points; PFs: Alternate Power 2) [12p]

 

BE: Corrosion 3 (“recyclers”) {9/10p}

 

AP: Create Object 3 (“replicators”, 3 5-10 ft. cubes, Toughness 3; Extra: Duration [Continuous]; Flaw: Permanent; PFs: Innate, Precise, Progression, Subtle) {10/10}

 

AP: Transform 1 ("replicators", Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Precise, Progression [Mass] 3 [10 lbs.]) {10/10p)

 

Flight 9 (5,000 mph) [18P]

 

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

 

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

 

Super-Senses 43 (Accurate, Analytical, and Extended 3 [10,000 ft. {1.89 miles} increment] on all Radio senses [12], Analytical, Extended 3 and Radius for all Visual senses [10]; 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]) [12+10+1+1+2+3+2+1+1+1+1+1+1+1+1+4 = 43P]

 

Weapons Systems 12 (24 points; PFs: Alternate Power 5, Improved Range 3 [range increment of rank x 100 feet], Indirect 2, Progression [Range] 3 [max range = rank x 1,000 feet]) [37p]

 

BE: Blast 12 (“surveying & prospecting lasers”) {24/24}

 

AP: Dazzle Radio & Visual 8 (“EM Sensor Overloader”) {24/24}

 

AP: Drain Toughness 16 (“EMP Blasters”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {16p} + Blast 16 (“EMP Blasters”; Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {8P} {16+8=24/24p}

 

AP: Illusion 12 (“sensor ghosts”; radio group; PFs: Precise, Progression [Area] 8 [2,500 ft. radius]) {21/24}

 

AP: Move Object 12 (“tractor beam, narrow”; STR 60) {24/24p}

 

AP: Move Object 8 (“tractor beam, wide”; STR 40; Extra: Area [General, Burst, 40 ft. radius]) {24/24}

 

 

Cost: Size 5 + Str 0 + Toughness 0 + Features 24 + Powers 138 = 167 EP (Equipment 34)

 

 

POWERS: 5 + 8 + 15 + 17 + 19 + 2 + 37 + 37 = 140PP

His Comprehend & Mental Quickness have the Training descriptor, everything else has the Super-Science and Technology (and specifically Nanotechnology) descriptor.  His Gravitic Defense and Gravitic Movement systems obviously also have the Gravity descriptor.

 

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

 

Cyberkinetic Container 1.6 (8 points) [8PP]

 

Comprehend 2 (electronic 2 [speak to, understand]) [4PP]

 

Datalink 2 (100 feet, radio; PF: Machine Control) [3PP]

 

Super-Senses 1 (radio) [1PP]

 

Gravitic Defensive Systems 7 (14 points; PF: Alternate Power) [15PP]

 

BP: Impervious Toughness 12 (“deflector shield”; note: Sustained Active effect) {12pp} + Shield 2 {2pp} {12+2=14/14PP}

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

 

AP: Concealment 6 (“electromagnetic cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 16 (Stealth 16 [+16]) {4pp} {9+4=13/14PP}

[Toughness is +14, Defense +8 (+3 flat-footed), Knockback -7. Defensive PL 11]

 

Gravitic Movement Array 7.5 (15 points; PFs: Alternate Power, Move-By Action/Turnabout) [17PP]

 

BP: Enhanced Reflex Save 5 (to +10) {5} plus Flight 3 (“contragravity”; 50 mph / 500ft per Move Action; PFs: Defensive Roll, Evasion, Instant Up, Subtle) {10} {5+10=15/15PP}

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

 

AP: Teleport 6 (“wormhole”; 600 ft. per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy) {15/15PP}

 

Nanotech Enhanced Brain Array 8 (16PP Array; PFs: Alternate Power 4; Drawback: Action [Move] to change configuration) [19PP]

 

BP: Enhanced Feats 3 (Challenge 3 [Fast Work for Craft {Chemical, Electronic, Mechanical}]) {3} plus Enhanced Intelligence 10 (“enhanced intellect”; to 34 [+12]) {10PP} plus Enhanced Quickness 6 (“thinks very fast”; to Quickness 10 [x2,500]; Flaw: Limited [Mental Tasks]) {3PP}  {3+10+3=16/16PP}

 

AP: Enhanced Attack 6 (“enhanced coordination & kinesthetics”; to +14) {12} and Enhanced Feats 4 (Accurate Attack, All-Out Attack, Defensive Attack, Power Attack) {4} {12+4=16/16}

 

AP: Enhanced Charisma 16 (“enhanced presence”; to 24 [+7]) {14PP} {16/16PP}

 

AP: Enhanced Datalink 0 (“ghost in the machine”; adds to Datalink 2; Extra: Area 2; Flaw: Distracting 2; PFs: Rapid 3 [x1,000], Selective, Subtle) {5pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [Sustained]; Flaw: Medium [technological sensors]) {10pp} {5+10=15/16pp}

[Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from this combines with Dok's Mental Quickness 4 to get Quickness 14 (x25,000); can do an extended search of a 100 ft. radius [200 ft. diameter] area in 0.48 seconds (or Take 20 and do it in 0.96 seconds).]

 

AP: Enhanced Wisdom 16 (“enhanced awareness”; to 34 [+12]) {16/16PP}

 

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

 

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

Sample Settings:

Spoiler

Sample Settings

  • Blast 16 (“EM Spectrum Blast I”; Flaw: Action [Full Round] or Distracting or Unreliable; PF: Variable Descriptor [any electromagnetic]) {16/20}
    • (a PL 12 attack, or PL 15 w/ Enhanced Attack Mind)
  • Blast 10 (“EM Spectrum Blast II”; PF: Variable Descriptor [any electromagnetic]; Drawback: Reduced Range [5 100-ft. increments]) {20/20}
    • (a PL 9 attack, PL 12 w/ Enhanced Attack Mind)
  • Electrical, Light, Magnetic, Microwave, or Radiation Control 10 and associated APs as alternative settings (“electromagnetic manipulation”) {20/20}
  • Drain Toughness 16 (“EMP Touch”; Extras: Affects Objects, Linked [ Strike ] ; Flaws: Limited [Objects], Limited [Electronics]) {8} plus Strike 16 (Extras: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) {6} {8+6=14/20}
    • (a PL 12 attack, or PL 15 w/ Enhanced Attack Mind)
  • Drain Toughness 12 (“EMP Burst”; Extras: Affects Objects, Area [General, Burst, 60 ft. radius], Linked [ Strike ]; Flaws: Limited [Objects], Limited [Electronics]) {12} plus Strike 12 (Extras: Area [General, Burst, 60 ft. radius], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) {6} {12+6=18/20}
  • Drain Toughness 10 (“EMP Blast”; Extras: Affects Objects, Linked [Blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) {10} plus Blast 10 (Extra: Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) {5} {10+5=15/20}
    • (a PL 9 attack, PL 12 w/ Enhanced Attack Mind)
  • Enhanced Datalink 3 (“enhanced ‘ghost in the machine’”; to Datalink 5 [5 miles]; Extra: Area; Flaw: Distracting) {3pp} + Enhanced ESP 3 (to ESP 5; all senses, 5 miles; Extras: Action [Free], Duration [Sustained]; Flaw: Medium [technological sensors]) {15} {3+15=18/20}
    • [Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from “Ghost in the Machine” combines with Dok's Mental Quickness 4 to get Quickness 14 (x25,000); can do an extended search of a 5 mile radius [10 mile diameter] area in 0.72 seconds (or Take 20 and do it in 14.4 seconds).]
  • Enhanced Flight 8 (“maximum overdrive;” to Flight 11 [25,000 mph / 250,000 feet per Move action]) {16/20}
    • (can achieve escape velocity [from Earth] at this speed)
  • Enhanced Skills 16 ("masterwork databases & tools"; +2 on up to 8 skills that can be assisted with masterwork tools) {4/20}
  • Enhanced Teleport 4 (“lunaport”; adds to his own Teleport 6 for a total of Teleport 10 [1,000 feet/Earth to Moon]; PFs: Progression 4 [2,500 lbs. cargo]) {12/20}
  • Enhanced Teleport 0 (“mass transit”; Extras: Accurate and Portal on the Teleport 6 he already has; PFs: Progression 2 [25 ft. diameter portal]) {20/20}
  • Immunity 10 ("sealed systems"; life support, starvation & thirst; Flaw: Limited [half effect]) {5/20}
    • (with his existing Immunity to Fort effects, this gives him full life support)
  • Strike 16 (“electromagnosaber I”; PFs: Improved Critical 2 [18-20], Variable Descriptor [any electromagnetic]) {19/20}
    • (a PL 12 attack, or PL 15 w/ Enhanced Attack Mind)
  • Strike 10 (“electromagnosaber II”; PFs: Extended Reach [+5 ft.], Improved Crit 2 [18-20], Variable Descriptor [any electromagnetic]) {14/20}
    • (a PL 9 attack, or PL 12 w/  Enhanced Attack Mind)
  • Super-Senses 12 (“tricorder”; analytical for all radio [2], extended for all radio [2], tracking for all radio [2]; detect electromagnetic radiation 3 [radio], detect physical objects 3 [radio]) {12/20}

 

Default Setting

Enhanced Skills 16 (“masterwork tools”; +2 to Computers, Craft [Chemical, Electrical, and Mechanic], Disable Device, Investigate, Knowledge [Technology], and Medicine) {4}

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

Super-Senses 13 (“electromagnetic senses”; Accurate for Radio [2], Analytical for Radio, Analytical for all Vision [2], Extended on Vision, Penetrates Concealment on Vision [4], communication link [w/ Weltraumwohnmobil; radio], infravision, ultravision) {13}

{4+1+13=18/20}

 

Technorganic Form 7.4 (37 point Container, Permanent Duration) [37PP]

 

Enhanced Constitution 16 (to 24/+7) [16PP]

 

Immunity 30 (Fortitude effects; Flaw: Limited [1/2 effect]) [15PP]

 

Protection 5 (technorganic flesh) [5PP]

 

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

 

 

DRAWBACKS: -0PP

 

 

TOTALS

Abilities (16) + Combat (28) + Saving Throws (8) + Skills (34) + Feats (24) + Powers (140) - Drawbacks (0) = 250/250 Power Points

 

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

 

With his mind set to Enhanced CHA or WIS (the default when he's out & about), and without using his home labs/tools or "Screwdriver," he's at +18 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), equal on Computers (+18), slightly behind on Crafts (+20), and noticeably behind on DisDev, Know/Phy Sci, and Know/Tech (+22).

His home lab/tools bump his Computers, Crafts, and DisDev up to +20, which is better, but still lagging behind in some areas.

Mental Quickness is at 4 (x25)

 

With his Enhanced INT active & using his home labs/tools, Dok is at +25 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 10 (x2,500)

 

Quickness/Mental Quickness applies to the Design phase of Inventing, but not the Construction phase.  But the Challenge (Fast Task) feats for his Craft skills would (should?) help with the Construction phase.

Edited by Dr Archeville

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I finally figured out some formatting tricks!  (Don't copy/paste from Google Docs, do so from Word or OpenOffice).

 

Removed Connected & Contacts -- I figured those would've been burned post-ArchEvil, and it's not like he could easily call on them when he's out in SPAAACE anyway -- and replaced them with Online Research and Well-Informed.  Also redid his skills a bit, he now has some Knowledge (Earth Sciences), which'll be useful when he's studying alien worlds!  And I've got his Veteran Rewards (using three of 'em!) up, for his revised Utility Belt/Coat and slick new Space Winnebago.

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