Jump to content

Dr Archeville

HERO Member
  • Posts

    627
  • Joined

  • Last visited

Everything posted by Dr Archeville

  1. Re: Gestalt - An awful thought Gestalt of Otaku.
  2. Another char I've played in a few games, converted to Standard (350 point) Champions format. This time I did work to convert his background to fit into the Champions universe! (Still need some more Drawbacks, though.) Background/History: Virgil Blackwell was a bright kid growing up in the ghettos of Harlem, NY, and had fairly stable, compassionate parents. He graduated at an early age with Master’s Degrees in mechanical engineering and physics, and did some of his own studies in cybernetics. His family and friends were unsurprised when he was offered a job at one of Harmon Industries research labs. Virgil had heard of the exploits of Defender, and one of the reason’s he joined the HI team was to get closer to the Defender, since that hero was often seen with Harmon and at HI facilities. Also, HI did have some of the best facilities of any corporation in America. Blackwell was a diligent worker, and was quite pleased with the non-prejudiced attitude of his co-workers. He was able to make enough within a year to get his parents and siblings out of the ghetto and into a much nicer apartment complex, and sent them a small sum every month to help out. Blackwell was slightly surprised when James Harmon IV himself asked him to spearhead a project on power generation and transmission. He worked diligently at it for several months, but found that he kept falling behind on deadlines and relied on others to help him through things which proved too advanced for him. So, he began to spend every spare moment in secret to a new project: a revolutionary new type of cybernetic brain interface, one that would greatly increase the power of a human mind. Unfortunately, the new bit of cyberware could not implant itself, and Virgil couldn’t go to any “respectable” doctor to do it, so he had to look to underworld surgeons. After some searching he found one… he just cannot remember who. Whoever it was also erased all memory of their meeting as they installed the implant. Virgil simply awoke in his bed one morning, with a note saying “You’re welcome” taped to his dresser mirror. Excitement over the efficiency of his newly enhanced brain pushed all worry over his memory loss out of the way. In his first week back at work after getting the implant installed, Virgil not only got caught up on all his own work, he got ahead on a few sub-projects, and helped point out a few flaws in work done by his support staff. At nights his overactive brain churned out idea after idea, and slowly the design for a new suit of power armor began to form, one based on harmonics and vibrations that would give both potent offensive and defensive capabilities. Bit by bit he constructed the suit at Harmon Industries, then smuggled the pieces out to his apartment and assembled them there. After over a year of work, he finally had all the pieces, and was ready to test… And that’s when disaster struck. For some reason, the Vibro-Blasters went into overload and began generating wide pulses that tore the superstructure of the apartment to bits. As the multi-story building began to collapse, unchecked vibrations in the suit interfered with the cybernetic brain implant, making it short out and sending him into a rage. When the Champions appeared (they had fortunately been near by), Virgil attacked in a berserk fury, hindering the search & rescue efforts. Witchcraft was able to knock him out with a lucky shot, and when his identity was revealed, the rest of his life came crashing down. Harmon (as both Harmon and as Defender) intervened on his behalf, though, and while Virgil lost his supervisory position, he was allowed to remain on at one of Harmon Industries subsidiaries in a lesser capacity, in part so his family would not need to suffer for his mistakes, and in part so Harmon could keep a close eye on him. Though Nighthawk immediately distrusted him, Defender talked him into investigating things further, and found that the malfunction was due not to an error on his part, but rather was an act of sabotage. Who would have done so remains a mystery, but Virgil cannot help but wonder if it may have been someone linked to the unknown underworld surgeon he had had work on him. Personality/Motivation: After having come so far and lost so much, Virgil is a changed man. He’s still as driven as ever, if not moreso, but his family can tell a change has come over him, as Virgil has taken on a more serious, less carefree edge. With Harmon’s help, and some input from Mark Whitaker, Virgil was able to repair his damaged armor, which he uses to help stop criminals and those who would misuse technology. Neither could help with his cybernetic brain implant, though, and unfortunately the damage is sustained both rendered it less functional than it originally was, and makes it subject to the occasional malfunction (seemingly tied to stress levels), which causes the release of hormones that lead to schizophrenia and send him into a blind rage. Both Harmon and Whitaker have tried contacting top neurosurgeons, but the cyberware is so advanced and so deeply implanted that they cannot get it out without serious risk to Virgil’s health. Quote: Powers/Tactics: Vibro-Man's suit allows him to vibrate his body at super-fast speeds, which gives him many powers. He can shoot blasts of “vibro-energy,” punch someone a hundred times in the blink of an eye, slice through objects or people the same way a sonic saw cuts through wood, or shake someone so quickly and thoroughly that dizziness and nausea cause the victim to pass out. He can also run at high speeds, “vibro-phase” his body through solid objects, or dodge so rapidly it’s virtually impossible to hit him. Vibro-Man prefers to keep moving during a battle, rarely standing still for more than one Phase. His Vibro-Blasts and Vibro-Assault are favorite attacks; he’ll save his HKA for times when nothing else works, or he needs to damage a nonliving object. He uses his Vibro-Punch in combination with Move Bys mostly. He’ll gladly Abort a Phase to Dodge or Dive For Cover if he can avoid getting hurt. Appearance: Out of his armor, Blackwell is a fairly athletic black man with piercing gray eyes. He favors simple clothing that is non-constricting and easy to move around in, and often wears a silver neck chain (his only jewelry). His V-Man armor is a full-body power armor suit, blue-grey with grey-green helmet, breastplate, belt/trunks, gauntlets, and boots; save for the color scheme, the suit is very reminiscent of Defender's armor. Stats are basically the same as Vibron (from CKC), but with everything in an OIF (powersuit), and a "vibro-sense" power. Eerily, those are almost exactly the same powers he had in other gaming systems. I wouldn't mind suggestions on a new name for him, either.
  3. Another character I've played for a while in other games, finally converted to a Standard (350 points) HERO System format. This version's background was one I'd used for a Freedom City (Mutants & Masterminds) game, but can easily fit into the Champions universe with little work. [b]Background/History[/b]: John Lee grew up as a more-or-less typical American growing up in a small rural American town, with blue eyes and platinum-blonde hair. His mother was an x-ray technician (and later a full nurse), while his father worked at a family-owned "Mom-and-Pop" hardware store. John had 2 siblings, a brother and a sister, both younger than him. John was a fairly bright child growing up, excelling in most all his classes, but especially in the various math and science courses. He also had a good deal of artistic ability, though little confidence in it, so it never blossomed much. John also had a history of chronic headaches, nothing overly-crippling, but disconcerting nonetheless, but none of the doctors he went to could find the source. John was accepted to Freedom City University in the Fall of [2 years prior], majoring in Biological Sciences, with plans to move on to either Biochemistry or Neurology; John felt the Hanover Institute of Technology was far too stuffy. A weekend "classics of horror" movie marathon on the Sci-Fi Channel (hosted by Christopher Lee) caught his attention, and he was quickly hooked on horror and science fiction movies and television. He made a few close friends from his classes and his circle of fellow horror fans, and his college life seemed almost perfect. Except for the headaches. John began having visions, glimpses of the future, along with his headaches, though the visions were most always distorted in some way. Other times, he could peek into someone's mind while incapacitated with a headache, see what they saw, hear what they heard, and read their innermost thoughts. With supreme effort he could focus on specific people and events with his precognition and telepathy, but since the powers only manifested during his headaches, the effort expended on consciously focusing his power drained him even more. Of course, John never let on to anyone that his headaches were anything more than that, for fear of being locked up in some ultra-secret government laboratory. While home for Thanksgiving last year, halfway through the meal with his family, a headache more intense than any John had ever experienced hit him, knocking him into a coma. Rushed to the nearest hospital, he was closely monitored and, to everyone's relief, awoke 3 days later. What he told no one, of course, was that while in his coma, he was contacted by... Things, Things which told him a great change was coming, and that the very fabric of reality was going to be torn asunder. Many would die, many more would go mad, but a few would be changed, some for good, and some for ill. These Things went on to tell John that he would be a key player in the future development of Earth, but would not say in what way. One of the Things reached out and touched John's astral forehead with a hand/claw/tentacle and whispered "That is not dead which may eternal lie, and with strange aeons even death may die," and then John awoke. John dismissed his coma-vision as nothing more than random neuron firing, piecing together images and phrases from various movies he'd seen and stories he'd read (he recognized the Thing's parting words as from a work by H.P. Lovecraft, for example). On returning to college, some of his friends invited him to their "Millennial Send-Off," a huge New Year's Eve bash. John accepted, looking forward to attending the party, especially since his headaches had completely disappeared. He did better on his final exams than he had ever done before, and went home to spend Christmas with his family. Some presents were exchanged (with more to follow the next morning), and a joyous time was had by all. And then on midnight, Greenwich Mean Time, of Christmas Eve, just as he was getting ready to go to bed, John Lee had a precognitive vision, with no accompanying headache, clearer than any he'd had before, of the end of the world in 7 days. He clearly saw people dying and warping and twisting and mutating, and a sinister group of robed & hooded cultists and costumed villains in the background, directing it all. He feared he was going mad, but the last thing he wanted was to go in for more neurological scans and tests, so he did as he always did, and kept his vision hidden. The next few days went well enough, with more presents exchanged and family members seen, and then the day of the big New Year's Eve party came. The party was to be held at one of his friend's homes, whose parents owned a well-off restaurant; they were off on a cruise, leaving the large house available to their daughter and her friends, with two well-stocked fridges. Much alcohol was brought, a DJ was rented for the party, the pool and hot-tub were prepped, and a grand time was had by all. Or, rather, a grand time would have been had by all, if not for the Dark Priest's Ceremony. At 11:47 pm local time on New Year's Eve, right as the party was reaching a crescendo, 6 Dark Priests plunged their daggers into the hearts of 6 sacrificial victims in 6 locations around Freedom City, at the behest of their master Baron Samedi, in an attempt to bring forth powerful spirits that could be described only as "corruption & death incarnate" into the world. Fortunately for the world, Siren and the Freedom League were able to stop the Dark Ceremony from being completed, but were not able to save the lives of the sacrificed victims. Though the foul beings Samedi tried to summon forth did not come through, a portion of their reality-rending energies were funneled through the telepathic "circuits" in John's mind, and lashing out like lightning and killing everyone at the party before John himself dropped dead. That was not the end of John Lee, of course, but merely a transition. After John fell dead, he saw the Things again, who again told him "That is not dead which may eternal lie, and with strange aeons even death may die." The foul spirits had anticipated Samedi’s failure, and so had created in John’s mind a contingency, a "back door" of sorts through which at least a portion of their power could be made manifest. John's body arose, and he was shocked at the sight of many of his friends lying there dead. Stumbling around, looking to see if anyone else had survived what he assumed was some sort of power surge in the DJ's station, he saw himself in a hallway mirror, and was aghast at his appearance. His long, platinum blonde hair, which had won him many compliments from not a few women, was now a pale grey, and his skin had gone from slightly pale to a greyish-purple, and felt like leather. These changes, though, were nothing compared to his rictus grin and the glowing green ectoplasmic flames burning in his eyes. He slowly realized he had become some sort of zombie, though he retained most of his memories and intellect, truly surprising since the back of his head had been blown out. Despite his massive head wound, John slowly he continued on through the house, looking for any sign of survivors, but finding none. While in the kitchen, he found a plate of burger patties that a friend of a friend was taking to the grill outside, and he was overcome by an aching hunger. He devoured the raw hamburger, then felt a tingling sensation in the back of his head; delightfully, the back of his head was regrowing, but the new flesh that grew over looked as dead as the rest of him. John had no idea what to do next. He had no idea what had happened, and couldn't think of how to begin explaining it to anyone else. As he sat on a couch in the living room, also realized there were a lot of bodies around him, and a macabre part of him wished they would rise up and go bury themselves. A few minutes later, one of the corpses closest to him, the body of Kimmie, hostess of the New Year's Eve party, did just that -- it stood up and began shambling towards a shed outside, took one of the shovels, and began digging. This put an even stranger twist on John's predicament. Running outside, John stopped Kimmie the zombie-hostess from digging, but when he tried to speak to her, all she would do was moan softly. Grabbing her with both hands, he shook her hard and demanded she answer, and she did -- from behind him. Turning around, John saw her spirit, a ghostly, incorporeal version of her, floating a few inches above the ground. She told John things only the two of them would know, then explained to him the cause of her death. She then went on to describe how she came back to the mortal world after hearing John's summons, though where she had come from she did not know, for she could not remember the time during her death. Shocked at his role in the numerous deaths, John tried to undo it, starting with Kimmie's -- he willed her spirit back into her corpse, and the two were merged, though Kimmie still remained a zombie. John then went about animating and spirit-bonding all the other party-goers, a process that took many hours, for even though John knew better how to do so, it still took intense concentration for several minutes to get a corpse to rise up. Some of the reanimated people pondered on their new condition, on just what they were, but many returned to partying, happy to be given a second chance. John still worked on getting all of them reanimated, when some of the partiers noticed a bright light out in the streets, coming closer to the house. It was a man, apparently set on fire, but the burning man ran through the streets, wailing in agony (a Mutant whose flame powers had just manifested for the first time). This burning person ran into the house, setting it and any zombie he touched a-fire, as he sought some one way extinguish his flames. Some of the zombies, both spirit-bound and those awaiting their spirits, fought against the burning man, trying to smother him in blankets, but his pain was so great that he lashed out at everyone. One zombie was knocked into the kitchen with such force that it dislodged the gas stove from it's supply line, and gas began filling the room. John, outside working on merging another spirit to it's body, ran inside to see what was going on, and was horrified at seeing all his friends being killed again, burned to cinders by a flaming madman. He used the shovel zombie-Kimmie had brought out and used it to poke and prod the burning man outside and into the pool, where the burning man was promptly extinguished and then drowned. John turned to check on the others, when the house exploded, the gas igniting on one of the burning corpses inside. John was thrown several dozen yards away, and could do nothing to save his friends, since by the time he got back to the house, several policemen and fire trucks had arrived on the scene, and he had no idea how to explain any of this to them. Everyone assumed John Lee died that night, consumed in the conflagration that was blamed for the deaths of so many others. He wanders now, hitchhiking from place to place, taking up discarded clothes where he can, and trying to help whenever he can -- passing on messages from to loved ones, reclaiming treasures from grave robbers, etc. [with a (reported) murder occurring approximately every 57 hours in Freedom City, he seldom lacks for ‘work‘]. He is very selective about whom he reanimates as a zombie, for he does not want to give a "second chance" to anyone he feels would squander or abuse the gift. When he's not sure what to do, John clears his mind by crawling into a sewer or cave and "sleeping" for a few days, and rises with a fresher view. One of the spirits he talked to gave him the nickname "Dead-Head," on account of how his abilities seems psychic in nature, and the name stuck. [b]Personality/Motivation[/b]: In life, John lead a fairly carefree and easy life, though he lacked self-confidence. The rigors (pun intended) he has gone through in undeath have made him tougher and more self-assured. He’s met few obstacle he could not handle, and he approaches what he feels is his “lot in unlife” with a good deal of confidence. His terrifying methods may seem exceedingly harsh, but he does get results, and thus far none of the souls he’s helped have complained. Two decades of relative isolation have eroded his social skills somewhat, but his natural theatricality allows him to get his points across when needed. When not actively pursuing some goal, he’ll sometimes spend a bit of free time clowning around, spooking teenagers he catches defacing cemeteries or hanging out at Horror conventions. [b]Quote[/b]: “Brrraaaiiinnnsss…. Brrraaaiiinnnsss…. Ha! Gotcha! Ah, I never get tired of that one…” [b]Powers/Tactics[/b]: John's body is dead, and thus fairly resistant to most environmental concerns. The strong ties of his unlifeforce to his body also make it 'heal' faster than usual, especially when in death-tainted areas. Being in death-tainted areas also 'supercharges' his own internal reserves of necrotic power, which he can use to control undead, seeks out the spirits of the deceased, fade into shadows, or summon spirits to protect him from physical harm. His most ptent ability is his ability to raise the dead and truly bring a person back to life, though doing so requires a soul-less body. He prefers placign a soul back into it's own body, but has worked with others when unable to find the original, if all parties were willing. He has one attack ability, an ability to drain the life force from others and use it to supercharge himself, though he is loathe to do this. [b]Appearance[/b]: Dead-Head is a nightmarish horror to look upon. His skin is shriveled and desiccated, and purplish-gray in color. The trauma of his death changed his hair from platinum blonde to white-gray, and his eyes glow with green, ectoplasmic flames. His mouth has been partially frozen into a rictus-like grin, and his voice usually sounds like a harsh, strained whisper. Additionally, a sliver of the Cthonic energies of the Things that animated him leaks out around him at all times, cloaking him in a subtle but definite aura of corruption and death. Having had no real job nor source of income, he wears whatever he can get from wherever he can get it. Currently, he's wearing discarded Army boots, old blue jeans, a t-shirt full of holes, a well-worn black trench coat and a broad-brimmed high-crowned hat that leaves his face in perpetual shadow. Now that he’s an active member of the Global Guardians, though, he’ll probably improve his wardrobe.
  4. Re: Elseworlds "Egypt World": Ankhenaten never tried to convert Egypt to monotheism -- he was assassinated soon after his rise to the throne in 1368 BC. As a result, Egypt never lost half its holdings, and continued to grow unchecked. Cleopatra arranged for Caesar’s assassination, and soon took over Rome. Servants loyal to the Pharaohs were protected from the Black Plague that ravaged Europe from 542-594, and two-thirds of the opposition to the Pharaohs died. In 1776, the United States of Assyria was formed in the “New World.” Magic (Hekau) is much more common in this world. Manhattan Island is a gigantic series of mausoleums, one for the mummy of each Emir (President), and his servants & possessions.
  5. Re: Why you shouldn't play Champions while Intoxicated 13. Pray that the bartender's not a member of DEMON. 14. Grond is drunk, too.
  6. Re: Why you shouldn't play Champions while Intoxicated 8. Beer and/or vomit stains on the books and character sheets.
  7. Re: 'Divine' Characters This'd seem to be one of those "There's a difference between knowing god/the gods exist and actively believing in/worshiping them" thing that was brought up in the film Constantine (which I only recently saw). Do you have to worship them to gain their power? I'm with the "depends entirely on the deity/deities in question" side of the issue. Some might only allow you to use their gifts if you actively worship them, some may see the simple act of using their gifts as an act of worship and not press the issue any further. (If word gets out that Hammer-Hand has Mjolnir grafted to his arm, then even if he doesn't worship the Norse pantheon, others may start to simply because there is now tangible proof of their existence & power.)
  8. I love the "Fields and Subfields" rule for Sciences in Ultimate Skill, but am curious as to where the Sciences from Champions Universe -- Density Physics, Dimensional Engineering, Force Field Physics, Gravitics, Psionic Engineering, and Size Physics -- fit. Where do they fit in the discipline/subdiscipline/specialty categories, and in the Very Closely/Closely/Loosely/Very Loosely Related categories? For example, would Gravitics be a subdiscipline of Theoretical Physics?
  9. Re: [Character] Doktor Archeville Okay, here we go, finalized 600 point version of Dr. Archeville. Very skill-heavy, and very reliant on his VPP. EDIT: Okay, not so final. Just heard a new ruling from the GM on VPPs, so more re-vamping!
  10. Re: Knockback and Power Frameworks Is that the only issue? HD v3 keeps saying Knockback Resistance shouldn't be allowed even with Costs END.
  11. While using HD (v3) to make a character, I got a message saying Knockback should not be placed into an Elemental Control (or other Framework). Why not? (The EC was to be a "Gravity Controlling Belt," with Flight, Force Field, and Knockback, all OIHID.)
  12. Re: Elseworlds Sidney Potter had a fiance, a Ms. Granger. When he was mutated into the man-monster Grond in 1986, he sought her out, and found her. His reactions to certain personal effects in their home made it clear to her that he was Sidney... and that drove her mad. Mad enough to make love to Grond (and the stress triggered her latent mutations to make her durable enough to withstand such activities). Weeks later, a dozen eggs were laid, and weeks after that they hatched into Lil' Grondlings. They rampaged about the city, some escaping to the sewers. Most of the times Grond breaks free from imprisonment, he goes to seek out his fiance, who's still crazy and in love, and they spawn another clutch of Grondlings. And by now, most of those early clutches are mature enough to be wanting mates of their own.... This can either be a "Grondlings in the Sewers" world, or a "The Eastern Half of North America is Grond-Country" world, or "All of North America is Quarantined Grond Country" world, or "The entire planet hyas been overrun by Grondlings" world.
  13. Re: Elseworlds Assuming you want to do Elseworlds/What Ifs based on the Champions Universe: * A world where the Cataclysm never occurred, leaving Atlantis still a major power. * A world where the RSvKg's rituals in 1938 badly backfired, resulting in... nothing. As a result, there was no swell of superhumans in WW II or onward. * A world where the invasion of the Sirians (the aliens behind the assault on Grovers Mill, NJ) occurred a century earlier, in 1838. They either take over and enslave the human race, or succumb to Earth forces/bacteria but not before doing a lot of damage. * A world where, when Mechanon appeared in 1985, he succeeded in his plan to wipe out all life. The world's an irradiated wasteland, with few survivors (see Post Apocalyptic Hero for more info).
  14. Dr Archeville

    Heroes

    Re: Heroes NBC shelves Heroes: Origins: and Heroes readies finale early:
  15. Re: Favorite Online Comics? 8-Bit Theatre Dork Tower Evil Inc. Full Frontal Nerdity Girl Genius Narbonic Order of the Stick Saturdy Morning Breakfast Cereal Schlock Mercenary Sluggy Freelance The Starry Ones Wondermark XKCD
  16. Re: [Character] Doktor Archeville Of course, since I -- like Dr Archeville -- cannot resist tinkering with things, I've come up with an alternate version of him, one without the Multipower Power Armor, but with A) a lot more skills, and a few more gadgets, including a gravity manipulating belt (that allows him to fly and to create a protective force field), a tricorder-like sensor thingie, and goggles (which do not do nothing).
  17. Re: Zombie hordes? [plug] I discussed various types of zombies in The (First) Journal of Franklin von Mookenstein, as well as lots of other Undead critters. [/plug]
  18. Re: Hyper Intelligence Brrraaaiiinnnsss...
  19. Re: Sonic Screwdrivers I'd go with a small VPP, since it's used for so much (especially by the 9th and 10th Doctors) * As a generic tool (Technical skills levels?) * As a lockpick (but not versus "Deadock Seals") * Traced a Teleporter (some form of Detect?), and recalled the Teleporter (Teleport as Attack?) * As a bio/med scanner * As a welder (mending a broken barb wire fence) * Remotely activating the TARDIS * Generating damaging sonic pulses (when plugged into a DJ turntable or a church pipe organ)
  20. Re: Favorite Sci-Fi Weapon Too good a thread to let go
  21. Re: Champions (Super)Hero Resources A most excellent resource!
  22. Re: Hyper Intelligence There's also the assorted "Super-Skills" in Dark Champions. Especially the Sensory ones, some of which are covered in USPD II and Ultimate Mentalist. (Amazing what the Search function can dredge up )
  23. Re: Gestalt of the Week Awesome stuff!
  24. Re: [Character] Doktor Archeville Okay, here's the new 600 point version of Dr. Archeville for the West Coast rangers game (set in the Champions Universe, current era), in both .doc and HDv2 files. Background and Personality are largely the same. A few changes to his powers and appearance, though. [b]Powers/Tactics[/b]: Archeville’s possesses one of the most advanced minds on Earth, which makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology, and to quickly grasp the meanings of most languages. His work stands far ahead of the efforts of most other researchers, allowing him to produce gadgets, machines, and computers more advanced than any in the real world, and in some cases more advanced than even cutting-edge technologies seen in the Champions world (hence the Advanced Technology perk). Archeville is also skilled at using mundane items to produce highly effective gadgets and gear. Using baling wire, duct tape, circuit boards, and a TV, he could produce a laser rifle, a hologram projector, or some other gadget. With access to a standard janitorial closet, he could create potent corrosives and various types of bombs. If he has sufficient raw materials on hand, he can produce nearly any kind of technological gadget. These items last for a short time before their jury-rigged construction fails (the TV he uses to project an illusion burns out from the strain placed on it, or the crude laser pistol’s barrel melts). When given time and proper tools, Archeville can create even more impressive devices. (In game terms, Archeville has a large Variable Power Pool, but a third of it only applies if he has time to make extensive preparations, perform test runs, and the like. His basic Pool requires 1 Turn to 1 Minute to change, so he can’t alter his current allotment of gadgets in mid-battle, but he can make standard preparations for a mission or a fight fairly quickly. His gadgets either contain Charges or draw off his Endurance Reserve, not his personal END.) When he embarks on a mission, he always has a number of completed tools on hand that could prove useful, including a energy pack (his Kraftwerk, or “power plant”) to power them. His power armor, an incredibly advanced suit, contains a dizzying array of abilities, reflecting Archeville’s tendency to favor broad generalizations over tight specializations, and defense slightly over offense. The suit allows him to fire a wide variety of energy blasts or ensnaring tanglewebs, grow to gigantic size or shrink down to less than a foot in height, provide assorted visual enhancements, and provide potent defenses against most attacks. The suit also allows him to move about in most environments. [b]Appearance[/b]: Archeville’s power armor – which is not much bulkier than normal clothing thanks to nanotechnological breakthroughs – is snow white, with silvery-grey breastplate, vambraces and boots and golden pauldrons in the shape of eagle’s heads. Over it all he wears a forest green cloak. His head is covered by a distinctive silvery-grey gold-edged open-faced helm (it looks like Magneto’s). (More than one person has made an off-hand comment that Archeville’s armor sorta resembles Dr. Destroyer’s, which secretly concerns him since the aesthetic design elements came to him in his dreams, and he fears it’s his subconscious telling him he is to be the next World-Class Threat.) Out of his armor, Archeville’s strong Aryan features would’ve made him a prized 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. When “off-duty,” Archeville usually wears sturdy black rubber-soled boots, black or dark blue khaki pants, a short-sleeved shirt (usually solid red, blue, green, or purple), and a white lab coat. He stands 5’10” (1.78 meters) and weighs 180 pounds (81.65 kg). Dr. Viktor Archeville Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 18 CON 16 13- 13 BODY 6 12- 33 INT 23 16- PER: Roll 16- 23 EGO 26 14- ECV: 8 23 PRE 13 14- PRE Attack: 4½d6 14 COM 3 12- 8 PD 5 Total: 17 PD (12 rPD) 32 PD (27 rPD) w/ FF 7 ED 3 Total: 15 ED (12 rED) 30 PD (27 rPD) w/ FF 4 SPD 15 Phases: 3, 6, 9, 12 11 REC 8 36 END 0 30 STUN 0 Total Characteristics Cost: 80 Movement: Running: 6”/12” Flight 15”/30” Swimming 20”/40” Cost Powers END 80 Improvised Gadgets: Variable Power Pool (Gadgets Pool), 60 base + 30 control cost; Focus (all slots must have at least -1/2 worth of this Limitation; -1/2) var 38 Prepared Gadgets: Variable Power Pool (Gadgets Pool), +30 base + +15 control cost; Focus (all slots must have at least -1/2 worth of this Limitation; -1/2), Takes Hours To Change (-1/4), Can Only Be Changed In Archeville's Laboratory (-1/2) var 16 Kraftwerk: Endurance Reserve (100 END, 10 REC); OIHID (-1/4) 72 Checklist Utility Suit: Multipower (90-point reserve); OIHID (-1/4) 5u 1) Deadly Attack: RKA 4d6; OIHID (-1/4) 6 4u 2) Defense Shield: Physical and Energy Damage Reduction, Resistant, 50%; OIHID (-1/4) 0 2u 3) Enhanced Personal Defenses: Force Field (15 PD/15 ED); OIHID (-1/4) 3 1u 4) Heat Sensing: Infrared Perception (Sight Group); OIHID (-1/4) 0 2u 5) Improved Reach: Stretching 4"; OIHID (-1/4) 6 3u 6) Intangibility: Desolidification (affected by electrical and radiation attacks); OIHID (-1/4) 4 7u 7) Multiphasic Power-Blast: Energy Blast 12d6, Variable Special Effects (any; +1/2); OIHID (-1/4) 9 3u 8) NBC Safety: Life Support: Safe in High Radiation, Self-Contained Breathing, Immune to all Terrestrial Diseases and Biowarfare Agents, Immune to all Terrestrial Poisons and Chemical Agents; OIHID (-1/4) 0 1u 9) Radar: Radar (Radio Group); OIHID (-1/4) 0 4u 10) Size Increase: Growth (+45 STR, +9 BODY, +9 STUN, -9 KB, 41,984 kg, -6 DCV, +6 PER Rolls to perceive character, 14 m tall, 7 m wide); OIHID (-1/4) 4 2u 11) Size Reduction: Shrinking (.2225 m tall, 0.1602 kg mass, -6 to PER Rolls to perceive character, +6 DCV, takes +9 KB); OIHID (-1/4) 3 4u 12) Stealth Screen: Invisibility to Hearing, Radio and Sight Groups, No Fringe, Reduced Endurance (1/2 END; +1/4); OIHID (-1/4) 2 2u 13) Tangleweb Projector: Entangle 5d6, DEF 5; 6 Boostable Charges (-1/2), Limited Range (50”; -1/4), OIHID (-1/4) [6 bc] 4u 14) Tractor Beam, Advanced: Telekinesis (30 STR); OIHID (-1/4) 4 1u 15) UV Sensing: Ultraviolet Perception (Sight Group); OIHID (-1/4) 0 1u 16) Visual Magnification: +12 versus Range for Sight Group; OIHID (-1/4) 0 29 Toughness: Armor (12 PD/12 ED); OIHID (-1/4) 0 6 Environmental Immunity: Life Support (Safe Environment: Intense Cold, Intense Heat, High Pressure, Low Pressure/Vacuum); OIHID (-1/4) 0 20 All-Terrain Travel: Multipower (60-point reserve); OIHID (-1/4) 1u 1) Digging: Tunneling 2" through DEF 2 material; OIHID (-1/4) 1 2u 2) Flying: Flight 15"; OIHID (-1/4) 3 2u 3) Glide-Capable: Gliding 30"; OIHID (-1/4) 0 1u 4) Swims Like A Fish: Swimming +18" (20" total); OIHID (-1/4) 2 1u 5) Wall-Walking: Clinging (normal STR); OIHID (-1/4) 0 7 Comm Suite: HRRP (radio Group); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-1/2), OIHID (-1/4) 0 Perks 2 Contribution to WCR Base 15 Highly Skilled Inventor: Advanced Tech 5 Money: Well Off Talents 3 Analytical Mind I: Absolute Range Sense 3 Analytical Mind II: Absolute Time Sense 3 Analytical Mind III: Bump of Direction 5 Analytical Mind IV: Eidetic Memory 3 Analytical Mind V: Lightning Calculator 4 Analytical Mind VI: Speed Read (x10) 20 Analytical Mind VII: Universal Translator 16- Skills 20 +2 Overall Everyman Skills (Cost: 0 points) 0 1) Acting 8- 0 2) Area Knowledge: Germany 11- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language Skill: German (idiomatic) (4 Active Points) 0 8) Persuasion 8- 0 9) PS: Scientist 11- 0 10) Shadowing 8- 0 11) Stealth 8- 0 12) Transport Familiarity: Small Ground Vehicles 3 Analyze Technology 16- 3 Computer Programming 16- 3 Electronics 16- 3 Inventor 16- 3 Language: English (completely fluent; German is native) 3 Mechanics 16- 3 Scholar 2 1) KS: Earth’s Superhumans 16- 2 2) KS: Superpowers 16- 2 3) KS: The Superhuman World 16- 3 Scientist 1 1) Biology 11- 1 2) Chemistry 11- 1 3) Earth Sciences 11- 1 4) Engineering 11- 1 5) Health Sciences 11- 1 6) Mathematics 11- 1 7) Physics 11- 1 8) Social Sciences 11- 3 Security Systems 14- 3 Systems Operation 14- 3 Teamwork 12- Disadvantages 10 DNPC: Heinrich Archeville (father) 8- (Normal) 10 Enraged: when someone dismisses his theories, ideas or suggestions (Uncommon), go 8-, recover 11- 10 Hunted: Donors, 8- (As Powerful, NCI, Watching) 20 Hunted: Governments, 11- (More Powerful, NCI, Watching) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Psychological Limitation: Dislikes Magic (Common, Strong) 15 Psychological Limitation: Easily Infatuated With Female Battlesuit & Gadgeteer Heroines & Villainesses (Common, Strong) 15 Psychological Limitation: Fascinated By Advanced Tech (Common, Strong) 15 Psychological Limitation: Megalomaniac (Very Common, Moderate) 5 Psychological Limitation: Must Redeem Family Name & Reputation (Uncommon, Moderate) 15 Psychological Limitation: Noblesse Oblige – Wants To Lead Humanity To A New Era (Common, Strong) 15 Psychological Limitation: Scientific Curiosity (Common, Strong) 5 Reputation: From a Family of Lunatics (Extreme, Known Only to Inhabitants of the Black Forest) 8- 5 Rivalry: Professional Rivalry With Other High Technologists 10 Social Limitation: Held to a Higher Standard (Frequently, Minor) 15 Social Limitation: Public Identity (Dr. Viktor Archeville) (Frequently, Major) Total Disadvantage Points: 200 Characteristics Cost: 137 Base Points: 400 Powers Cost: 325 Points from Disadvantages: 200 Skills/Perks/Talents Cost: 138 Experience Spent: 0 Total Cost: 600 Total Points: 600 [b]Example Powers for [i]Gadgets[/i] Power Pool[/b] Here are some examples of devices Dr. Archeville might build with his Gadget Pool. For more ideas, see the Equipment Guide and Gadgets & Gear. Bio-Enhancer: This device takes the form of a large table with numerous energy projectors surrounding it, and a computer console on one side. Subjects lying on the table are showered with energy, artificially stimulating a body’s natural healing processes to its ultimate extent. This boosts metabolic rates and cell reproduction, effecting faster healing. German name: Bio-Vergrößerer. Simplified Healing 8d6 (standard effect: 28 STUN and 8 BODY), Can Heal Limbs [85 Active Points]; OAF Immobile (-2). Total Cost: 30 points. Blink-Box: This flat device clips onto Archeville’s breastplate. It allows him to warp the gravitational attraction between his own molecules, thus allowing him to become intangible for microseconds at a time. Though the effect does not last long enough to allow him to travel through walls, it does allow him to reflexively render himself intangible long enough for many attacks to bypass him. +11 DCV [55 Active Points]; Costs Endurance (-½), OIF (-½), Ineffective vs. Attacks that can Affect Desolidified (-¼). Total cost: 24 points. EMP Generator: Archeville loves advanced technology, and is loathe to damage any tech, but realizes that it is often best to take out a foe’s devices before they do more harm. German Name: EMI Gewehr (Elektromagnetisches Impuls Gewehr). Dispel 16d6, any Electrical Device one power at a time (+¼) [60 Active Points]; OAF (-1). Total Cost: 30 points. Gjallahorn: While reading up on Norse Mythology, Archeville came across the tale of Heimdall’s powerful Gjallahorn. In a fit of pique, Archeville made a technological item that resembles the mythical item. Hearing Group Flash 8d6, Area of Effect (7” Cone; +1), Does Knockback (+¼) [54 Active Points]; OAF (circuitry-covered horn; -1), Increased Endurance Cost (x2 END; -½), No Range (-½). Total Cost: 18 points. Glatt: With a few moments mixing together various household cleaning supplies, Archeville can whip up a mixture many times slipperier than normal soapy water. He can then either simply spill out the contents from his mixing bucket, or fill balloons with them to throw at foes. Glatt is German for “slick.” Entangle 2d6, 2 DEF, Area of Effect (3” Radius; +1), Takes No Damage from Attacks (+½) (50 Active Points); Cannot Form Barriers (-¼), 4 Charges (-1), OAF (-1), Range Based on STR (-¼), Vulnerable (to any attack that creates a physical effect which gives the victim something to grab hold of; -½). Total cost: 12 points. ~or~ Change Environment 8” radius (normal hard surfaces to extremely slippery hard surfaces), -4 to DEX Rolls to move on [29 Active Points]; OAF (sprayer; -1), Only Affects Characters Who Are Moving On the Ground (-¼), 4 Continuing Charges lasting 5 Minutes (-0). Total Cost: 13 points. Multisyringe: This handheld device contains an extensive supply of different medicines Archeville can inject into a sick person to cure him. The Activation Roll represents the fact that the multisyringe might not have quite the right medicine for a specific illness (or a specific species); if Archeville knows in advance what illness or species he may encounter, he can load the syringe with the appropriate medications (thus removing the Activation Roll). Note the multisyringe does not provide any sort of Healing -- it simply stops the course of a disease or illness. Characters who have lost BODY, STUN, or other Characteristics to an illness must recover them normally, or with the help of other medical technology or such. Minor Transform 6d6 (standard effect: 21 BODY) (sick persons into well persons) [60 Active Points]; OAF (-1), Activation Roll 11- (-1), No Range (-½), All Or Nothing (-½), Limited Target (sentient beings; -¼). Total Cost: 14 points. ~or~ Minor Transform 6d6 (standard effect: 21 BODY) (sick persons into well persons) [60 Active Points]; OAF (-1), No Range (-½), All Or Nothing (-½), Limited Target (sentient beings; -¼). Total Cost: 18 points. Personal Sensor Unit: This handy device includes spectrographic scanners to analyze materials, a battery of electromagnetic radiation detectors, and a powerful built-in analytic computer. Scanning takes some time, but the results can be recorded for study later. Detect Electromagnetic Energy and Physical Objects 16- (Radio Group), Analyze, Discriminatory, Range [37 Active Points]; OAF (-1), Requires a Systems Operation Roll (-½), Affected As Sight And Hearing As Well As Radio Group (-½) (total cost: 12 points) plus Eidetic Memory [5 Active Points]; OAF (-1), Requires a Systems Operation Roll (-½), Only to Remember Things Detected (-½) (total cost: 2 points). Total Cost: 42 Active Points, 14 Real Points. Portable Tailor: This small device can alter clothes into any other type of clothing. It cannot grant the clothing any unusual or protective properties; it can only change their appearance. Cosmetic Transform 2d6 (clothing into any other clothing, heals back through another application of this power), Improved Results Group (any type of clothing; +½) [12 Active Points]; OAF (-1), Limited Target (clothes; -½), No range (-½). Total Cost: 4 points. Power Transducer: This device allows Archeville to quickly “juice up” electronic devices by transferring some of the energy from his own Kraftwerk Battery Pack. In game terms, this is an Aid Endurance, restricted to the END of machines (typically as defined by an Endurance Reserve). Aid Endurance 6d6 [60 Active Points]; OAF (-1), Others Only (-½), Technological/Electricity-Based END Only (-1), Only Restores to Starting Values (-½). Total Cost: 15 points. Reaction Augmentation System: This device – a collection of subsystems spread throughout his armor – enhances Archeville’s reaction time and speed. However, forcing his body to move more quickly than normal requires a good deal of energy. +3 SPD [30 Active Points]; Costs Endurance (-1/2), OIF (-1/2). Total Cost: 15 points. Security Tap: This device, which resembles a typical PDA, can be used to tap into cameras and listening devices, allowing Archeville to see through other people’s cameras. A more compact version if wrist-watch sized, and can actually be worn by Archeville. Clairsentience (Sight and Hearing Groups) [30 Active Points]; Attack Roll Required (-¼), OAF (-1), Only Through Cameras and Listening Devices (-½). Total Cost: 11 points. ~or~ Clairsentience (Sight and Hearing Groups) [30 Active Points]; Attack Roll Required (-¼), OIF (-½), Only Through Cameras and Listening Devices (-½). Total Cost: 13 points. Uber-Bacteria: Archeville, while researching various growth mutagens, discovered one that could mutate many forms of common bacteria into human-sized monstrosities. Unfortunately, Archeville has yet to find a way to control the beasts, so for now they can only be used as “Scorched Earth” bioweapons. See pp. 47-48 of the HERO System Bestiary for the deadly ooze character sheet, and it’s variants. Summon two 276-point Deadly Ooze [60 Active Points]; 4 Charges (-1), Extra Time (1 Turn, Post-Segment 12; -1¼), OAF Fragile (vial of mutagen; -1½). Total Cost: 13 points. ~or~ Summon 286-point Deadly Green Ooze [57 Active Points]; Common Limitations Listed Above (-3¾). Total Cost: 12 points. Uber-Kleber: With a few moments mixing together various household cleaning supplies, Archeville can whip up a very powerful binary compound glue. The glue comes in two parts, either a liquid and a powder or two liquids. The first part of the compound is applied to (or perhaps painted on) whatever surface Archeville wishes to affect, and then the second part is dusted/sprinkled on. The two compounds combine and create a powerful adhesive. Uber-Kleber is German for “Super-Glue.” Telekinesis (STR 20), Trigger (victim touches object painted with Glue; +¼) (37 Active Points); 4 Charges (-1), Extra Time (1 Turn to prepare surface; -1¼), IAF Fragile (bottles and binary compound; -¾), Restricted Effect (only immobilizes body parts touching surface; -¼). Total Cost: 8 points. ~or~ Telekinesis (STR 20), Trigger (victim touches object painted with Glue; +¼), Usable By Others (+¼) (45 Active Points); 4 Charges (-1), Extra Time (1 Turn to prepare surface; -1¼), IAF Fragile (bottles and binary compound; -¾), Restricted Effect (only immobilizes body parts touching surface; -¼). Total Cost: 10 points. Universal Solvent: With a few moments mixing together various household cleaning supplies, Archeville can whip up a corrosive liquid that can eat through nearly anything. RKA 1d6, Continuous (+1), Penetrating (x2; +1) [45 Active Points]; OAF Fragile (solvent and container; -1¼), Ranged Based on STR (must throw Solvent or apply it by hand; -¼), 4 Continuing Charges lasting 1 Turn each (stopped by applying appropriate counter-agent; -½). Total Cost: 15 points. X-Ray Glasses: After a few simple chemical treatments to some ordinary sunglasses, Archeville can create a pair of short-lived X-Ray Specs. N-Ray Perception (Sight Group; blocked by lead, gold, or Force Fields) [10 Active Points]; IIF Fragile (-½), 1 Charge Lasting 5 Minutes (-¾). Total Cost: 4 points. (Yes, the new take on his Gadgetry VPP is inspired by the Ritual Magic vPP of The Demonologist (of the Devil's Advocates, in Arcane Adversaries).
  25. Re: [Character] Doktor Archeville Steven's response has given me some things to think on. And, I may need to re-build Archeville yet again, as I'm trying to see if I can get him into the West Coast Rangers game @ HeroCentral.
×
×
  • Create New...