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The Rogues Gallery: The Archivist


Enforcer84

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Next up for my series of brainstorms (please feel free to get involved ;)) is the Battlin' Bookworm, the Defender of the Dewey Decimal System, the Librarian of Liberty - The Archivist. 

 

The Archivist is a Doc Savage style two-fisted academic. A knowledge sponge who has unlocked the power of his own mind and body. He's tough in a fight, a gadgeteer and currently feeding his giant fetish by using a growth serum. 

 

So who does the heroic holder of knowledge battle? 

Good question. 

 

 

Given my reference model's obsession with Ernest Nigma, I need to figure out a good Riddler analogue - and I think I know a good one

I present to you: 

 

  • The Sphinx: is she the real deal taken human form? No one know for certain but we do know this, she's physically superior to our (normal sized) Archivist, mentally his equal and mistress of a million riddles. Her obsession with him could be of a romantic nature or perhaps more...Food oriented. At any rate she bedevils and bedazzles our hero in sways he doesn't quite disapprove of. But she also steals, threatens innocents, and does other unhealthy things to get his attention.
  • The Towering Intellect: Dr. Edleman was jealous of the Archivist's popularity and heroism; but felt his superior mentally. He independently developed his own growth chemical and sets out to prove he's better than his rival. Dangerous because a giant can be havoc on the local landscape, but more of an annoyance otherwise. Edleman is neither terribly cunning nor imaginative in his crimes.
  • The Misologist: the name is an ironic misnomer, but the sentiment is close, the Misologist disdains learning and enlightenment in others - feeling that only a few "appropriate" people should "bear the responsibility of knowledge and its power." He sees the Archivist as a symbol of what he disdains and created his costumed identity to show the man up. In his spare time he tries to close down universities and worsen public education. 
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  • 4 weeks later...

Work in Progress:

 

Sphinx

 

Val   Char   Cost    Roll     Notes

  35    STR      25      16-       Lift 3200.0kg; 7d6 [3]

  25    DEX      30      14-       OCV:  10/DCV:  10

  20    CON     10      13-

  25    INT       15      14-       PER Roll 16-

  13    EGO       3       12-       ECV:  3 - 5

  25    PRE       15      14-       PRE Attack:  5d6

 

  10    OCV      35     

  10    DCV      35     

   3     OMCV   0      

   5     DMCV   6      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  20    PD         13                  Total:  20 PD (5 rPD)

  20    ED         13                  Total:  20 ED (5 rED)

  11    REC       7

  60    END       8

  15    BODY    5

  60    STUN   20      Total Characteristic Cost:  280

 

Movement:     Running:  24m/48m

                         Leaping:  18m/36m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

15       Claws:  Killing Attack - Hand-To-Hand 1d6 (3d6+1 w/STR) 1

25       Mobility:  Multipower, 25-point reserve                                  

1f        1)  Climbing Claws:  Clinging (normal STR) (10 Active Points)       0

1f        2)  Silent Footpads:  Invisibility to Hearing Group  (10 Active Points)           1

1f        3)  Springy:  Leaping +14m (18m forward, 9m upward) (Accurate) (12 Active Points)  1

1f        4)  Swift:  Running +12m (24m total) (12 Active Points)       1

           Immortal Being                                                                             

7         1)  Eventually Recovers:  Regeneration (1 BODY per Week), Can Heal Limbs              0

15       2)  Iron Clad Mind:  Mental Defense (15 points total)         0

8         3)  Timeless:  Life Support  (Immunity: Alcohol; Longevity: Immortal)           0

7         4)  Toughness:  +5 ED, Resistant (+½) (7 Active Points)      

7         5)  Toughness:  +5 PD, Resistant (+½) (7 Active Points)      

           Superhuman Senses                                                                    

5         1)  Cat's Eyes:  Infrared Perception (Sight Group)                 0

5         2)  Cat's Eyes:  Nightvision                                                       0

20       3)  Combat Scent:  Targeting with Smell/Taste Group         0

6         4)  Keen Senses:  +2 PER with all Sense Groups                    0

10       5)  Scent:  Tracking with Smell/Taste Group                          0

           I CAN FIGHT!

           Maneuver        OCV   DCV    Notes

4         Arm Strike        +0       +2      9d6 Strike

4         Bend Joint        -1       +1      2d6 NND

4         Break Bone       -2       +0      HKA 3d6

4         Choke Hold      -2       +0      Grab One Limb; 2d6 NND

4         Crush                +0       +0      11d6 Crush, Must Follow Grab

4         Escape              +0       +0      50 STR vs. Grabs

4         Eye Gouge        -1        -1      Flash 4d6

3         Grab                   -1        -1      Grab Two Limbs, 45 STR for holding on

4         Head Butt         +2       +0      9d6 Strike

3         Kick/Punch      +1       +0      9d6 Strike

5         Leg Strike          -2       +1      11d6 Strike

3         Legsweep         +2       -1      8d6 Strike, Target Falls

3         Rana                  +1       +0      10d6 Strike; Prone; Must Follow Grab

4         Reversal            -1        -1      +15 STR to Escape;  9d6 Strike

3         Shooter             -1       +1      2d6 NND; Must Follow Grab

3         Splash               +2       +1      7d6 Strike; You Fall, Target Falls

3         Suplex               +1       +1      7d6 Strike; Target Falls

1         Weapon Element:  Cestus

1         Weapon Element:  Claws

 

           Talents

2         Animal Magnatism:  +1/+1d6 Striking Appearance (vs. Characters sexually attracted to Women)

3         Classic Beauty:  +1/+1d6 Striking Appearance (vs. all characters)

10       Inhuman Quickness:  Lightning Reflexes (+10 DEX to act first with All Actions)

2         Parkour?:  Environmental Movement (no penalties on high or narrow surfaces)

4         Quick Study:  Speed Reading (x10)

 

           Skills

16       +2 with HTH Combat

3         Acrobatics 14-

13       Animal Handler (Birds, Felines) 19-

3         Breakfall 14-

3         Bribery 14-

3         Charm 14-

3         Climbing 14-

3         Combat Driving 14-

3         Computer Programming 14-

3         Concealment 14-

3         Contortionist 14-

3         Conversation 14-

3         Cryptography 14-

3         Demolitions 14-

3         Electronics 14-

3         Forgery 14-

3         Gambling 14-

3         High Society 14-

3         Interrogation 14-

3         Linguist

2         1)  Language:  Arabic (Egyptian) (completely fluent) (3 Active Points)

3         2)  Language:  Egyptian, Ancient (idiomatic) (4 Active Points)

0         3)  Language:  English (idiomatic) (4 Active Points)

3         4)  Language:  Greek (Byzantine) (idiomatic) (4 Active Points)

1         5)  Language:  Latin (completely fluent) (3 Active Points)

3         Lockpicking 14-

3         Mechanics 14-

3         Persuasion 14-

3         Riding 14-

3         Scholar

2         1)  KS: History (3 Active Points) 14-

1         2)  KS: Luche Libre (2 Active Points) 11-

1         3)  KS: Pankration (2 Active Points) 11-

5         4)  KS: Riddles (6 Active Points) 17-

3         Security Systems 14-

3         Shadowing 14-

3         Sleight Of Hand 14-

3         Stealth 14-

3         Streetwise 14-

3         Survival 14-

4         TF:  Common Motorized Ground Vehicles, Riding Animals, Two-Wheeled Motorized Ground Vehicles

3         Tracking 14-

3         Trading 14-

3         Traveler

1         1)  AK: Egypt (2 Active Points) 11-

1         2)  AK: Greece (2 Active Points) 11-

1         3)  AK: Mediterranian (2 Active Points) 11-

1         4)  CK: Athens (2 Active Points) 11-

1         5)  CK: Cairo (2 Active Points) 11-

1         6)  CK: Paris (2 Active Points) 11-

4         WF:  Common Melee Weapons, Staffs, Whips

 

Total Powers & Skill Cost:  376

Total Cost:  656

 

400+ Matching Complications

15       Hunted:  The Archivist Infrequently (Mo Pow; Harshly Punish)

15       Psychological Limitation:  Greedy (Common; Strong)

15       Psychological Limitation:  Riddle Obssession (Common; Strong)

15       Psychological Limitation:  Thrillseeker (Common; Strong)

15       Social Complication:  Secret Identity Frequently, Major

256     Experience Points

 

Total Complications Points:  656

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

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" In his spare time he tries to close down universities and worsen public education. "

 

So he needs a place on several boards of education in the southern states... (no global warming, no evolution....)

He would be behind many "Zero tolerance" policies all over the US (and beyond) at the very least.

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