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Dr Archeville

Doktor Archeville (PL 12/15) - Dr Archeville (Orichalcum)

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Doktor Archeville

 

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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.


In Brief: German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver,"* trying to use his Science! for good, partly to undo the evils his grandfather (and he 'himself') did.
* the Belt and Screwdriver are faaakes, he's really a freakish cyborg with a holographic disguise!

Alternate Identities: Viktor Helmut Archeville
Identity: Public
Birthplace: Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth)
Occupation: Scientist, Philanthropist, CEO of ArcheTech
Affiliations: ArcheTech (CEO and Majority Shareholder*), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), Technische Universitat Manchen/Technical University of Munich (Alumnus, Donor, Recurring Guest Lecturer), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor)
Family: Cynthia Bauer Archeville (Mother, Deceased); Varick Heinrich Archeville (Father, Deceased); Verrill Herman Archeville (Paternal Grandfather, Deceased); more here.

DoB: June 1977
Apparent Age: mid-20s
Gender: Male
Ethnicity: German
Height: 5'10" (1.78 meters)
Weight: 151 lbs. (68.49 kg)
Hair: Golden Blonde
Eyes: Rhine Blue

APPEARANCE 

     Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders; he speaks (and occasionally sings) with a rich tenor voice. Though he is 35, he looks to be only about 25, having aged at roughly half the normal pace since he turned 16.
     That's what the holodisguise presents, at least. When it's down, his true nature -- a constantly shifting hybrid of flesh, metal, and circuitry shaped like Viktor Archeville, whose voice has a slightly echoed, mechanical edge -- becomes clear. (He is still Attractive in this form, just in a Warlock/Douglock kind of way.)
     Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. He still gives some consideration to his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg).
     Of late the Doktor's genial nature has taken a more somber tone, as he has become haunted by past failures and plagued with guilt, but he tries to maintain a positive face and not let the general public see just how deeply shaken he has been by all that has transpired.
Power Descriptions: His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver (or, more accurately, he) makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt.


HISTORY

     Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read his Guidebook entry.
     And then it all went horribly wrong as the supernatural evil from beyond reality slumbering within him, which had been slumbering in his past thirteen generations of ancestors, awoke with a terrible fury. But the heroes rallied, and the day was saved, with little loss of life, but much loss of trust. Though the world believes his company and technologies were taken over by an outside invader (which is partially true), and assume the heavy guilt he feels is from a failure to properly secure it (which is also technically true), those who know the real story -- who are, for the most part, the ones 'he' betrayed -- are having a much harder time forgiving him. He remains his own harshest critic (though some may question that).
     Out of his guilt for all that happened, and a desire to focus on making amends to those he could, his company ArcheTech (and the orbital station ArcheStern, the remains of Schloss Wissenschaft and the super-sub Fjölnirskraft, and the secret satellite Nichtuberall) was ceded to Miss Americana and the Scarab (via the Rhodes Foundation), to be returned to him if and when the three of them feel he has adequately atoned. In addition, Scarab and Phantom erased the knowledge of all heroic secret identities from his mind, and Dragonfly and Miss Americana did to same to his computer systems; regaining this knowledge will have to be done the hard way, by regaining the trust of the heroes.
     On July 31st, 2012, Archeville was "reformatted" following a fatal encounter with the Sinister Science Squad, and was resurrected as a technorganic transhuman. He made sure to let he Freedom League and Interceptors know of his change, and he (and Mona) are coming to grips with this new change.

 

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PERSONALITY & MOTIVATION

     Archeville's arrogance, pride, and tendency to keep secrets and act without explaining his actions (assuming no one could keep up with his trains of thought) took some huge hits following the ArchEvil Event, since those traits all lead to it. Now he tries to work humbly to redeem not only his family name but his own name as well, though this is sometimes challenging because he really is so vastly smarter than most people he encounters.
     For a few months post-ArchEvil Event, Viktor was more alone than many realized: when the pseudonatural influence was separated from him, so was the 'Other,' the split in his personality he had labored under most of his life. (The truth is that it was not a true split personality, the Other was an 'interface' the pseudonatural entity used to study and later interact with the world, both based on and feeding Archeville's darker, baser impulses.) With that voice gone, Viktor Archeville was alone with his thoughts for the first time.  This eventually changed, and the voices came back (during the "Hot Zone" event), but in a different form: all ultimately answer to his core/primary personality, which is that of a determined man trying to make good in the world.
     Archeville still engages in a professional rivalry with other high technologists, and still distrusts magic, largely because it is something he does not (and perhaps cannot) understand. He reserve his more intense hatred, though, for the mystical practitioners and entities that are decidedly inimical to mankind & reality (like the thing that had been in his family line for so long, and those who worship such pseudonatural beings).

POWERS & TACTICS

     Archeville’s primary ability -- initially believed to be the result of a mutation, eventually revealed to be the result of pseudonatural magic, later replaced/recreated with advanced technology -- is his superhuman mind.  This is not just limited to scientific/technical intelligence, but all areas: acquisition, retention, performance, and transfer, mathematical and logical reasoning, linguistic communication, pattern recognition, spatial visualization, and more.  This even extends to interpersonal intelligence (the ability to influence people by playing on their moods, feelings, temperaments and motivations), intrapersonal intelligence (introspective and self-reflective capacities, which reinforces his comprehension of self to prevent manipulation by telepathic or other mental manipulations), and coordination & kinesthetics.

     The neural network-based bioceramic nanites which he used to replicate his prior enhanced mental capabilities also grant him various technopathic abilities, mitigate the effects of certain exotic body- and mind-altering effects, and repair severe trauma at an accelerated rate. These nanites proved far more effective than anticipated, and brought him back from death as bizarre technorganic transhuman.  Now all the abilities once granted by his gear -- the gravity-warping effects of his Gravimetric Belt, the electromagnetic energy harnessing powers of his Screwdriver, and even the protection of his energy-diffusing polymer-laced labcoat -- have been incorporated into his body.  He can fly and teleport, create an electromagnetic bubble around himself that can either protect or conceal, and generate & manipulate many forms of energy with a mere thought.

     Archeville does still carry some gear on missions. The (non-'armored') labcoat he wears contains numerous pockets holding small capsules, filled with a variety of chemicals for a wide assortment of effects. He rarely carries many with him, trusting mainly in his own abilities (both mental and technological), but he does enjoy having a few surprises up his sleeves.
     Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. (See the 2009 Sherlock Holmes film and its sequel for examples.)

 



COMPLICATIONS
Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, Doc Otaku, the Power Corps, and White Knight all have it in for him, as do Captain Knievel, Havoc, Malice, and the Science Squad.
Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him: fans can make tempting targets for unscrupulous villains, and detractors can pop up at the most inopportune of times.
Hatred: Archeville has a dislike of magic users and other supernatural beings (viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand, and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others), but outright hates entities that are decidedly inimical to human life and sanity (like pseudonatural entities).
Jobless Millionaire: After the ArchEvil event, Doktor Archeville ceded control of ArcheTech (and with it ArcheStern and Fjolnirskraft) to Miss Americana and Scarab (via the Rhodes Foundation), until such time as he could be trusted with them. Until then, Archeville may only use them as much as any other superhero.
My Own Worst Enemy: Archeville's divided has caused him no end of trouble, and continues to do so from beyond in the form of caches of ultra-tech devices and mutagenic compounds spread throughout the world, waiting for some unscrupulous person (or innocent victim!) to find them.
Obsession: To say Archeville is obsessed with science and technology is like saying the Sun is warm and the oceans are damp. He is the tinkerer, always pushing the hardware to the limit and beyond, always MacGyvering toasters into heat beams, with both an unwavering childlike wonder at the scientific miracles inherent in everyone and everything around him, and an unrelenting optimism that scientific discovery ultimately makes the universe a better place to live in.
Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. And several of Freedom City's heroes know the evils Viktor (albeit under the influence of his Other) did do (although the story fed to the public is that it was some other force, possibly an alien, that mind controlled Archeville and used him & his holdings to wreck havoc upon the world).
Responsibility: Membership in the Freedom League Auxiliary and his personal relationship with Fulcrum would be enough for most, but Archeville is devoting much of his time to healing/repairing everything (and everyone) he harmed. At the top of this list are the Interceptors, who were stung worst of all by 'his' actions.
Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best.
Secret: Archeville's pseudo-Multiple Personality Disorder was not widely known, nor is the extent of his involvement in the ArchEvil events. Also secret is that he is now a technorganic transhuman; he still carries non-working replicas of his devices to give the illusion that his powers stem from his gear, and uses holographic disguises to make his appearance.
Technorganic Body: Archeville's new body is as much technology as it is biology, which comes with a few drawbacks. Attacks that would normally affect only nonliving objects (like certain forms of electromagnetic pulse) work on him, as do technopathic powers.  His body also requires certain metals and other substances as "nutritional supplements" that most organic life forms don't, and if unable to get them he may begin suffering glitches and other performance issues.
 

 

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.

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Here my post-Crucible Vignette version of Doktor Archeville. Lots of changes!

    [*:27mmg1wn]Reduce INT a bit & trimmed Skills, lowering those +30s & +35s to +25 at best. (One more reason to get out of the house and interact with others, he can't do the :science: stuff all on his own!)
    [*:27mmg1wn]Removed redundant Immunites (ex.: both Coat and Belt had Immunity to Cold and Heat).
    [*:27mmg1wn]Took the Incorporeal AP off Force Field (I don't think he's ever actually used it on-panel, and it can easily be stunted).
    [*:27mmg1wn]Reduced Flight by a rank, and added Evasion & Defensive Roll PFs.
    [*:27mmg1wn]Removed Device Flaw from Belt, Coat, and Screwdriver -- they're part of him now!
    [*:27mmg1wn]Bumped up CON.
    [*:27mmg1wn]Replaced Immunities w/ Half-Immunity to FORT Effects.
    [*:27mmg1wn]Remove Enhanced Skills from HQs, replace with MW Computer/Infirmary/Laboratory/Library/Workshop. (It actually costs more for a smaller bonus, but it's less wonky.)
    [*:27mmg1wn]Added some more bells & whistles to his HQ (Dock/Garage/Hangar, Immunities, Portal to Teleport).
    [*:27mmg1wn]Removed all but one of his HQs (and while Extra Effort cannot be used with Equipment, I could use an HP to gain a rank in Equipment feat to get 1 EP to stunt access to one of those existing HQs off his current one. A bit iffy, yes, but since he had those HQs for so long, and they are statted out, I don't think that in this case it would be too out there), and removed his 5 EP contribution to the Interceptor's Brownstone (which... yeah).
    [*:27mmg1wn]Added more to his Utility Belt/Coat (inspired by Shaen's Utility Belt build).

No rush on getting this approved, my assorted RL issues will be plaguing me for at least a month more.

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Math checks out.

Two possible concerns:

First, this character is capable of breaking caps in a fairly severe way. An example with melee combat mind and his strike:

Attack: 8 (base) + 6 (attack focus) + 2 (accurate) = +18

Damage: 20 (base) + 5 (sneak attack) = +25

Effective PL: 21.5

Granted, nothing compels you to use these powers at the same time, but at the very least you'll have to watch what effects you have active at once to keep from being an illegal character.

Second, the effects in the utility coat are very, very powerful for equipment - twice as strong as the general power of items like flash-bang grenades and such. Given Archeville's PL and his wealth and connections, I'm just willing to write them off as cutting-edge military hardware, but other items (such as fear gas and goo grenades) seem very unusual for equipment. The general rule of thumb for equipment is that (with the obvious exception of vehicles and HQs) they should be items you could conceivably buy somewhere, or items with an equivalent level of utility and ease of acquisition. Something as exotic as fear gas - PL8 fear gas, even - seems high for equipment, which admittedly may just be my personal tastes. I welcome other refs to weigh in with their take on it, as I know the line for equipment is pretty fuzzy.

Mind, I trust you to not abuse these things, and I'm willing to approve the sheet based on that trust. But at the same time I'm cautious about any new players seeing the sheet and believing they can spend a few pp on Equipment and buy a utility belt full of PL8 exotic attacks, or using this sheet as an excuse when they try to play a character that's capable of going 6 levels over their PL limit (though the latter's at least easier to police when GMing).

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Re: Caps Breaking

I have always been aware that this could be a concern, and all I can offer is my word that I will never use a combination of effects that would allow Dok to break past his PL 15 caps (and more often than not keep him at PL 12).

Re: Utility Coat

I admit I left the ranks as they were b/c that's where Shaen (whose build I'd copied) had put them. If you'd rather see them knocked down to rank 4 or 5, to be more in-line with Equipment from the books, I'd be fine with that. (The whole purpose of his Utility Belt/Coat was to give him a bit more variety, and is far from being central to him.)

For the two you point out: the goo grenades represent a nonlethal sticky/restraining foam; Real World problems mostly center around using them from flamethrower-like guns (clogging, improper aiming), which a thrown grenade would avoid, while other issues (accidentally blocking mouth & nose and thus suffocating the target, the foam or the solvents used to dissolve it having toxic effects) are ones I'd like to think Dok could work out. The fear gas... is straight from Shaen's build, but psychochemical weapons do have some real-world precedents.

Archeville's "Utility Coat" (14 + 12 = 26ep)

Detailed here.

BE: Blast 5 (assorted explosives; Extra: Area [General, Shapeable, 1-25 consecutive 5-ft. cubes]; Flaws: Unreliable 2 [1 use]; 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]) {14/14EP}

AP: Confuse 4 (fear gas; Extras: Area [General, Cloud, 20-ft. diameter], Linked [Emotion Control], Secondary Effect; Flaws: Unreliable 2 [1 use]; PFs: Insidious, Subtle; Drawbacks: Full Power, Reduced Range 2 [2 40ft Increments, 80 ft. Max Range]) {3} + Emotion Control 4 (Extras: Area [General, Cloud, 20-ft. diameter], Linked [Confuse], Secondary Effect; Flaws: Limited [Fear], Range [Ranged], Unreliable 2 [1 Use]) {2} {3+2=5/14}

AP: Dazzle Auditory & Visual 4 (flash-bangs; Extra: Area [General, 20-ft. Burst], Linked [stun]; Flaw: Unreliable 2 [1 use]; Drawbacks: Full Power, Reduced Range 1 [5 40-ft. increments]) {6} + Stun 4 (Extras: Area [General, Burst, 20-ft. radius], Linked [Dazzle], Range [Ranged]; Flaws: Limited [Dazed], Unreliable 2 [1 use]) {4} {6+4=10/14EP}

AP: Dazzle Olfactory & Visual 5 (pepper spray; Extras: Linked [Nauseate], Secondary Effect; Flaws: Range [Touch], Unreliable 2 [1 use]; PFs: Extended Reach [10 ft.], Improved Critical 2) {8} + Nauseate 5 (Extras: Linked [Dazzle], Secondary Effect; Flaw: Unreliable 2 [1 use]) {5} {8+5=13/14EP}

AP: Dazzle Olfactory & Visual 4 (tear gas; Extras: Area [General, Cloud, 20-ft. diameter], Linked [Nauseate]; Flaw: Unreliable 2 [1 use]; Drawbacks: Full Power, Reduced Range [5 40-ft. Increments]) {6} + Nauseate 4 (Extras: Area [General, Cloud, 20-ft. diameter], Linked [Dazzle], Range [Ranged]; Flaws: Limited [sickened], Unreliable 2 [1 use]) {4} {6+4=10/14EP}

AP: Drain Toughness 5 (acids & acetylene; Extras: Affects Objects, Linked [Damage]; Flaw: Unreliable [5 uses]; PFs: Precise, Variable Descriptor [acids or cutting torch]) {7} + Damage 5 (Extra: Linked [Drain Toughness]; Flaw: Unreliable [5 uses]) {3} {7+3=10/14}

AP: Fatigue 4 (sleep gas grenade; Extras: Area [General, Cloud, 20-ft. diameter], Range [Ranged], Secondary Effect; Flaws: Unreliable 2 [1 Use]; PFs: Insidious, Subtle; Drawbacks: Full Power, Reduced Range [5 50-ft. Increments]) {12/14}

AP: Nauseate 4 (laughing gas bomb; Extras: Area [General, Cloud, 20-ft. diameter], Range [Ranged], Secondary Effect; Flaw: Unreliable 2 [1 use]; Drawbacks: Full Power, Reduced Range [5 40-ft. increments]) {10/14EP}

AP: Obscure Visual & Olfactory 2 (smoke pellets; 10 ft. radius; Extras: Independent, Total Fade; Drawback: Reduced Range 1 [5 20-ft. increments]) {7/14EP}

AP: Paralyze 5 (paralytic darts; Extras: Alt Save [Fort], Range [Ranged], Secondary Effect; Flaws: Unreliable [5 Uses]; Drawbacks: Full Power, Reduced Range 1 [5 50-ft. Increments]) {13/14EP}

AP: Snare 5 (goo grenade; Extras: Area [General, Burst, 25 ft. radius], Linked [Trip]; Flaw: Unreliable 2 [1 use]; Drawback: Reduced Range [5 50-ft. Increments]) {4} + Trip 5 (Extras: Area [General, Burst, 25 ft. radius], Linked [snare]; Flaw: Unreliable 2 [1 use]; PF: Improved Throw) {4} {4+4=8/14EP}

AP: Strike 5 (assorted explosives; Extra: Area [General, Shapeable, 1-25 consecutive 5-ft. cubes], Penetrating; Flaws: Unreliable 2 [1 use]; 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]) {15/14EP}

AP: Stun 5 (stun bomb v2; Extras: Area [General, Burst, 25-ft. radius], Range [Ranged]; Flaw: Unreliable 2 [1 use]; Drawbacks: Full Power, Reduced Range [5 50-ft. increments]) {8/14EP}

Also, in PM you'd questioned why he had Hide in Plain Sight with his Concealment. The reason for it (and the Enhanced Skill/Stealth, which I limited to what a PL 12 char could have) is to represent how advanced his "stealth system" is: even "standard" methods of piercing cloaks like his don't automatically work. (In a rules sense, it's so a 2pp Vision Penetrates Concealment can't automatically trump his 8pp worth of Concealment; the seeker would still need to make a Notice check vs. his Stealth.)

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Fair enough. As I said, I trust you to not abuse this build, and largely want a nice caveat here so that people know that if they don't have years of play experience and trust built up, they're not going to get away with these kinds of things.

You, of course, do have years of experience and trust built up. So!

:approved: , complete with higher-PL equipment.

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