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Dr Archeville

Chevalier (PL15 NPC, Tier 2)

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Characters Name: Chevalier ("the Knight")

Power Level: 15 (250/250PP)

Trade-Offs: -1 Defense / +1 Toughness

Unspent PP: 0

In Brief: Scourge of the Supernatural! Defender of the Innocent!

German Omnidisciplinary Science-Hero whose madness/pseudonatural heritage has finally overwhelmed him. He will rule you all, for he is the only one fit to do so, but first he must wipe out your superstitions and ignorance!

Alternate Identities: Jean-Louis Baudet

Viktor Heinrich Archeville

Identity: Secret

Birthplace: Marseille, France

Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth)

Occupation: Many and Varied; supernatural hunter

Conqueror

Affiliations: None

ArcheTech (CEO and Majority Shareholder), Freedom League (mole since January 2010), The Interceptors (Founder, Secret Backer/Director/Strings-Puller)

Family: Amelie (sister, whereabouts unknown)

Cynthia Bauer Archeville (Mother, Deceased); Varick Archeville (Father, Incarcerated); Verrill Archeville (Paternal Grandfather, Deceased); more

here.

Age: 39 (DoB: July 1971)

Age: 33 (DoB: June 1977 / August 18, 2010)

Apparent Age: N/A

Gender: Male

Ethnicity: French

Ethnicity: German Human/Deep One [or Something] Hybrid

Height: 6'2" (1.88 meters) in armor

Height: 5'10" (1.78 meters) out of armor

Weight: 225 lbs. (102.06 kg) in armor

Weight: 151 lbs. (68.49 kg) out of armor

Hair: None

Hair: Crimson

Eyes: Unknown; concealed by lenses

Eyes: Black, like a doll's

[floatr][/floatr]

Description: Chevalier's powered armor has an electric blue framework, and golden helmet, pauldrons, breastplate, belt/trunks, gauntlets, and boots. Panels on the hands, arms, and body reveal the presence of various weapons, and the ports in the soles of its boots and along the back are obviously jets. He sometimes wears a scarlet hooded cloak over it all.

[floatl]

[/floatl]The man inside is no longer the man he once was. Archeville's skin is covered in fine black scales, and his lips and gums are green. (His blood is blue-purple.) His pupils are unnaturally wide, making his now-bulging eyes look almost completely black; his mouth, now half again wider than usual, is full of two rows of teeth, one needle-like and one triangular. His arms and legs have become more slender, almost willowy, but his hands and feet are broader and distended; green webbing sprouts between his fingers and toes, which now end in nasty talons. When agitated, fins extend from his arms and back. Eerily, his hair remains, though it is now an unnaturally vibrant shade of crimson, and swirls about him (even when the air is still) like the trailing tentacles of a poisonous sea creature.

The gold-and-blue armor of Chevalier can, at a simple command, change to the black-and-red spiked armor of Arch-Evil. When an electric current was applied to the cape, the shape-memory fibers align into a semi-rigid form resembling a demon's wings

History: Born in Marseilles, France, Jean-Louis Baudet took to the responsibilities of parenthood at an early age, when his parents died in a boating accident, leaving the 17 year old alone to care for his decade-younger sister. Trust funds and a few investments alleviated some of their financial worries for the first year or so, but Jean-Louis needed work, so he took odd jobs here and there. He always made sure to keep little Amelie's spirits up, and never let her in on just how close they came to losing everything (which was often).

This all came to a horrific end one chill night in October 1998, when an evil sorcerer broke into their home and attacked. The mystic babbled and ranted, but not anything Jean-Louis could understand for a motive, but he knew he was a threat, so he fought back with all his might. But he was no match for the vile sorcerer's mystical might, and he fell to the blasts, his sister's screams of terror the last sound he heard.

Or so he thought. He awoke days later in a hospital, rescued by police and a few low-level superheroes responding to the call. There was no sign of his sister, but Jean-Louis knew she was still alive, somewhere. He began his own search, redoubling his efforts when the police called it off after several months. In his searches, he found and fought many minor supernatural menaces (other evil sorcerers, minor demonlings, werewolves, vampires, and so on), aided by the web of contacts (and the unusual equipment they provided him) which he had made in his many years doing all sorts of odd jobs. Many times he came close to meeting his own end, the worst being the time he tangled with a pyromaniac summoner and his fire elementals. Though Jean-Louis stopped them, the massive burns and the damage to his lungs he sustained seemed to put a end to his battle. Instead, it merely strengthened his resolve, and he and his allies fashioned a wearable life support unit upon which armor and weapons and other systems could be attached. Inspired by the armored forms of Roland and Charlemagne's paladins, Jean-Louis took the name Chevalier ("the Knight").

Following leads the the sorcerer had fled to Freedom City, and with a young woman whose description matches that of his sister, Chevalier has come to America. And just in time, for the streets of Freedom are flooding with the undead.

[floatl]

[/floatl]This is all a lie, a carefully crafted one with lots of forged records to back it up. Here's the truth.

Brilliance. Long life. Madness. These are the heritage of the Archeville family line, due to seeds lain by unnatural hands. It has reached its thirteenth generation, and now those seeds bear a terrible crop.

Viktor Archeville is one of the greatest scientific minds on Earth, and like many scientists, he scoffs at the idea of magic and the supernatural. He saw it as just another expression of metahuman ability, one that could, if properly studied, be tracked and understood and controlled and replicated; stories of family lines of sorcerers witches, and of curses passed on via bites, certainly seemed similar to heritable mutations and viral infections, like the hundreds of others seen in the superhuman world.

But it was not just scientific curiosity and a desire to know how things worked that shaped this view. Archeville had always felt magic was 'wrong' on an instinctual level; one might even call it a phobia. He tried not to let it overpower his rational thinking, and even worked with mages and werewolves and vampires without being too prejudicial. However, the source of this phobia was not from some early childhood trauma, but from the same source as his superhuman mental abilities: his tainted bloodline. The Deep Ones that altered his distant ancestor did so in hopes of creating an agent who would work against other supernatural beings and spellcasters -- the ones best suited to combat their indescribably horrific masters.

For decades these seeds lay semi-dormant in Archeville's ancestors, and in Archeville himself, manifesting in half-remembered dreams of conquest or bouts of 'sleep-inventing' where he'd wake up and find he'd written out schematics for a death ray. It awaited the proper catalyst, the proper time, to fully awaken. These came when Archeville was visiting the home of Jack and Taylor Faretti; as he debated the 'realness' of magic with Avenger, he picked up a random spellbook from a shelf and read a passage aloud, expecting nothing at all to happen. But the spellbook was not on some random shelf, it was in a pocket dimension that should not have been visible or accessible to anyone but Phantom, and the book itself was a nigh-indestructible tome taken from a band of cultists. Archeville's reading summoned forth squrms, flying cyclopean squid-things from another dimension wielding powerful magic and a cunning intellect. Wander, Kid Cthulhu, and Archeville stopped them, but they did not notice the mental/spiritual damage done to Archeville.

Later that night, as soon as Archeville fell asleep, he sat back up, a new personality driving his warping body. He looked at its surroundings, at what he had to work with, and hatched a series of horrible plans. His goal: the eradication of those ignorant, superstitious fools! And what better way to start then by dressing up as a hero, one with a tragic past, and fighting the 'supernatural' in plain sight?! (There would be more, of course -- much more -- but this was a fine start.)

Personality & Motivation: Chevalier affects a standoffish attitude most of the time and has a strong fatalistic streak. He tends to assume the worst-case scenario, believing this keeps him from having to deal with unpleasant surprises; if anything good or lucky happens around him, he's likely to sigh and mutter that it won't last. Some may think he does this intentionally, or at least exaggerates his own fatalism, to avoid others getting close to him.

Chevalier cannot live for long outside of the suit, and never removes any part of it. He declines all offers to heal him; he will not take the time to do so, and he uses the near-constant pain as a driving force, to make sure no one else suffers as he has at the hands of supernatural evil.

Archeville's callous and cruel "Id" is now in charge and unrestrained, though focused (more than usual) on anti-supernatural actions. He is just restrained enough to plan and plot, at least for a while; eventually he will go out and start shooting up supernatural beings.

How does Evil!Archeville explain his appearance? "An alteration to my mutation, catalyzed by exposure to extranormal energies, exchanging my mental fortitude with a more physical form." He still believes all magic is hokum and bunk, but now he's paying more attention to and actively studying it, the better to eradicate it.

He does not have Normal!Archeville's faculty for languages, and by default speaks in German. However, when disguised as Chevalier, he speaks French or English with a noticeable but not heavy French accent.

And just as Evil!Archeville ranted and struggled and raged for so long inside Viktor, Viktor's own good side is present deep inside Evil!Archeville, struggling to break free. Archeville continues to be his own most persistent enemy...

Quote: "No further, foul creatures! This city is under my protection, and you have made a grave error coming here."

"

"

Powers and Tactics: Chevalier's advanced suit of powered armor incorporates many of the standard battlesuit features: durable plating enhanced by a force field, strength enhancements, life support, flight systems (jets in the boots and back), and a suite of advanced sensors and communicators. Tiny cameras studded all over the armor allow him to see in all directions about him, and radar and sonar systems allow him to pinpoint beings invisible to technological visual sensors (like some vampires). It is also equipped with all manner of anti-supernatural weaponry, such as a powerful flamethrower and UV lights, projectiles of assorted materials (iron, silver, wood), and retractable plates and spikes of those materials over his fists, knees, and other striking surfaces, as well as an assortment of conventional (though potent) energy blasters, including freeze rays and sonic cannons. Psionic scramblers in the helmet protect him from mind control, and has helped against enchantresses who attempted to show him his heart's desire, but failed when they could not read his mind. One notable flaw in the armor's design is that the reinforcing force field cannot withstand sustained fire, losing effectiveness over time until shut down and recalibrated/recharged.

Chevalier's primary assets in most crisis situations are his discipline, common sense, and experience. He works well in a team (though he does not like doing so), and knows how to utilize his tactical resources to best advantage. If he gets the opportunity, he reads up in his extensive files about any target he expects to encounter. Whenever possible, e stakes out the high ground in a battle, deploying himself and any other fliers to corral and pin down opponents with fire from above.

The psionic scramblers also prevent nosy heroes from learning who's really in the suit, and signal scramblers in the teleport and communications systems prevent (easy) tracking. He does not share the fact he has a cloaking field, and many of the systems of the suit are bigger and bulkier than what he could make in order to give "Chevalier" a bigger, beefier profile. He rarely needs to worry about running out of ammo, due to the nanofac in the suit which can take in raw materials (like pollutants in the atmosphere) and convert them into more bullets.

Then there's Evil!Archeville himself: stronger, tougher, and well-adapted to an aquatic existence. Archeville's "Id" comes out when Archeville sleeps; like many sea creatures, parts of his brain sleeps in shifts, so one part of him is always awake. The "Id" may also come out if Archeville is severely angered or belittled, though he would have no memory of it; Normal!Archeville has no idea he's doing this (and Evil!Archeville is sure to erase or edit any recordings in his labs), much less any control over it. The change from Evil!Archeville to Normal!Archeville takes slightly longer than going from Normal!Archeville to Evil!Archeville, as his evil side does not like giving up control.

Eventually, Evil!Archeville will learn to manifest without causing the body to change (i.e., use Morph but not the Metamorph). He will still prefer to be in his 'natural' Deep One-esque form, though.

Abilities: 4 + 2 + 0 + 14 + 8 + 0 = 28PP

Strength: 34/14 (+12/+2)

Dexterity: 12 (+1)

Constitution: 24/10 (+7/+0)

Intelligence: 24 (+7)

Wisdom: 18 (+4)

Charisma: 10 (+0)

Combat: 18 + 16 = 34PP

Initiative: +7

Attack: +9 (ranged), +15 (Blast or melee); +9 out of armor

Grapple: +19, +34 in Armor w/ Enhanced Str; +13 out of Armor

Damage: +2 (unarmed), +3 (claws/fangs), +12 (enhanced Str punch), +13 (enhanced Str claw), +13 (Blast); +2 more w/ Sneak Attack

Defense: +12 (+8 Base, +4 Shield), +4 Flat-Footed

Knockback: -15/-8/-1

Saving Throws: 4 + 5 + 4 = 13PP

Toughness: +16 (Imp 14 [Fades]); +2 without Armor (+0 Con, +2 Protection from Deep One form; +7 Con and +7 Protection from Armor [imp 14, Fades])

Fortitude: +4/+11 (+0 Con, +4; +7 more Con from Armor)

Reflex: +6 (+1 Dex, +5)

Will: +8 (+4 Wis, +4); Immunity (half) to mental effects in Armor

Skills: 140R = 35PP

Bluff 10 (+10)

Computers 14 (+21, +27 at HQ)*

Craft (Chemical) 14 (+21, +27 at HQ)**

Craft (Electronic) 14 (+21, +27 at HQ)**

Craft (Mechanical) 14 (+21, +27 at HQ)**

Craft (Artistic or Structural) 0 (+7, +13 at HQ)

Disable Device 14 (+21, +27 at HQ)*

Disguise 0 (+0; +30 w/ Morph)

Gather Information 5 (+5, +11 at HQ)

Knowledge (Earth Sciences) 7 (+14, +20 at HQ)

Knowledge (Life Sciences) 7 (+14, +20 at HQ)*

Knowledge (Physical Sciences) 7 (+14, +20 at HQ)*

Knowledge (Technology) 14 (+21, +27 at HQ)*

Knowledge (Any Other) 0 (+7, +13 at HQ)

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

Medicine 4 (+8, +14 at HQ)

Notice 5 (+9, +15 at HQ)

Search 0 (+7, +13 at HQ)

Sense Motive 5 (+9)

* = Skill Mastery

** = Skill Mastery and Second Chance

Feats: 21PP

Beginner's Luck

Benefit 5 (Access to ArcheTech, Access to the Freedom League, Wealth 3 [Filthy Rich])

Eidetic Memory

Environmental Adaptation (Aquatic)

Improvised Tools

Inventor

Jack-of-All-Trades

Master Plan

Online Research

Quick Draw

Second Chance 3 (Craft [Chemical, Electronic, Mechanical] checks)

Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Knowledge [Life Sciences, Physical Sciences, Technology])

Sneak Attack

Speed of Thought

50 + 25 = 75/75EP

Archeville's Array of HQs (45+5=50ep)

HQ no.1: Schloss Wissenschaft ("Science Castle") (45ep)

Location: Near Donaueschingen, Germany.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20; Features: Combat Simulator 2 (Attacks & Realistic Illusions), Communications, Computer, Concealed (appears to be a merely Huge Castle), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dock, Fire Prevention System, Gym, Hangar, Holding Cells (Nullify Metahuman/Mutant Powers 15), Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no.3 (Enhanced Skills/Others), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Healing), Power no.6 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Workshop. [4+3+38 = 45/45]

Power no.1: Communication 10 (audio, radio and visual; Extra: Area [entire globe and the Moon]; PF: Selective, Subtle) and Linked Comprehend 4 (languages 4 [can transmit & receive multiple languages simultaneously, voice and text]) ("Communications Override") [22*3 + 8 = 74/90p]

Power no.2: Enhanced Feats 2 (Contacts, Well-Connected) plus Enhanced Skills 168 (+6r to Computers, Craft [Artistic], Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Disable Device, Disguise, Gather Information, Investigation, Knowledge [Arcane Lore], Knowledge [Art], Knowledge [behavioral Sciences], Knowledge [business], Knowledge [Civics], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [History], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [streetwise], Knowledge [Tactics], Knowledge [Technology], Knowledge [Theology and Philosophy], Medicine, Notice and Search; Useable By Others) ("Cutting-Edge Equipment, Masterful Libraries, Pattern Recognition Software, and Uber-RSS Feeds") [2+42=44/60p]

Power no.3: Enhanced Skills 72 (+6r to Computers, Craft [Chemical], Craft [Electrical], Craft [Mechanical], Craft [structural], Knowledge [Current Events], Knowledge [Earth Sciences], Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Popular Culture], Knowledge [Technology], and Medicine; Useable By Others; PFs: Progression 10 [up to 2,500 users simultaneously]) ("Educational Computers") [18+10=28/30p]

Power no.4: ESP 10 (all senses, 200,000 mile range [entire planet, as well as satellites in orbit]; Extras: Duration [sustained], No Conduit; Flaw: Medium [cameras for visual, microphones/listening devices for auditory and radio, chemsniffers for olfactory, pressure sensors for tactile, etc.]; PFs: Rapid 5 [x100,000], Subtle) and Linked Comprehend 2 (languages; understand and read all) ("Sensor Tap, with Instant Translation") [56+4=60/60p]

Power no.5: Healing 9 (Extra: Affects Objects; PF: Regrowth) ("Arzthelferin") [28/30p]

Power no.6: Super-Senses 50 (Accurate, Analytical, and Extended 2 [1,000 ft. increment] on all Radio senses [10]; Radius for all Visual senses [2]; communication link 6 [with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Haus von Archeville, and two ArcheTech facilities {the corporate HQ in Freedom City, and the Berlin facility}] [radio] [6]; tracking extradimensional awareness [radio] [2]; tracking detect energy [radio] [2]; detect metahuman/mutant powers [radio] [1]; detect technology [radio] [1]; detect time [radio] [1]; infravision [1]; low-light vision [1]; microscopic vision 4 [4]; acute analytical precognition [Flaw: Only for predicting macro-scale trends and behaviors] [mental] [3]; radio (with accurate, this is also radar) [1]; analytical scent [analytical and acute for olfactory {i.e., gas chromatographs & chemsniffers}] [2]; trace teleport [radio] [1]; extended tremorsense [accurate extended {100 ft. increment} ranged touch {i.e., seismographs & motion detectors}] [3]; ultra-hearing [1]; ultravision [1]; x-ray vision [Drawback: not through lead] [3]) ("Oodles of Sensors and Analytical Equipment") [10+2+6+2+2+1+1+1+1+1+4+3+1+2+1+3+1+1+3 = 46/60]

Power no.7: Teleport 10 (200,000 miles; Flaw: Limited [only to any Arche-Tech facility, ArcheStern, Fjölnirskraft, and Haus von Archeville]; PFs: Change Direction, Progression 6 [10 tons of cargo]) ("Schwarzschild Wormwole Aperture Producer") [17/30p]

Note: since the teleporters do not have the Accurate extra, they can only send people to places where the user's own accurate senses (enhanced by the ESP and Super-Senses of the HQ) can perceive, in addition to only being able to send people to a few select spots. And since most of his long-range sensors are Radio-based, then if, say, the Freedom City ArcheTech HQ is in an Obscure (Radio & Visual) effect, that will block any of his teleporters from evacuating anyone from or sending anyone to that place (and he'd need to go in personally).

HQ no.2: Haus von Archeville (Doktor Archeville's Hanover Home) (44/45ep)

Location: Hanover, Freedom City, USA, between the Albright Institute and ASTRO Labs.

Appearance/Details: See here and here.

Size: Huge/Small (Castle/House-sized); Toughness: 20 (Imp 15); Features: Communications, Combat Simulator 2 (Attacks & Realistic Illusions), Computer, Concealed (appears to be a Small house), Defense System no.1 (Blast 13 [PFs: Affects Insubstantial 2, Variable Descriptor 2 {any technological}], +15 to hit), Defense System no.2 (Snare 14 [PFs: Affects Insubstantial 2], +15 to hit), Dual Size, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Communication/Comprehend; as Power x3), Power no.2 (Enhanced Feats & Skills; as Power x2), Power no. 3 (ESP/Comprehend; as Power x2), Power no. 4 (Healing), Power no. 5 (Impervious Toughness), Power no. 6 (Super-Senses; as Power x2), Power no. 7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Think-Tank, Workshop. Cost 3+3+38 = 44/45ep.

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.3: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.4: Same Healing as at Schloss Wissenschaft. [28/30p]

Power no.5: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and two ArcheTech facilities [the corporate HQ in Freedom City, and the Berlin facility] [46/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]

HQ no.3: ArcheTech Facilities (39/45ep)

Location: Worldwide. Corporate HQ is in Hanover, Freedom City, USA.

Appearance/Details: See here and here.

Size: Large; Toughness: 15 (Imp 10); Features: Animal Pens, Communications, Computer, Defense System (Stun 9 [Extra: Range/Ranged; PF: Sedation], +14 to hit), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Metahuman/Mutant Powers 15, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power no.1 (Enhanced Feats & Skills; as Power x2), Power no.2 (Enhanced Skills/Others), Power no.3 (ESP/Super-Senses), Power no.4 (Impervious Toughness), Power no. 5 (Super-Senses; as Power x2), Power no.6 (Teleport), Power no.7 (Teleportal), Power System, Security System x6 (DC 45), Think-Tank, Workshop. Cost: 2+2+34 = 39/45ep.

Power no.1: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.2: Same Enhanced Skills Usable by Others as at Schloss Wissenschaft. [18+10=28/30p]

Power no.3: ESP 4 (visual and auditory, 1 mile [entire interior of building & adjoining parking lots/decks]) and Super-Senses 13 (accurate for auditory senses [motion detectors], acute radius detect metal [radio sense], infravision, radio, ultra-hearing, ultravision, x-ray vision [Drawback: not through lead]) ("Sensor Net") [12+12=24/30p]

Power no.4: Impervious Toughness 10 (force screen; Sustained Active effect) [10/30p]

Power no.5: Same Super-Senses as at Schloss Wissenschaft, plus 4 additional Communication Links. Communications links with Archeville's electromagnetic screwdriver, Archestern, Fjölnirskraft, Schloss Wissenschaft, and six ArcheTech facilities [the corporate HQ in Freedom City, and five other facilities with similar areas of focus.] [52/60p]

Power no.6: Same Teleporter as at Schloss Wissenschaft. [17/30p]

Power no.7: Teleport 6 (600 feet/20 miles; Extras: Duration [sustained], Portal; Flaw: Others Only; PFs: Change Direction, Easy, Progression [Portal Size] 2 [25ft x 25ft]). [28/30p]

Note: Portal is a +2 Extra because it's basically Duration (Instant to Concentration) & Affects Others + Self (+1). But the HQ itself can't pass through the portals it creates, thus, the Limited (Others Only) Flaw becomes viable.

HQ no.4: Fjölnirskraft ("Fjölnir's Power/Strength") (42/45ep)

Location: The Pacific Ocean.

Appearance/Details: See here and here.

Size: Gargantuan; Toughness: 20 (Imp 15); Features: Communications, Computer, Defense System no.1 (Blast 9 [Extra: Penetrating; PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System no.2 (Paralyze 9 [Extras: Alt Save {Fortitude}, Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}; max range ~1.0 miles]; +15 to hit), Defense System 3 (Stun 8 [Extra: Range {Ranged}, PFs: Improved Range 1 {225 ft. increments}, Progression 1 {25 increments}, Sedation; max range ~1.0 miles]; +15 to hit), Dock, Fire Prevention System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend; Power x3), Power no.2 (Additional Limbs/Concealment/Elongation/Swimming), Power no.3 (Enhanced Feats & Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Impervious Toughness), Power no.6 (Super-Senses; as Power x2), Power no.7 (Super-Strength), Power no.8 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [4+3+36 = 43/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft. [74/90p]

Power no.2: Additional Limbs 4 (8 tentacles fore, 2 midships; "Manipulatory Tentacles"), Concealment 4 (all auditory and all radio; PF: Close Range; "Anechoic Radar Absorbent Coating"), Elongation 8 (1,000 feet; Flaw: Only for Additional Limbs; "Manipulatory Tentacles"), and Swimming 6 (100 mph/87 knots; PF: Subtle; "Magneto-Hydrodynamic Propulsion System") [4+9+4+7=24/30p]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Impervious Toughness 15 (force screen; Sustained Active effect) [15/30p]

Power no.6: Same Super-Senses as at Schloss Wissenschaft, but replace precognition & trace teleport (-4 ranks) with accurate and extended 2 for ultrasonic hearing (i.e., extended 2 [1,000 ft. increment] sonar). [46/60p]

Power no.7: Super-Strength 15 (effective Str 75) [30/30p]

Power no.8: Same Teleporter as at Schloss Wissenschaft. [17/30p]

HQ no.5: Archestern ("Arche-Star") (45/45ep)

Location: Geosynchronous orbit (approximately 22,000 miles above sea level) over South America.

Appearance/Details: See here and here.

Size: Colossal; Toughness: 20; Features: Communications, Computer, Defense System no.1 (Blast 12 [PFs: Improved Range 3 {1,200 ft. increments}, Progression 3 {100 increments}; max range ~22.7 miles], +15 to hit), Defense System no.2 (Move Object 13 [tractor beams, Str 65; PFs: Indirect 2, Subtle], +15 to hit), Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Communication/Comprehend/Flight; as Power x3), Power no.2 (Universal Translator; as Power x2), Power no.3 (Enhanced Feats/Skills; as Power x2), Power no.4 (ESP/Comprehend; as Power x2), Power no.5 (Gravity Control; as Power x2), Power no.6 (Healing), Power no.7 (Super-Senses; as Power x2), Power no.7 (Teleport), Power System, Security System x6 (DC 45), Self-Repairing, Workshop. [5+3+37 = 45/45ep]

Power no.1: Same Communication/Comprehend as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [74+4=78/90p]

Power no.2: Comprehend 4 (languages; Extras: Affects Others, 10,000-ft. Burst Area [entire satellite]; PFs: Progression 8 [2,500 ft. per rank]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix; "Near-Universal Translators") [16+8-1=23/30 points]

Power no.3: Same Enhanced Feats & Skills as at Schloss Wissenschaft. [2+41=43/60p]

Power no.4: Same ESP/Comprehend as at Schloss Wissenschaft. [51/60p]

Power no.5: Gravity Control 10 (50-to-5,000-ft. radius, Str 50, Hvy Load 12 tons; Extras: Range [Perception], Selective Attack; PFs: Precise, Progression 6 [500 ft. per rank radius], Subtle). [48/60PP]

Power no.6: Same Healing as at Schloss Wissenschaft. [28/30p]

Power no.7: Same Super-Senses as at Schloss Wissenschaft, minus tremorsense (-3 ranks), add extended 2 for all radio and extended 4 to visual sensors (total of extended 4 for all radio and visual senses, for 100,000 ft. [18.9 miles] increment). [55/60p]

Power no.7: Same Teleporter as at Schloss Wissenschaft. [17/30p]

HQ no.6: Nichtuberall ("Not Anywhere") (41/45ep)

Location: Top Secret

Appearance/Details: See here.

Size: Medium (House-sized); Toughness: 20; Features: Communications, Computer, Concealed x7 (+40 to DC), Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power no.1 (Concealment/Enhanced Feats/Skills), Power no.2 (Enhanced Feats/Skills/Flight; as Power x2), Power no.3 (ESP Dimensional; as Power x3), Power no.4 (Healing), Power no.5 (Nullify Insubstantial), Power no.6 (Obscure), Power no.7 (Super-Senses; as Power x2), Power System, Sealed, Security System x6 (DC 45), Self-Repairing, Workshop. [1+3+38 = 41/45ep]

Power no.1: Concealment 4 (all mental and radio; PFs: Close Range, Selective) and Enhanced Feats 1 (Hide in Plain Sight) and Enhanced Skills 20 (Stealth +20) [10+1+5=16/30p]

Power no.2: Same Enhanced Feats & Skills as at Schloss Wissenschaft, and Flight 2 (25mph; "Positional Adjustment Jets"). [2+41+4=47/60p]

Power no.3: ESP 14 (all, 2 billion miles [can reach Earth]; Extras: Duration [sustained]; PFs: Dimensional 3 [any dimension tech-based ESP could reach, such as parallel dimensions and the Zero Zone], Rapid 5 [x100,000], Subtle) [79P] and Linked Comprehend 4 (Codes 1, Languages 3 [Read/Write/Speak/Understand All Languages]; Drawback: Comprehend takes time to process and assimilate entirely new languages into the translation matrix) [7P] [79+7=86/90]

Power no.4: Same Healing as at Schloss Wissenschaft. [28/30p]

Power no.5: Nullify 4 (all Insubstantial effects; Extras: 400-ft. Burst Area [entire HQ], Duration 3 [Continuous], No Save; Flaws: Range [Touch]; PFs: Progression 4 for Area, Subtle) [29/30p]

Power no.6: Obscure 7 (mental and radio, 500-ft. radius [entire HQ]; Extras: Duration [Continuous], Selective Attack; PF: Subtle) [29/30p]

Power no.7: Same Super-Senses as at Home HQ in Freedom City, minus the Communications Links and tremorsense (-7 ranks), add extended 4 to all visual sensors (100,000 ft. [~18.9 miles] increment) and extended 2 to all radio senses (total extended 4/100,000 feet [~18.9 miles] increment). [51/60p]


Archeville's "Utility Coat" (16+9=25ep)

Detailed here.

Free: Cell phone, Digital camera, Digital audio recorder, Flashlight

BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 30-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 4, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) [16EP]

AP: Blast 3 (throwing discs; Extra: Autofire [5]; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) [15EP]

AP: Corrosion 4 (PFs: Precise, Variable Descriptor [acids or cutting torch]) [14EP]

AP: Dazzle Auditory & Visual 6 (flash-bangs; Extra: Area [General, 30-ft. Burst]; Flaw: Unreliable [5 uses]; Drawback: Full Power, Reduced Range 1 [5 60-ft. increments]) [16EP]

AP: Dazzle Visual 6 (pepper spray; Flaw: Range [Touch]; Drawback: Full Power) + Linked Stun 6 (pepper spray; Drawback: Full Power) [5+11=16EP]

AP: Obscure 3 (25-ft. radius, Visual + Olfactory Senses, smoke pellets; Extras: Independent, Total Fade; PFs: Ricochet; Drawback: Reduced Range 1 [5 30-ft. increments]) [15EP]

AP: Paralyze 6 (paralytic darts; Extras: Range [Ranged], Secondary Effect; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power, Reduced Range 1 [5 60ft Increments]) [15EP]

AP: Snare 4 (Extra: Autofire 2 [+1 rank per 2 points attack exceeds Defense, maximum +4 ranks]; PF: Variable Descriptor [steel-wire bolos or quick-hardening glue-goo]; Drawback: Reduced Range 1 [5 40-ft Increments]) [16EP]

AP: Strike 4 (assorted weapons; PFs: Extended Reach 2, Improved Critical, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning, piercing, or slashing]) [12EP]

AP: Stun 6 (stun bomb v2; Extras: Area [General, 30-ft. Burst], Range [Ranged]; Flaw: Unreliable [5 uses]; Drawbacks: Full Power, Reduced Range [5 60-ft. increments]) [16EP]

Powers: 96 + 6 + 4 + 2 + 3 + 2 + 2 + 4 + 2 = 123PP

Device 24 (Armor; 120 points, Hard to Lose) [96PP]

Communication 5 (radio, 5 mile radius; PF: Subtle) [6PP]

Enhanced Constitution 14 (to 24/+7) [14PP]

Enhanced Feats 10 (combat computer; Accurate Attack, All-Out Attack, Attack Focus [Melee] 6, Improved Aim, Power Attack) [10PP]

Immunity 16 (disease, heat [environmental], mental effects, poison, radiation [environmental], suffocation 1, vacuum; Flaw: Limited [1/2 effect] on disease, mental effects, and poison) [10PP]

    Combined with his own Immunities, he has full Life Support.


Movement Systems 5 (10pp; PF: Alternate Power) [11PP]
    BE: Flight 5 (250 MPH / 2,500 feet per round) [10/10PP]

    AP: Teleport 3 (300 feet / 1,000 feet; PFs: Change Direction, Change Velocity, Subtle, Turnabout) [10/10]

Protection 7 [7PP]

Super-Senses 13 (Radius for All Vision, Infravision, Radar [Accurate Radio sense], Sonar [Accurate Ultrasonic Hearing], Special 2 [negates "dazzled in daylight" drawback), Tine Sense, Ultravision) [13PP]

Variable Defense Field 5.5 (11 points; PF: 1 Alternate Power) [12PP]

    BE: Impervious Toughness 14 (note: Sustained Active effect; Flaw: Ablative/Fades) and Shield 4 [7+4=11/11]

    AP: Concealment 10 (all senses; Flaw: Blending; PF: Close Range) [11/11]

Weapons Systems 15 (30 points; PFs: Affects Insubstantial 2, Incurable, Variable Descriptor 2 [any technological], 2 Alternate Powers) [37PP]

    BE: Blast 13 (PFs: Accurate 3, Split Attack) [30/30]

    AP: Enhanced Strength 20 (to 34/+12) and Super-Strength 5 (with own Super-Str 2, effective Str 69) [20+10=30/30]

    AP: Strike 15 (cone of variable death; Extra: Area [General, 150-ft. Cone]) [30/30]

6+14+10+10+11+7+13+12+37 = 120/120PP

Immunity 7 (aging, cold [environmental], disease, poison, pressure, sleep, suffocation 1 [drowning]; Flaws: Limited [1/2 Effect] for Disease and Poison) [6PP]

Morph 6 (one form [Doktor Archeville], +30 Disguise; PF: Metamorph [to Doktor Archeville]; Drawback: Action 3 [Full Round]) [4PP]

Protection 2 (scaly skin) [2PP]

Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP]

Strike 1 (clawed hands & feet, sharp teeth; PF: Mighty) [2PP]

Super-Senses 2 (darkvision) [2PP]

Super-Strength 2 (effective Str 24) [4PP]

Swimming 2 (5 mph / 50 ft per Move action) [2PP]

Drawbacks: -2PP

Disabled (dazzled [-1 on attack rolls and Notice and Search checks] in daylight; minor, common; -2 points)

DC Block

ATTACK          RANGE      SAVE                 EFFECT
Unarmed Melee DC 17/27 Toughness Damage
Claws/Fangs Melee DC 18/28 Toughness Damage
Blast Ranged DC 28 Toughness Damage
+2 more to DC from Sneak Attack
Cone Strike Area DC 25 Reflex
DC 30/22 Toughness Damage

Abilities (28) + Combat (34) + Saving Throws (13) + Skills (35) + Feats (21) + Powers (123) - Drawbacks (2) = 250/250 Power Points (0 left)


:arrow: So, yeah, this is Evil!Doktor Archeville, unleashed in all his :twisted: glory.

:arrow: His transformation owes as much to Batman Beyond: Return of the Joker as it does to Lovecraft's Deep Ones. His color scheme is in fact a flip of Joker's -- black skin, red hair, green lips, wearing predominantly gold and blue.

:arrow: Perhaps he could show up in some Vignettes, blasting away undead nasties with his lance-flammes (flamethrower)

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