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archer last won the day on April 15

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About archer

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  1. The original story you're looking for is probably this one from 2017. https://nypost.com/2017/11/17/professor-claims-doctors-successfully-performed-human-head-transplant/ I haven't heard of an update since March this year when that doctor claimed to have successfully severed then fully repaired a spinal cord, which is the main stumbling block to a head transplant. He claimed to be ready to start human trials on a head transplant. https://www.usatoday.com/story/news/world/2019/03/27/italian-chinese-surgeons-cite-spinal-cord-repair-head-transplant-canavero-xiaoping/3287179002/
  2. I visualize giant catapults which fling couriers great distances and giant nets with which to catch them. The enemy tries to intercept them with giant flyswatters. Of course if you go old school, there's always carrier pigeons. Militaries were still using those at the start of WWI. Bicycle couriers Flag semaphore Runners (either actually running or using motorcycles like Hitler did in WWI) Pony Express Town criers Newspapers Almanacs Periodicals Catalogues Vinyl record albums, cassette tapes, video cassettes, and DVDs containing news reports (and propaganda) I would expect a world with superpowers, but without communications, to be highly balkanized. Even a fairly modestly powered super outstrips the power of a local law enforcement response team and with minimal effort could arrange to take out law enforcement officers a few at a time before the rest even know they're under attack. A super could go and set himself up as boss/ruler/king/emperor or just plain protector in most locations and the outside world might not hear about it for months. And it may not care even after they hear about it. Heck, no fast communications changes the very nature of costumed crime. There's no way for the police to respond to a bank robbery unless the bank happens to be next to the police station. There's not going to be hostage situations because the police aren't going to show up fast enough for the bad guys to have to take hostages. Riffing off of that, would people put their money in banks if banks are just a holding area waiting for the next bad guy to show up and collect the money? Would the government insure bank deposits if money disappears out of banks as quickly as it is put in? There's not going to be any such thing as an ATM or check cashing places. Recording systems will be a joke because the recording machine would have to be next to the camera because the information can't be transmitted. People who want to do credit card fraud will be in heaven because there's no real-time confirmation of whether the card is valid or whether the card has reached its limit or not. Ditto for check fraud. My instinct would be to not allow high tech communications such as phones in a world such as you describe. You'll have to work to design the world so that it make sense. But it'll be a unique place for your player's adventures. Don't let the players trap you into logical corners. They can use their character's science skills to figure out how their world works. They shouldn't be allowed to change how the world works because their player argues with you about how they don't like the physical laws of your game universe. It could be that the communications suppression field which the Earth is moving through fluctuates so that at times some inventor gets a telephone to work for a few days before it mysteriously stops working again. It'd be amusing for the patent office to be filled with dozens of variations on a telephone which appeared to work just long enough for someone to try to apply for a patent. Or maybe some inventor comes up with some sort of neutralization effect, invents the telegraph, and becomes insanely wealthy.
  3. The big one is the supervillain Propagate, I've been looking for a clear picture of him for years. He's best known for the fact that his sonic blast waves gets more powerful the further they travel from him out to his maximum range. He generally tries to start off combat by sniping from long range or does an area of effect attack from surprise. He's not exactly a pushover at close range, still quite formidable in fact, but he generally tries to work with a partner since close quarters combat isn't his forte. I've not seen this most recent partner of his. Given the similar costume, I'd theorize that this might be the alternate universe Propagate from the Earth which Captain Profound discovered last year where all the intelligent inhabitants of the planet were variants of Earth animals. If the appearance of this alternate Propagate indicates that a full scale breach between the universes has been found and exploited, this could be major trouble...I mean, it could be a big problem, not "it could be Major Trouble", the hometown hero of Buffalo, NY.
  4. My besides camera/video, communication and internet, my phone has a light a level, ruler, camera ruler, tape measure a calendar a clock makes noises on command makes noise based on a timer compass calculator weather app books and podcasts for download an app which can control home appliances and presumably other things if I were skilled enough to be able to tell the phone that the gadget is really a home appliance language translator photo editor locate ipad, earbuds, and presumably other bluetooth items can act as a wireless mouse
  5. Yeah, it's one thing to build it out of idle curiosity. But it's another if the GM is requiring it. The main problem with using an actual cell phone as a superhero is that your communications can be tapped and every app you use plus your carrier knows your location all the time. That's a severe problem even if your character has a public identity.
  6. On page 28 (of my 5e copy at least) is a CHARACTER ABILITIES GUIDELINE TABLE showing a range of primary stats that you'd expect various kinds of characters to have. So it shows a standard normal person would have a STR score of between 5-10. That's make the person's PD a 2. There'd be no reason for the typical normal person to have a higher PD than that but if the person had taken some martial arts classes, was a physical fitness nut, or something similar, you could give her another point or two. With a 10 STR, that standard normal person (who is at the top of the STR scale for that type of character) could throw a punch doing 2d6 damage. On that same chart, you'll see that a low-powered superhero would have a STR score between 10 (for someone who isn't a very physical hero) to 40. So a punch from such a character would do somewhere from 2d6 to 8d6 of damage, though obviously a superhero who has only 10 STR hopefully has something better to do on her turn than to punch somone for such a tiny amount of damage. As for movement rates, you have to not only look at the Running: 6" but also how often someone gets to do it. Page 33 gives a MOVEMENT TABLE showing base movement Running 6", Swimming 2", Leaping 2". That holds true for every character whether super or not. A standard normal person has a maximum SPD score of 2 (from that first chart on page 28) which means that every 12 seconds, that person could choose to move up to two times (6" x 2 SPD = 12" maximum). But a low-powered superhero has a SPD score of somewhere between 3 and 8. So even without that hero buying any additional Running and with the minimum SPD which you'd expect a superhero to have, her rate of movement will be 6" x 3 SPD= 18" minimum if she wishes to move the most she possibly could each time during those same twelve seconds. If she instead had the maximum (for a low-powered hero) SPD of 8, her movement during that same twelve seconds would have maxed out at 6" x 8 SPD = 48". So when a hero buys even a small amount of additional movement, the effect of that compared to the rate of a non-super person is greatly magnified: the hero just gets to do it so much more often than a normal person. The best way for you to learn the system at this point is to either play or read. You aren't going to be able to figure out much from looking at character sheets without getting some background to understand the rules. I'm probably not the best teacher and I'm highly pressed for time to be able to type out answers to questions. And there's probably people here would can easily give you links to Quickstart guides or How to Play in 10 Easy Steps or whatever.
  7. You donated to kids with cancer. This Vegas telemarketer cashed in Inside his machine that turns charitable and political contributions into paydays. https://publicintegrity.org/federal-politics/charitable-contributions/
  8. Co-ed Daughters of Important Scientists and Industrialists (CDISI, pronounced cee-dee-see) sounds like a great name for a superhero group.
  9. I really like the Mechanical Menace character, so much so that I'd like to use it with a few tweaks. In my mind, I see it eventually choosing to alter its body into a human female form in order to aid its ability to manipulate people and to help it hide without the need of constant disguises. Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 12 BODY 4 18 INT 8 14 EGO 8 13 PRE 3 18 COM 4 6 PD 2 5 ED 1 4 SPD 10 8 REC 0 40 END 0 32 STUN 0 Total Characteristics Cost: 100 Points changes +2 DEX 6 +5 INT 5 -4 EGO -8 +1 ED 1 +0 SPD -2 -2 PRE -2 Cost Skills 3 Acting 12- 3 Computer Programming 13- 5 Cramming 3 Disguise 13- 3 Electronics 13- 3 Mechanics 13- 2 Navigation [Ground] 13- 3 Streetwise 12- Total Skills Cost: 25 Points A list of Everyman Skills for a starship's AI that didn't used to have a body to interact with its crew. (Dropped from the usual Everyman list are Climbing, Concealment, Shadowing, and Stealth. I'd be trying to pick up some of those with experience.) Bribery 8- (a way to motivate the crew) Cryptography 8- (a way to pass the time) Bureaucratics 8- (an empire runs on its paperwork) Conversation 8- (more than a way to pass the time because the crew doesn't always share all the information it has) Deduction 8- (a way to analyze what it learns from the crew) English (4 points’ worth, includes literacy) (a preparation to help rule the conquered planet) Paramedics 8- (hey, it used to have a sickbay) Persuasion 8- (another way to manipulate the crew) PS: Conqueror 11- (a time-honored profession in the Empire) Systems Operation 8- (what use is an AI that can't at least help the crew run the ship?) TF: Spacecraft (duh) TF: Ground vehicles (part of a standard spacecraft load-out for a planetary invasion) AK: Earth 8- (a basic preparation for the invasion though more knowledge was lost with the ship than was retained) Cost Powers 45 Armor +15 rPD +15 rED 50 Multipower (50 Points) 5 u) EB 10d6 [Electricity] 5 u) Entangle 5d6 DEF 5 [Atlantium Trap] 3 u) Mind Control 10d6 [Powered Armor/Robots] 5 u) Teleport 10", 4x Mass, 8x NCM, 1/2 END (+1/4) 10 ES: N-Ray Vision [Lead[ Total Powers Cost: 125 Points changes: -2 points cost on the mind control slot to account for the limitation 2 Base of Operations (10 active points plus 35 points from the base's disadvantages) Size 80 hexes (cost 10) with 80 hexes of grounds 2 DEF 2 BODY - the base has no additional defenses because it is just a stepping stone to the next level of world domination. 2 DEF 2 BODY perimeter fence Suburban (cost 5) Concealment 9- (cost 3) Disguise 14- with a Disguise lab (cost 15) Acting lab 9- (props and green screen for recordings and Skype, cost 3) Electronics lab 9- (cost 3) Computer Programming lab 9- (cost 3) Mechanics lab (garage) 9- (cost 3) Since MM has an obviously robot body and wants to be successfully disguised a good portion of the time when going out in public, adding a base with a Disguise lab seemed appropriate. The base itself is currently disguised as an older upscale home which has been converted into business space. It's one of those places that you have to know about already in order to find it. MM as "Mattie" and her assistant Greg run the place using their disguise skills to give fancy makeovers to women who can afford to spend abnormally large wads of money on such things. Mattie usually takes care of hacking the customer's cell phone and other devices while both her and Greg pump their customers for information about the movers and shakers in the city. They often know what's going on in the city before the city planning commission does...and certainly long before the heroes do. Unluck 2d6 for the base (10 points) Vulnerable to Magnetic Attacks for the base (Uncommon, x2 BODY, 10 points) Vulnerable to Sonic Attacks for the base (Uncommon, x2 BODY, 10 points) this one is a floating disadvantage, always something additional wrong with MM's base but not always sonics. DNPC the "Greg" android caretaker for the base (Normal, useful skills, Infrequent 8-) (5 points). Greg was created as the Mechanical Menace's companion/lackey when "she" became lonely from lack of contact with a crew. Greg appears to be a human in his early 20's and usually displays some physical or character flaws which would make other people unwilling to interact with him on an intimate level so they don't discover he's an artificial lifeform or get too curious about the base. Greg typically acts as a cashier or worker when the base is disguised as a shop of some sort and runs errands when the Mechanical Menace doesn't want to put on a disguise or is otherwise busy. Greg is a real person with an unremarkable history according to the state and federal governments and has a driver's license, all due to MM's computer reprogramming skills. If Greg is identified as MM's operative or the base is discovered, he'll get a full body makeover. Greg's memory is regularly backed up into MM's own systems so she can recreate him from scratch if necessary. But it was a significant application of resources to build the body in the first place so she will go to some lengths to protect Greg's body (thus the DNPC designation). At the moment, Greg appears to be a Caucasian with brown hair, overweight but a snappy dresser, and is gay so as to not particularly attract the female clientele in a sexual manner...as an absolute last resort, Greg can generate bad breath as a second line of "defense". Total Cost: 250 Points 150+ Disadvantages 10 Hunted: Crisis Response Intelligence Security & Investigation Service [CRISIS] (As Powerful) 8- 10 Hunted: United Superheroes of America (As Powerful) 8- 20 Normal Characteristics Maxima 10 PsyL: Hunting Ultrawoman (Uncommon/Strong) 15 PsyL: Overconfidence (Very Common/Moderate) 15 PsyL: Obsessive (Common/Strong) 10 PsyL: Vengeful (Uncommon/Strong 10 SocL: Secret Identity [Robot] (Occasionally/Major) Total Disadvantages Cost: 250 Points (Note that on a typical day at home on her Disguise 13-, she will get a good equipment bonus of +3. In addition, she'll get the complimentary skill roll from the lab, a complimentary skill roll from Greg's assistance, and a bonus for taking Extra Time. People might see through her disguise but she'll be doing her damnedest to make sure that doesn't happen.)
  10. Consent in Gaming by Sean K. Reynolds and Shanna Germaine https://www.montecookgames.com/consent-in-gaming/ Tackle Mature Content with Confidence! From fending off an attack by bloodthirsty pirates to delving into dank caverns, roleplaying games allow you to explore and experience things you probably don’t want to face in real life—or to approach topics from the perspective of characters who may be very different than your actual self. This shared experience is intended to be fun for all involved, but RPGs can put characters in life-or-death crises, intense emotional situations, or traumatic environments. Whether it’s body horror in a scary game, violence against children or animals in a fantasy world, flirty, romantic, or sexual relationships in any setting—or numerous other challenging scenarios—the line between fun and awkward, difficult, or downright unpleasant can be difficult to identify, and varies dramatically from player to player. Mature or controversial elements can and should be a part of many RPGs. But how do you know what topics to include or leave out of your games? How do you include potentially difficult elements while ensuring that nobody’s game night is ruined? Consent in Gaming gives you the strategies you need to make sure everyone at the table has a great experience, even when the game goes in a challenging direction.
  11. archer

    More space news!

    So you're saying the writers could have vastly benefited from a more vast vocabulary?
  12. If you're including the blue diving suit and the federal police powers, you're going with the Season 2 & 3 version of the character set in the 1970's on a different network rather than the season 1 set in the 1940's. In those later seasons, I don't recall her magic belt ever being taken away from her or being mentioned as the source of her strength. I'd be tempted to not buy her enhanced strength through a focus. Sell back the extra STUN that version of enhanced strength gives her. If you're planning to buy up her PD some anyway, that change would be cost neutral or maybe save a point. The Stretching could perform a Grab as well as inflict damage. The Mind Control was only after a successful Grab with the lasso. As for her PRE, some or all of it could be Only in Hero ID. She wasn't as impressive when a government agent as she was as Wonder Woman.
  13. No problem https://www.law.cornell.edu/uscode/text/18/2331
  14. archer

    Mystery Damage

    Thank goodness for that. I'm in a mood and would rip you a new one. Or two.
  15. I just re-read Apprentice Adept series by Piers Anthony. It's held up surprisingly well considering the series was begun 40 years ago and was geared partially to titillate teen readers.
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