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Artificer (PL 10) -- Dr Archeville


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Artificer

Power Level: 10/11 (built to PL10 caps) (171/173PP)

Unspent Power Points: 3PP

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

 

In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic.

 

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Identity: Public, though largely unknown

Alternate Identity: Heroditus Fabricus Stylianos

Birthplace: Atlantis

Legal Status: Atlantean citizen (minor) with no criminal record

Base of Operations: Claremont Academy

Residence: Claremont Academy Dorms

Occupation: High School Student (Sophomore)

Affiliations: Atlantis, Claremont Academy

Family: Xyles (father), Yrdoste  (mother), Theodora (twin sister)

 

Age: 16 (Date of Birth: September 1st, 2003)

Gender: Male

Species: Human Offshoot (Atlantean)

Height: 6 ft 4 in. (1.93m)

Weight: 210 lbs. (95kg)

Skin: Olive

Hair: Black (very very dark green)

Eyes: Sea Green

 

Tall, sleek, and reasonably attractive, with a long Aquiline nose, sharp cheekbones, and strong jawline topped by sea green eyes.  He keeps his hair -- a shade of green so dark is appears black -- long, and is trying to grow in a beard; he is certain it shall be magnificent.


 

HISTORY

Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth.  Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces.  Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained.

The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military.  Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great.

In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy.  He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts.  He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?!


 

PERSONALITY & MOTIVATION

 

    Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house.  He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft.  He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both).


 

POWERS & TACTICS

 

Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure.  He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters.

Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself.  He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities.  His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing.  

Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology.  It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies.  Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.)


 

COMPLICATIONS

 

Accident: While Heroditus is quite skilled with Atlantean technowizardry for his age, there’s still a lot he needs to learn.  And there’s even more he needs to learn about Surface World technology and magic. So when he tries to test some new bit of mechano-mysticism he’s come up with, or tries combining Atlantean and Surfacer gear, unexpected side-effects can occur.  The GM can give him a Hero Point in exchange for declaring that Heroditus’ experiments have created some sort of hazard, which he must drop his current task to deal with. 

 

Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious.  Exposure to intense heat or other desiccating effects can also cause this.

 

Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety.  He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. The GM can give him a Hero Point in exchange for declaring that Heroditus experiences a major anxiety flare up, rendering him helpless and unable to take any actions. 

 

Where Are The Crystals?: The technology of the Surface World -- modern electronics, or even simple combustion engines -- are as weird and alien to Heroditus as Atlantean techno-magic is to Surface Worlder engineers.  The GM can give him a Hero Point in exchange for declaring that his unfamiliarity with Surfacer technology causes significant setbacks. 

 

-----

 

Power Level: 9 (149/151PP)

Unspent Power Points: 2

Trade-Offs: -2 Attack/+2 Effect w/ Blast, +2 Attack/-2 Effect w/ Move Object; -1 Defense/+1 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: 

None


 

TOTALS:

Abilities (28) + Combat (20) + Saving Throws (7) + Skills (26) + Feats (9) + Powers (80) - Drawbacks (0) = 170/173 Power Points  [3 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)

 

Edited by Thevshi
+2 PP for Jan 2024
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