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<blockquote data-quote="Hand of Vecna" data-source="post: 3265220" data-attributes="member: 755"><p><strong>Herr Doktor Viktor Archeville</strong></p><p></p><p><strong>HERR DOKTOR VIKTOR ARCHEVILLE</strong></p><p><u>Concept/Archetype</u>: Gadgeteer/Super-Scientist</p><p><u>Power Level</u>: 10</p><p><u>Power Points</u>: 150</p><p><u>Experience Points</u>: 10</p><p><u>Hero Points</u>: 2</p><p></p><p>[sblock=Learning About Doktor Archeville]</p><p>The following is information characters might learn about Doktor Archeville:</p><p><strong>Gather Information</strong></p><p><strong>DC 10</strong>: Viktor Archeville, "genius of science," is a metahuman native of Germany possessing a nigh-unfathomable intelligence. He fits most of the stereotypes of the "Mad Scientist," though he's uncharacteristically handsome.</p><p><strong>DC 15</strong>: He's a member of The Resolutes, the UN-affiliated team of metahumans.</p><p><strong>DC 20</strong>: Before joining the Resolutes, Archeville worked as a solo hero for a few years in and around Germany, making him something of a minor celebrity in parts of Europe.</p><p><strong>DC 25</strong>: Archeville also possesses a degree of infamy. Rumors persist of some manner of inherited neurological disorder, or possibly even a series of disorders, that has plagued most of his family for generations. Perhaps the "Mad Scientist" thing isn't just an act....</p><p></p><p><strong>Knowledge (Technology)</strong></p><p><strong>DC 10</strong>: Dr. Archeville is one of the top poly-scientists on the planet, working in almost all fields with uniform -- and superhuman -- ease. He's equally good with both theoretical and practical applications.</p><p><strong>DC 15</strong>: Archeville has created numerous hyper-tech inventions, both in "proper" laboratory settings and in the field from found/scavenged items.</p><p><strong>DC 20</strong>: Archeville wears an ultra-tech belt that allows him to manipulate gravity for various effects, primarily to fly and to generate a protective force field.</p><p><strong>DC 25</strong>: He also frequently carries some sort of pistol or wand-like device that projects beams of energy, though what the energies are -- and what the effects of those beams are -- seems to vary from encounter to encounter[/sblock]</p><p></p><p>[sblock=Stats]<strong><u>ABILITIES</u></strong></p><p>STR 10/+0 (0 PP)</p><p>DEX 13/+1 (3 PP)</p><p>CON 10/+0 (0 PP)</p><p>INT 30 (20) / +10 (+5) (10 PP)</p><p>WIS 20/+5 (10 PP)</p><p>CHA 10/+0 (0 PP)</p><p></p><p><strong><u>SAVES</u></strong></p><p>TOUGH +12 [Imp 10] (Force Field + Labcoat; 0 Con +12 Power) / +9 [Imp 4] (Invisible Force Field + Labcoat) / +4 [Imp 4] (Labcoat)</p><p>FORT +4 (4 Base +0 Con) (4 PP)</p><p>REF +6 (5 Base +1 Dex) (5 PP)</p><p>WILL +8 (3 Base +6 Wis) (3 PP)</p><p></p><p><strong><u>COMBAT</u></strong></p><p>INIT +1</p><p>BASE DEF +8 (16 PP)</p><p>DEF 18 (10 + 8 Base + 0 Feat + 0 Power)</p><p>FLAT-FOOTED 14</p><p>KNOCKBACK -11 [-4 without Force Field], additional -10 with Sustained Immovable 10</p><p>BASE ATT +8 (16 PP)</p><p></p><p><strong><u>ATTACK</u></strong></p><p><u>Melee</u>: Attack +8 (DC 15, SAVE Toughness/Nonlethal, CRIT 20, TYPE Bludgeoning [unarmed] or by Invention)</p><p><u>Ranged</u>: Attack +8 (by Invention)</p><p></p><p><strong><u>SKILLS</u></strong> (88 SP [22 PP])</p><p>Computers +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Craft (chemical) +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Craft (electronics) +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Craft (mechanical) +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Disable Device +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Investigate +14 (4 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Knowledge (behavioral sciences) +14 (4 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Knowledge (earth sciences) +15 (5 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Knowledge (life sciences) +16 (6 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Knowledge (physical sciences) +16 (6 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Knowledge (technology) +20 (10 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int])</p><p>Medicine +9 (4 Ranks, +5 Wis)</p><p>Notice +10 (5 Ranks, +5 Wis)</p><p>Sense Motive +9 (4 Ranks, +5 Wis)</p><p></p><p><strong><u>LANGUAGES</u></strong> (8 Ranks / 2 PP)</p><p>Arabic</p><p>English</p><p>French</p><p>Italian</p><p>Japanese</p><p>Mandarin Chinese</p><p>Russian</p><p>Spanish</p><p>(German is native)</p><p></p><p><strong><u>MOVEMENT</u></strong></p><p>SPEED 30 ft./60 ft./120 ft.</p><p>LEAP 10 ft./5 ft./2 ft.</p><p>OTHER (Gravimetric Belt/Flight 4): 50 ft./100 ft./200 ft.; MPH: 100</p><p></p><p><strong><u>FEATS</u></strong> (10 PP)</p><p>Attractive -- +4 to Bluff and Diplomacy checks vs. those who find him attractive.</p><p>Eidetic Memory -- +4 bonus to checks to remember things, make any Knowledge skill check untrained.</p><p>Equipment 2 (10 ep on Personal Laboratory)</p><p>Improvised Tools -- Ignore -4 penalty for using skills without proper tools.</p><p>Inventor -- Can use Knowledge (technology) and Craft skills to create inventions and temporary devices.</p><p>Jack-of-All-Trades -- Can use any skill untrained.</p><p>Luck -- Have an extra Hero Point.</p><p>Master Plan -- Prepare for encounters.</p><p>Skill Mastery (Computers, Craft [electronic], Craft [mechanical], Disable Device) -- Can take 10 even when distracted or under pressure.</p><p></p><p><strong><u>POWERS</u></strong></p><p></p><p><strong>Enhanced Intelligence 10</strong> [mutation] (1 PP/Rank + 3 PP = 13 PP)</p><p><u>EX</u>: Linked <strong>Super-Senses 3</strong> (Direction Sense, Distance Sense, Time Sense)</p><p></p><p><strong>Immunity 1</strong> [mutation] (1 PP/Rank = 1 PP)</p><p><u>FR</u>: Immunity (need for sleep)</p><p></p><p><strong>Quickness 6</strong> [mutation] (0.5 PP/Rank = 3 PP)</p><p><u>FR</u>: Perform tasks 100 times faster than normal</p><p><u>FL</u>: Limited - mental tasks only (-1)</p><p></p><p><strong>Gadgets 1</strong> (<em>Elektromagnetischer Schraubenzieher</em>/Electromagnetic Screwdriver; technological/electromagnetic; 5 DP, easy to lose) (6 PP/Rank = 6 PP)</p><p><u>FR</u>: Standard action to rearrange/reassign 5 "device points," which last until reassigned.</p><p></p><p><strong>Device 7</strong> (Gravimetric Belt; technological/gravitic; 35 DP, hard to lose) (4 PP/Rank = 28 PP)</p><p><u>Device Power</u>: <strong>Flight 4</strong> [100 mph; gravity manipulation] (2 DP/Rank + 4 DP = 12 DP)</p><p><u>Device PF</u>: 2 Alternate Powers, Instant Up, Move-By Action</p><p><u>Alternate Power #1</u>: <strong>Immovability 10</strong> (Sustained Duration)</p><p><u>Alternate Power #2</u>: <strong>Teleport 3</strong> (300 ft.; <em>Power Feats</em>: Change Direction, Change Velocity, Instant Up, Turnabout)</p><p><u>Device Power</u>: <strong>Force Field 8</strong> [gravity manipulation] (1 DP/Rank + 2 DP + 13PP = 23 DP)</p><p><u>Device PF</u>: 1 Alternate Power, Selective</p><p><u>Device EX</u>: Impervious on 6 ranks, Linked Sustained <strong>Immunity 7</strong> (cold, heat, high pressure, radiation, suffocation effects, vacuum)</p><p><u>Alternate Power #1</u>: <strong>Force Field 5</strong> (<em>Extras</em>: Linked <strong>Concealment 6</strong> [all radio and all visual; <em>Power Feat</em>: Close Range; <em>Flaw</em>: Blending], Linked Sustained <strong>Immunity 7</strong> [cold, heat, high pressure, radiation, suffocation effects, vacuum]; <em>Power Feats</em>: Selective, Subtle 2)</p><p></p><p><strong>Device 2</strong> (Lab Coat; technological/chemical; 10 DP, hard to lose) (4 PP/Rank = 8 PP)</p><p><u>Device Power</u>: <strong>Immunity 1</strong> [super-science fibers] (1 DP/Rank = 1 DP)</p><p><u>Device FR</u>: Immunity to cold (environmental cold)</p><p><u>Device Power</u>: <strong>Protection 4</strong> [super-science fibers] (2 DP/Rank + 1 DP = 9 DP)</p><p><u>Device PF</u>: Subtle (DC 20 Notice check to see that it's anything but a normal full-length lab coat)</p><p><u>Device EX</u>: Impervious</p><p></p><p></p><p><strong><u>EQUIPMENT</u></strong></p><p><strong>Personal Laboratory</strong>: <em>Size</em>: Small (house size); Toughness 15; <em>Features</em>: Communications, Concealed (attached to/within Resolute HQ), Laboratory, Library, Living Space, Power (Gadgets 3 [hard to lose; <em>Flaw</em>: Action/Full Round to reconfigure]), Security System, Workshop. Cost 2+8 = 10ep.</p><p><em>Note</em>: The Gadgets power represent assorted devices strewn about the laboratory, which only operate within the confines of the HQ. It takes a full round (at least) for Archeville to find a particular device.</p><p>Resolutes Team Communicator (2 mile range)</p><p></p><p></p><p><strong><u>COST</u></strong></p><p>Abilities [23pp]</p><p>Combat [32pp]</p><p>Saves [12pp]</p><p>Skills [24pp]</p><p>Feats [10pp]</p><p>Powers [59pp]</p><p>Drawbacks [0pp]</p><p>Total [160pp]</p><p>Unspent [0pp][/sblock]</p><p></p><p><strong>NOTES</strong></p><p><u>Real Name</u>: Viktor Archeville</p><p><u>Gender</u>: Male</p><p><u>Age</u>: 29</p><p><u>Size</u>: Medium</p><p><u>Height</u>: 5’10” (1.78 meters)</p><p><u>Weight</u>: 180 pounds (81.65 kg)</p><p><u>Hair</u>: Golden Blonde</p><p><u>Eyes</u>: Rhine Blue</p><p><u>Nationality</u>: German</p><p><u>Ethnicity</u>: German</p><p><u>Tradeoffs</u>: -2 Attack for +2 Save DC. -2 Defense for +2 Toughness.</p><p><u>Complications</u>: Enemies (assorted supervillains from Germany and neighboring countries), Fame/Infamy (in Germany), Prejudice (against magic, mages, and other "superstitious fools"), Public Identity, Scientific Curiosity.</p><p><u>Quote</u>: “Let’s see you laugh at mein theories vhile you rot in jail, <em>schweinhund</em>!”</p><p></p><p><strong>DESCRIPTION</strong></p><p>[sblock=Description]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. 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 his white lab coat; when in the field or on a mission, he wears the blue two-tone uniform and his lab coat. Since he is trying to release his madness in controlled bursts, specifically so it won’t overtake him, Archeville does look after his appearance, wearing clean clothes and keeping his hair neat and tidy. He stands 5’10” (1.78 meters) and weighs 180 pounds (81.65 kg).[/sblock]</p><p></p><p><strong>HISTORY</strong></p><p>[sblock=History]Viktor Archeville was born in the summer of 1977 in Schönwald, a small town in the majestic Black Forest of Germany [which is in the southwestern portion of what was known as West Germany]. Cynthia, his lovely mother and a skilled psychologist, died in childbirth, leaving her husband Heinrich to raise him alone. Heinrich was trying to break away from the family trade of making fine cuckoo clocks and enter the burgeoning computer programming field, and so had little time for little Viktor. Fortunately for Heinrich, Viktor proved more than able to take care of himself, as he was walking before he was a year old, and speaking coherent sentences by age two.</p><p></p><p> It has been said that the Archeville family was cursed with madness. Some say it was from a hex laid on one of the line’s ancestors generations ago due to some slight, either real or perceived. Some say it was from working with cuckoo clocks, or that they all worked on cuckoo clocks because they were mad. It was not a trait that showed up in all members of the Archeville line, and Heinrich seems to be spared (though Heinrich’s father, Helmut Archeville, was known to have been a collaborator on numerous Nazi top secret weapons projects, and was very much the stereotypical Mad Scientist). Heinrich had hoped that by distancing himself and young Viktor away from their families ties, he could lessen the chances of Viktor going mad. Heinrich was initially quite worried for his son’s sanity – he knew that great intelligence often came with great ego, and with great ego often comes madness. Heinrich tried to juggle monitoring young Viktor with trying to break into the computer programming field, but doing so did nothing but cause him to develop manic/depressive syndrome and low-grade paranoid schizophrenia.</p><p></p><p> Viktor seemed hardly to notice his father’s deterioration, or if he did he chose not to point it out. He made a few friends here and there, but none of his friendships lasted terribly long due to the rumors of his family’s affliction and his grandfather’s past affiliations). His intellect and skill continued to grow as time passed… as did his father’s madness. On Viktor’s 13th birthday, Heinrich Archeville was admitted to an insane asylum, leaving Viktor to be taken in by Child Services and await adoption.</p><p></p><p> Unfortunately, adoptions are tricky at best, and near impossible if the child is in his teens, so for several years, Viktor was effectively a ward of the state. He would visit his father occasionally, but each visit grew more and more awkward.</p><p></p><p> When he was 16, Viktor enrolled in the Technische Universität München, the Technical University of Munich, as the University was celebrating it’s 125th anniversary. While there, the barest signs of his familial madness began to make themselves apparent. He’d find himself laughing maniacally at times, or he would become annoyed almost to the point of enragement by incompetent people. He was relieved to find that by keeping his conscious mind focused on his studies, he could suppress his outbursts and in fact use that mental energy to make impressive leaps in logic or near-revolutionary breakthrough. He earned a Doctorate in Mathematics and Meisters (Masters) degrees in both chemistry and physics by the age of 22 (Spring 1999). He could easily have done more, but he didn’t want to seem too intellectually flashy.</p><p></p><p> Now Archeville faced a conundrum. He had numerous offers from a number of technological firms, both in Germany and in other countries, but no one seemed right for him. He was sure that if he didn’t find some constructive way to use his intellectual skills, he would likely end up in the asylum (like his father) – as time (and The Comet) passed, he felt his intellect continue to grow by leaps and bounds, and he feared his familial madness would grow with it. For many months he busied himself with being a wandering tinkerer, helping people in need of his electrical and mechanic skills, or setting up a small repair shoppe in a quiet corner of a small German town for a few months before moving on to another quaint town, and for a time he felt truly happy in helping others. As months turned into years, though, and his intellect continued to expand further and further, he began hearing reports of people all over the world with enhanced abilities, and he knew he must be one of them. At first this made Archeville excited, for it meant he finally had an answer to why his mind seemed to continue expanding with no end in sight, an explanation that wasn’t necessarily tied to his bloodline’s “condition.” This excitement soon turned to dread, though, as he realized that, were his madness to overtake him, and if it did so with as much fury and vigor as that shown by his superhuman intellect, then he could easily become a megalomaniacal supervillain, the kind seen (until now) only in comic books, who hijack television broadcasts and make grandiose threats to the world. He had heard vague rumors of superhero groups beginning to form in various countries, and the idea of working as a superhero intrigued him. By using his skills to combat evil and injustice – a never-ending battle – he’d be sure to never be idle and thus not allow the madness to overtake him. He worked for a while as a crime fighter in Germany, using teleportation devices to get nearly anywhere he needed. Sometimes he’d go into a situation with nothing more than his armored labcoat, trusting in his inherent genius to be able to turn whatever items he found at the scene of the crime into some gadget that could be used to stop the villains. In between “jobs,” he sold some of his theoretical notes and designs to various tech firms, and wisely invested the money to form a sizeable nest egg.</p><p></p><p> Apparently, the German government – or someone in a position of influence – was impressed by Archeville’s works, and recommended him for membership in the Resolutes. When he was approached, he jumped at the chance.[/sblock]</p><p></p><p><strong>PERSONALITY/MOTIVATION</strong></p><p>[sblock=Personality & Motivation]Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he’s busy in superheroics or working on some gadget that can help himself or his teammates, he’s fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind.</p><p></p><p> Over the past four months or so, though, Archeville has noticed that his madness has been starting to manifest even if he’s in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new – controlled outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don’t explode outwards, Archeville occasionally lets his madness have free reign. He’ll laugh maniacally at times, becomes somewhat absent-minded, gets readily annoyed by incompetent people, becomes somewhat arrogant and overconfident, speaks with an exaggerated German accent, and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He’ll never use his inventions to kill, or even permanently harm a foe... at least, not usually.</p><p></p><p> Archeville enjoys a professional rivalry with other high technologists, including Monkey Wrench. Archeville loathes magic, as it cannot be reliably controlled or scientifically analyzed (or the user is using actual mutant/psionic powers but is deluding themselves as to the source), and due to the possibility that his lineage’s madness is the result of a mystical hex. He’ll work with mage and witches if he absolutely must, but he’ll grumble the whole way through.[/sblock]</p><p></p><p><strong>ROLEPLAYING NOTE</strong></p><p>[sblock=Roleplaying Note]Archeville's inner conflicts are often represented by two "Shoulder Angels/Daemons." On his right is an <span style="color: green">angelic version of Archeville</span>, in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a <span style="color: red">demonic version of Archeville</span>, with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id.[/sblock]</p><p></p><p><strong>POWERS & TACTICS</strong></p><p>[sblock=Powers & Tactics]Archeville’s metagene-enhanced intellect makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. 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 Living Supers world. 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).</p><p></p><p> Archeville's mutation-enhanced brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. His hyper-efficient brain also frees him from the need for sleep, something he didn't notice until he realized he had spent 52 hours straight working in his laboratory without feeling the least bit tired. In addition, he can accurately judge direction (including automatically telling which way is North), distances, and time (including accurately judging how much time has passed between two events), which together allow him to calculate the speed and trajectory of most objects.</p><p></p><p> Archeville is 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. (This explains why his BAB and BDB are +8, rather than the +4 or less they should be for a regular scientist with little to no formal combat training.)</p><p></p><p> Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His gravimetric belt (utilizing both antigravity and contragravity technologies) enables him to fly and can surround him with a protective force field; the belt can also allow him to teleport short distances (creating brief, small wormholes), stabilize him against unwanted movement, and bend electromagnetic energies (light and radio waves) around him to render him invisible (as long as he doesn't move too fast -- the belt cannot yet keep up with rapid movement). For a time he wielded an <em>elektromagnetische pistole</em> ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/telvision), but he used the parts from it to both upgrade his gravimetric belt and construct his immensely versatile <em>elektromagnetische schraubenzieher</em> ("electromagnetic screwdriver").[/sblock]</p><p></p><p>[sblock=ADVANCEMENT]</p><p>Rearrangement between Missions: Swapped out Blaster (Device 5 [15pp]) for upgrades to Gravimetric Belt [8pp], the Electromagnetic Screwdriver [6pp], and 4r in Language [1pp].</p><p></p><p>Earned 12pp from <em>Stolen University</em>.</p><p>* 3pp in Skills (4r in Knowledge/Behavioral Science, 4r in Medicine, and 4r in Sense motive)</p><p>* 2pp in Feats (Equipment 2 - Personal Laboratory)</p><p>* 5r in Powers (add Immunity 1 (sleep) [1pp], +2 ranks to Mental Quickness (to 6/x100) [1pp], and Linked Super-Senses 3 (direction sense, distance sense, time sense) to Enhanced Intelligence 10 [3pp][/sblock]</p><p></p><p><strong>MISCELLANEOUS</strong></p><p>[sblock="Miscellaneous"]Archeville has used Extra Effort to:</p><p>* Gain Super-Senses 10 (True Sight [Vision Counters Concealment, Counters Illusion, Counters Obscure {all}, Detect Hidden]) as an alternate power of his Enhanced Intelligence 10 ("Analytical Mind").</p><p>* Gain Telelocation 4 (1 mile range; Extras: No Save; Flaws: Check Required [DC 14 Investigate], Unreliable; Power Feats: Subtle 2) as an alternate power of his Enhanced Intelligence 10 ("Hyper-Deduction").</p><p></p><p>Archeville could potentially use Extra Effort for:</p><p>* Comprehend Languages 3 (speak, understand, and read) as an alternate power of his Enhanced Intelligence 10 ("Linguistic Analysis")</p><p>* Enhanced Charisma 10 as an alternate power of his Enhanced Intelligence 10 ("Interpersonal Intelligence")</p><p>* Enhanced Feats 5 (Rage 5) + Protection 5 as an alternate power of his Enhanced Intelligence 10 ("Berserk Fury")</p><p>* Enhanced Feats 5 (Improved Critical 2 [unarmed], Sneak Attack 4, Stunning Attack) as an alternate power of his Enhanced Intelligence 10 ("Anatomical Knowledge").</p><p>* Enhanced Feats 10 (Attack Focus [Ranged], Precise Shot, Ranged Pin, Ricochet 2, Throwing Mastery 5) as an alternate power of his Enhanced Intelligence 10 ("Calculating Angles & Vectors").</p><p>* Enhanced Wisdom 10 as an alternate power of his Enhanced Intelligence 10 ("Intrapersonal Intelligence")</p><p>* Mind Control 10 (Extras: Conscious, Penetrating; Flaws: Action/Full Round, Hearing-Dependent; PF: Subtle 2; Drawbacks: Action 2/5 Minutes) as an alternate power of his Enhanced Intelligence 10 ("Debating a Vastly Superior Intelligence").</p><p>* Mind Reading 10 (Flaws: Distracting, Full Round/1 Minute, Limited - Must Carefully & Closely [within 30 feet] Observe Subject And Their Facial Expressions; PF: Subtle 2; Drawback: Action 2/5 Minutes) as an alternate power of his Enhanced Intelligence 10 ("Deductive Observation/Face Reading")</p><p>* Stun 9 (Extras: Alt Save/Will, Range/Perception; Flaws: Action/Full, Dazed Only, Hearing-Dependent; PF: Subtle) as an alternate power of his Enhanced Intelligence 10 ("Technobabble").</p><p>* Super-Senses 4 (Postcognition) as an alternate power of his Enhanced Intelligence 10 ("Deductive Reasoning")</p><p>* Super-Senses 4 (Precognition) as an alternate power of his Enhanced Intelligence 10 ("Anticipation/Analytical Foresight")</p><p>* Super-Senses 5 (Acute Precognition; Drawbacks: Action 3/Full Round) + Enhanced Intelligence 10 (Flaw: Limited to predicting the future) + Enhanced Wisdom 10 (Flaw: Limited to predicting the future) as an alternate power of his Enhanced Intelligence 10 ("Anticipation/Analytical Foresight, Improved")</p><p>* Telelocation 9 (Entire Earth; Flaws: Check Required [DC 19 Investigate or appropriate Knowledge]; Power Feats: Subtle 2) plus Quickness 9 (x1,000; Flaw: Limited to Search checks) as an alternate power of his Enhanced Intelligence 10 ("Hyper-Deduction, variant").</p><p></p><p>Sample Settings for <em>Elektromagnetische Schraubenzieher</em> ("Electromagnetic Screwdriver") [Gadgets 1, 5pp]:</p><p>* Blast 10 (electron beam [electricity/heat]; Flaws: Action/Full, Limited/Does not work in vacuum, in water, in magnetic fields, or against targets encased in metal)</p><p>* Blast 10 (magnetic beam; Flaws: Action/Full, Limited/Only works against targets composed of/encased in metal)</p><p>* Blast 10 (ionizing radiation [x-rays/gamma rays] beam; Flaws: Action/Full, Limited/Only works against plants)</p><p>* Datalink 4 (PF: Machine Control)</p><p>* Dazzle 5 (visual/light or radio/electromagnetic burst; alternately add Area/Burst or Explosion extra and Action/Full flaw)</p><p>* Drain Constitution (radiation sickness)</p><p>* Drain Toughness 10 (Limited to UV-sensitive polymers [polypropylene, polyethylene, aramids]; reduce ranks to add Extended Range power feat or Range extra)</p><p>* Enhanced Skills (bonuses on Crafts checks [perfect tool] and Knowledge checks [onboard computer databases], and Medicine)</p><p>* ESP 2 (100 feet; Flaw: Medium/cameras and listening devices)</p><p>* Healing 2 (PF: Persistent; metabolic booster)</p><p>* Illusion (visual - holograms)</p><p>* Nullify (any one effect of an electrical circuit descriptor; mini-EMP; decrease range to touch to boost ranks)</p><p>* Obscure 2 (radio jamming)</p><p>* Strike (short-range energy beam; reduce range to add Extended Range or Precise power feats)</p><p>* assorted Super-Senses (bio-scanner, current detector, energy spectra detector, Geiger counter, metal detector, omnichronometer, teleport tracer, etc.)</p><p>* Transform (two pieces of metal into one [solder/weld])</p><p>* Transform (assorted mutations)[/sblock]</p><p></p><p>Edit #1: Bolded and underlined some things, hoping to make things a bit easier to read.</p><p>Edit #2: Added Complication (Prejudice [magic & mages]); it's mentioned in his Personality/Motivation section but was not listed in his Complications.</p><p>Edit #3: Added Lethal note on Blaster/<em>Elektromagnetische Pistole</em>, addition of Roleplaying Notes section, slight expansion of Powers/Tactics section.</p><p>Edit #4: Rearrangement and spending pps earned from the <strong><em>Stolen University</em></strong> adventure, and added Miscellaneous section.</p><p>Edit #5: Added Complication (Enemies [assorted supervillains from Germany and neighboring countries]); it's mentioned in his History section but was not listed in his Complications.</p><p>Edit #6: Added in "Learning About Dr. Archeville" setion.</p></blockquote><p></p>
[QUOTE="Hand of Vecna, post: 3265220, member: 755"] [b]Herr Doktor Viktor Archeville[/b] [b]HERR DOKTOR VIKTOR ARCHEVILLE[/b] [u]Concept/Archetype[/u]: Gadgeteer/Super-Scientist [u]Power Level[/u]: 10 [u]Power Points[/u]: 150 [u]Experience Points[/u]: 10 [u]Hero Points[/u]: 2 [sblock=Learning About Doktor Archeville] The following is information characters might learn about Doktor Archeville: [b]Gather Information[/b] [b]DC 10[/b]: Viktor Archeville, "genius of science," is a metahuman native of Germany possessing a nigh-unfathomable intelligence. He fits most of the stereotypes of the "Mad Scientist," though he's uncharacteristically handsome. [b]DC 15[/b]: He's a member of The Resolutes, the UN-affiliated team of metahumans. [b]DC 20[/b]: Before joining the Resolutes, Archeville worked as a solo hero for a few years in and around Germany, making him something of a minor celebrity in parts of Europe. [b]DC 25[/b]: Archeville also possesses a degree of infamy. Rumors persist of some manner of inherited neurological disorder, or possibly even a series of disorders, that has plagued most of his family for generations. Perhaps the "Mad Scientist" thing isn't just an act.... [b]Knowledge (Technology)[/b] [b]DC 10[/b]: Dr. Archeville is one of the top poly-scientists on the planet, working in almost all fields with uniform -- and superhuman -- ease. He's equally good with both theoretical and practical applications. [b]DC 15[/b]: Archeville has created numerous hyper-tech inventions, both in "proper" laboratory settings and in the field from found/scavenged items. [b]DC 20[/b]: Archeville wears an ultra-tech belt that allows him to manipulate gravity for various effects, primarily to fly and to generate a protective force field. [b]DC 25[/b]: He also frequently carries some sort of pistol or wand-like device that projects beams of energy, though what the energies are -- and what the effects of those beams are -- seems to vary from encounter to encounter[/sblock] [sblock=Stats][b][u]ABILITIES[/u][/b] STR 10/+0 (0 PP) DEX 13/+1 (3 PP) CON 10/+0 (0 PP) INT 30 (20) / +10 (+5) (10 PP) WIS 20/+5 (10 PP) CHA 10/+0 (0 PP) [b][u]SAVES[/u][/b] TOUGH +12 [Imp 10] (Force Field + Labcoat; 0 Con +12 Power) / +9 [Imp 4] (Invisible Force Field + Labcoat) / +4 [Imp 4] (Labcoat) FORT +4 (4 Base +0 Con) (4 PP) REF +6 (5 Base +1 Dex) (5 PP) WILL +8 (3 Base +6 Wis) (3 PP) [b][u]COMBAT[/u][/b] INIT +1 BASE DEF +8 (16 PP) DEF 18 (10 + 8 Base + 0 Feat + 0 Power) FLAT-FOOTED 14 KNOCKBACK -11 [-4 without Force Field], additional -10 with Sustained Immovable 10 BASE ATT +8 (16 PP) [b][u]ATTACK[/u][/b] [u]Melee[/u]: Attack +8 (DC 15, SAVE Toughness/Nonlethal, CRIT 20, TYPE Bludgeoning [unarmed] or by Invention) [u]Ranged[/u]: Attack +8 (by Invention) [b][u]SKILLS[/u][/b] (88 SP [22 PP]) Computers +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Craft (chemical) +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Craft (electronics) +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Craft (mechanical) +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Disable Device +18 (8 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Investigate +14 (4 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Knowledge (behavioral sciences) +14 (4 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Knowledge (earth sciences) +15 (5 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Knowledge (life sciences) +16 (6 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Knowledge (physical sciences) +16 (6 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Knowledge (technology) +20 (10 Ranks, +10 Int [+5 Innate Int, +5 Enhanced Int]) Medicine +9 (4 Ranks, +5 Wis) Notice +10 (5 Ranks, +5 Wis) Sense Motive +9 (4 Ranks, +5 Wis) [b][u]LANGUAGES[/u][/b] (8 Ranks / 2 PP) Arabic English French Italian Japanese Mandarin Chinese Russian Spanish (German is native) [b][u]MOVEMENT[/u][/b] SPEED 30 ft./60 ft./120 ft. LEAP 10 ft./5 ft./2 ft. OTHER (Gravimetric Belt/Flight 4): 50 ft./100 ft./200 ft.; MPH: 100 [b][u]FEATS[/u][/b] (10 PP) Attractive -- +4 to Bluff and Diplomacy checks vs. those who find him attractive. Eidetic Memory -- +4 bonus to checks to remember things, make any Knowledge skill check untrained. Equipment 2 (10 ep on Personal Laboratory) Improvised Tools -- Ignore -4 penalty for using skills without proper tools. Inventor -- Can use Knowledge (technology) and Craft skills to create inventions and temporary devices. Jack-of-All-Trades -- Can use any skill untrained. Luck -- Have an extra Hero Point. Master Plan -- Prepare for encounters. Skill Mastery (Computers, Craft [electronic], Craft [mechanical], Disable Device) -- Can take 10 even when distracted or under pressure. [b][u]POWERS[/u][/b] [b]Enhanced Intelligence 10[/b] [mutation] (1 PP/Rank + 3 PP = 13 PP) [u]EX[/u]: Linked [b]Super-Senses 3[/b] (Direction Sense, Distance Sense, Time Sense) [b]Immunity 1[/b] [mutation] (1 PP/Rank = 1 PP) [u]FR[/u]: Immunity (need for sleep) [b]Quickness 6[/b] [mutation] (0.5 PP/Rank = 3 PP) [u]FR[/u]: Perform tasks 100 times faster than normal [u]FL[/u]: Limited - mental tasks only (-1) [b]Gadgets 1[/b] ([i]Elektromagnetischer Schraubenzieher[/i]/Electromagnetic Screwdriver; technological/electromagnetic; 5 DP, easy to lose) (6 PP/Rank = 6 PP) [u]FR[/u]: Standard action to rearrange/reassign 5 "device points," which last until reassigned. [b]Device 7[/b] (Gravimetric Belt; technological/gravitic; 35 DP, hard to lose) (4 PP/Rank = 28 PP) [u]Device Power[/u]: [b]Flight 4[/b] [100 mph; gravity manipulation] (2 DP/Rank + 4 DP = 12 DP) [u]Device PF[/u]: 2 Alternate Powers, Instant Up, Move-By Action [u]Alternate Power #1[/u]: [b]Immovability 10[/b] (Sustained Duration) [u]Alternate Power #2[/u]: [b]Teleport 3[/b] (300 ft.; [i]Power Feats[/i]: Change Direction, Change Velocity, Instant Up, Turnabout) [u]Device Power[/u]: [b]Force Field 8[/b] [gravity manipulation] (1 DP/Rank + 2 DP + 13PP = 23 DP) [u]Device PF[/u]: 1 Alternate Power, Selective [u]Device EX[/u]: Impervious on 6 ranks, Linked Sustained [b]Immunity 7[/b] (cold, heat, high pressure, radiation, suffocation effects, vacuum) [u]Alternate Power #1[/u]: [b]Force Field 5[/b] ([i]Extras[/i]: Linked [b]Concealment 6[/b] [all radio and all visual; [i]Power Feat[/i]: Close Range; [i]Flaw[/i]: Blending], Linked Sustained [b]Immunity 7[/b] [cold, heat, high pressure, radiation, suffocation effects, vacuum]; [i]Power Feats[/i]: Selective, Subtle 2) [b]Device 2[/b] (Lab Coat; technological/chemical; 10 DP, hard to lose) (4 PP/Rank = 8 PP) [u]Device Power[/u]: [b]Immunity 1[/b] [super-science fibers] (1 DP/Rank = 1 DP) [u]Device FR[/u]: Immunity to cold (environmental cold) [u]Device Power[/u]: [b]Protection 4[/b] [super-science fibers] (2 DP/Rank + 1 DP = 9 DP) [u]Device PF[/u]: Subtle (DC 20 Notice check to see that it's anything but a normal full-length lab coat) [u]Device EX[/u]: Impervious [b][u]EQUIPMENT[/u][/b] [b]Personal Laboratory[/b]: [i]Size[/i]: Small (house size); Toughness 15; [i]Features[/i]: Communications, Concealed (attached to/within Resolute HQ), Laboratory, Library, Living Space, Power (Gadgets 3 [hard to lose; [i]Flaw[/i]: Action/Full Round to reconfigure]), Security System, Workshop. Cost 2+8 = 10ep. [i]Note[/i]: The Gadgets power represent assorted devices strewn about the laboratory, which only operate within the confines of the HQ. It takes a full round (at least) for Archeville to find a particular device. Resolutes Team Communicator (2 mile range) [b][u]COST[/u][/b] Abilities [23pp] Combat [32pp] Saves [12pp] Skills [24pp] Feats [10pp] Powers [59pp] Drawbacks [0pp] Total [160pp] Unspent [0pp][/sblock] [b]NOTES[/b] [u]Real Name[/u]: Viktor Archeville [u]Gender[/u]: Male [u]Age[/u]: 29 [u]Size[/u]: Medium [u]Height[/u]: 5’10” (1.78 meters) [u]Weight[/u]: 180 pounds (81.65 kg) [u]Hair[/u]: Golden Blonde [u]Eyes[/u]: Rhine Blue [u]Nationality[/u]: German [u]Ethnicity[/u]: German [u]Tradeoffs[/u]: -2 Attack for +2 Save DC. -2 Defense for +2 Toughness. [u]Complications[/u]: Enemies (assorted supervillains from Germany and neighboring countries), Fame/Infamy (in Germany), Prejudice (against magic, mages, and other "superstitious fools"), Public Identity, Scientific Curiosity. [u]Quote[/u]: “Let’s see you laugh at mein theories vhile you rot in jail, [i]schweinhund[/i]!” [b]DESCRIPTION[/b] [sblock=Description]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. 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 his white lab coat; when in the field or on a mission, he wears the blue two-tone uniform and his lab coat. Since he is trying to release his madness in controlled bursts, specifically so it won’t overtake him, Archeville does look after his appearance, wearing clean clothes and keeping his hair neat and tidy. He stands 5’10” (1.78 meters) and weighs 180 pounds (81.65 kg).[/sblock] [b]HISTORY[/b] [sblock=History]Viktor Archeville was born in the summer of 1977 in Schönwald, a small town in the majestic Black Forest of Germany [which is in the southwestern portion of what was known as West Germany]. Cynthia, his lovely mother and a skilled psychologist, died in childbirth, leaving her husband Heinrich to raise him alone. Heinrich was trying to break away from the family trade of making fine cuckoo clocks and enter the burgeoning computer programming field, and so had little time for little Viktor. Fortunately for Heinrich, Viktor proved more than able to take care of himself, as he was walking before he was a year old, and speaking coherent sentences by age two. It has been said that the Archeville family was cursed with madness. Some say it was from a hex laid on one of the line’s ancestors generations ago due to some slight, either real or perceived. Some say it was from working with cuckoo clocks, or that they all worked on cuckoo clocks because they were mad. It was not a trait that showed up in all members of the Archeville line, and Heinrich seems to be spared (though Heinrich’s father, Helmut Archeville, was known to have been a collaborator on numerous Nazi top secret weapons projects, and was very much the stereotypical Mad Scientist). Heinrich had hoped that by distancing himself and young Viktor away from their families ties, he could lessen the chances of Viktor going mad. Heinrich was initially quite worried for his son’s sanity – he knew that great intelligence often came with great ego, and with great ego often comes madness. Heinrich tried to juggle monitoring young Viktor with trying to break into the computer programming field, but doing so did nothing but cause him to develop manic/depressive syndrome and low-grade paranoid schizophrenia. Viktor seemed hardly to notice his father’s deterioration, or if he did he chose not to point it out. He made a few friends here and there, but none of his friendships lasted terribly long due to the rumors of his family’s affliction and his grandfather’s past affiliations). His intellect and skill continued to grow as time passed… as did his father’s madness. On Viktor’s 13th birthday, Heinrich Archeville was admitted to an insane asylum, leaving Viktor to be taken in by Child Services and await adoption. Unfortunately, adoptions are tricky at best, and near impossible if the child is in his teens, so for several years, Viktor was effectively a ward of the state. He would visit his father occasionally, but each visit grew more and more awkward. When he was 16, Viktor enrolled in the Technische Universität München, the Technical University of Munich, as the University was celebrating it’s 125th anniversary. While there, the barest signs of his familial madness began to make themselves apparent. He’d find himself laughing maniacally at times, or he would become annoyed almost to the point of enragement by incompetent people. He was relieved to find that by keeping his conscious mind focused on his studies, he could suppress his outbursts and in fact use that mental energy to make impressive leaps in logic or near-revolutionary breakthrough. He earned a Doctorate in Mathematics and Meisters (Masters) degrees in both chemistry and physics by the age of 22 (Spring 1999). He could easily have done more, but he didn’t want to seem too intellectually flashy. Now Archeville faced a conundrum. He had numerous offers from a number of technological firms, both in Germany and in other countries, but no one seemed right for him. He was sure that if he didn’t find some constructive way to use his intellectual skills, he would likely end up in the asylum (like his father) – as time (and The Comet) passed, he felt his intellect continue to grow by leaps and bounds, and he feared his familial madness would grow with it. For many months he busied himself with being a wandering tinkerer, helping people in need of his electrical and mechanic skills, or setting up a small repair shoppe in a quiet corner of a small German town for a few months before moving on to another quaint town, and for a time he felt truly happy in helping others. As months turned into years, though, and his intellect continued to expand further and further, he began hearing reports of people all over the world with enhanced abilities, and he knew he must be one of them. At first this made Archeville excited, for it meant he finally had an answer to why his mind seemed to continue expanding with no end in sight, an explanation that wasn’t necessarily tied to his bloodline’s “condition.” This excitement soon turned to dread, though, as he realized that, were his madness to overtake him, and if it did so with as much fury and vigor as that shown by his superhuman intellect, then he could easily become a megalomaniacal supervillain, the kind seen (until now) only in comic books, who hijack television broadcasts and make grandiose threats to the world. He had heard vague rumors of superhero groups beginning to form in various countries, and the idea of working as a superhero intrigued him. By using his skills to combat evil and injustice – a never-ending battle – he’d be sure to never be idle and thus not allow the madness to overtake him. He worked for a while as a crime fighter in Germany, using teleportation devices to get nearly anywhere he needed. Sometimes he’d go into a situation with nothing more than his armored labcoat, trusting in his inherent genius to be able to turn whatever items he found at the scene of the crime into some gadget that could be used to stop the villains. In between “jobs,” he sold some of his theoretical notes and designs to various tech firms, and wisely invested the money to form a sizeable nest egg. Apparently, the German government – or someone in a position of influence – was impressed by Archeville’s works, and recommended him for membership in the Resolutes. When he was approached, he jumped at the chance.[/sblock] [b]PERSONALITY/MOTIVATION[/b] [sblock=Personality & Motivation]Archeville is trying to redeem his family name and keep himself busy with important, useful work. As long as he’s busy in superheroics or working on some gadget that can help himself or his teammates, he’s fine. If he goes for about a week without something to do, he becomes noticeably edgy and paranoid, and will often throw himself into some project that no one can identify the reason behind. Over the past four months or so, though, Archeville has noticed that his madness has been starting to manifest even if he’s in the midst of something truly noble and heroic. After having fought it for so many years, Archeville is trying something new – controlled outbursts. Like rangers starting brushfires to retard the spread of a raging forest fire, or slowly opening a shaken-up bottle of soda so that the contents don’t explode outwards, Archeville occasionally lets his madness have free reign. He’ll laugh maniacally at times, becomes somewhat absent-minded, gets readily annoyed by incompetent people, becomes somewhat arrogant and overconfident, speaks with an exaggerated German accent, and will spends several rounds describing exactly how his latest invention will aid his allies/bring ruin to his opponents. He’ll never use his inventions to kill, or even permanently harm a foe... at least, not usually. Archeville enjoys a professional rivalry with other high technologists, including Monkey Wrench. Archeville loathes magic, as it cannot be reliably controlled or scientifically analyzed (or the user is using actual mutant/psionic powers but is deluding themselves as to the source), and due to the possibility that his lineage’s madness is the result of a mystical hex. He’ll work with mage and witches if he absolutely must, but he’ll grumble the whole way through.[/sblock] [b]ROLEPLAYING NOTE[/B] [sblock=Roleplaying Note]Archeville's inner conflicts are often represented by two "Shoulder Angels/Daemons." On his right is an [color=green]angelic version of Archeville[/color], in a pristine white labcoat and a white-gold glow about him; this represents his conscience and morals, his super-ego. On his left shoulder is a [color=red]demonic version of Archeville[/color], with a gore-spattered labcoat, a very nasty looking bionic arm, and a cybernetic skullcap with antennae/horns projecting from it; this represents the temptations and madness within him, his desire to take disproportionate revenge over quasi-imagined slights, his id.[/sblock] [b]POWERS & TACTICS[/b] [sblock=Powers & Tactics]Archeville’s metagene-enhanced intellect makes him a master of a variety of scholarly and scientific fields, from acoustics to zoology. 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 Living Supers world. 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). Archeville's mutation-enhanced brain works approximately 100 times faster than a normal human brain, through a combination of both truly working faster and being able to hold multiple trains of thought at once, and retains everything he experiences with nearly total perfection. His hyper-efficient brain also frees him from the need for sleep, something he didn't notice until he realized he had spent 52 hours straight working in his laboratory without feeling the least bit tired. In addition, he can accurately judge direction (including automatically telling which way is North), distances, and time (including accurately judging how much time has passed between two events), which together allow him to calculate the speed and trajectory of most objects. Archeville is 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. (This explains why his BAB and BDB are +8, rather than the +4 or less they should be for a regular scientist with little to no formal combat training.) Archeville has interwoven his nigh-ubiquitous lab coat with various metallic and polymer threads that diffuse incoming energy, including kinetic energy. His gravimetric belt (utilizing both antigravity and contragravity technologies) enables him to fly and can surround him with a protective force field; the belt can also allow him to teleport short distances (creating brief, small wormholes), stabilize him against unwanted movement, and bend electromagnetic energies (light and radio waves) around him to render him invisible (as long as he doesn't move too fast -- the belt cannot yet keep up with rapid movement). For a time he wielded an [i]elektromagnetische pistole[/i] ("electromagnetic pistol") which could unleash potent and lethal blasts of any form of electromagnetic energy (gamma rays, hard x-rays, soft x-rays, extreme ultraviolet, near ultraviolet, visible light, near infrared, moderate infrared, far infrared, microwaves, and radio waves/telvision), but he used the parts from it to both upgrade his gravimetric belt and construct his immensely versatile [i]elektromagnetische schraubenzieher[/i] ("electromagnetic screwdriver").[/sblock] [sblock=ADVANCEMENT] Rearrangement between Missions: Swapped out Blaster (Device 5 [15pp]) for upgrades to Gravimetric Belt [8pp], the Electromagnetic Screwdriver [6pp], and 4r in Language [1pp]. Earned 12pp from [i]Stolen University[/i]. * 3pp in Skills (4r in Knowledge/Behavioral Science, 4r in Medicine, and 4r in Sense motive) * 2pp in Feats (Equipment 2 - Personal Laboratory) * 5r in Powers (add Immunity 1 (sleep) [1pp], +2 ranks to Mental Quickness (to 6/x100) [1pp], and Linked Super-Senses 3 (direction sense, distance sense, time sense) to Enhanced Intelligence 10 [3pp][/sblock] [b]MISCELLANEOUS[/b] [sblock="Miscellaneous"]Archeville has used Extra Effort to: * Gain Super-Senses 10 (True Sight [Vision Counters Concealment, Counters Illusion, Counters Obscure {all}, Detect Hidden]) as an alternate power of his Enhanced Intelligence 10 ("Analytical Mind"). * Gain Telelocation 4 (1 mile range; Extras: No Save; Flaws: Check Required [DC 14 Investigate], Unreliable; Power Feats: Subtle 2) as an alternate power of his Enhanced Intelligence 10 ("Hyper-Deduction"). Archeville could potentially use Extra Effort for: * Comprehend Languages 3 (speak, understand, and read) as an alternate power of his Enhanced Intelligence 10 ("Linguistic Analysis") * Enhanced Charisma 10 as an alternate power of his Enhanced Intelligence 10 ("Interpersonal Intelligence") * Enhanced Feats 5 (Rage 5) + Protection 5 as an alternate power of his Enhanced Intelligence 10 ("Berserk Fury") * Enhanced Feats 5 (Improved Critical 2 [unarmed], Sneak Attack 4, Stunning Attack) as an alternate power of his Enhanced Intelligence 10 ("Anatomical Knowledge"). * Enhanced Feats 10 (Attack Focus [Ranged], Precise Shot, Ranged Pin, Ricochet 2, Throwing Mastery 5) as an alternate power of his Enhanced Intelligence 10 ("Calculating Angles & Vectors"). * Enhanced Wisdom 10 as an alternate power of his Enhanced Intelligence 10 ("Intrapersonal Intelligence") * Mind Control 10 (Extras: Conscious, Penetrating; Flaws: Action/Full Round, Hearing-Dependent; PF: Subtle 2; Drawbacks: Action 2/5 Minutes) as an alternate power of his Enhanced Intelligence 10 ("Debating a Vastly Superior Intelligence"). * Mind Reading 10 (Flaws: Distracting, Full Round/1 Minute, Limited - Must Carefully & Closely [within 30 feet] Observe Subject And Their Facial Expressions; PF: Subtle 2; Drawback: Action 2/5 Minutes) as an alternate power of his Enhanced Intelligence 10 ("Deductive Observation/Face Reading") * Stun 9 (Extras: Alt Save/Will, Range/Perception; Flaws: Action/Full, Dazed Only, Hearing-Dependent; PF: Subtle) as an alternate power of his Enhanced Intelligence 10 ("Technobabble"). * Super-Senses 4 (Postcognition) as an alternate power of his Enhanced Intelligence 10 ("Deductive Reasoning") * Super-Senses 4 (Precognition) as an alternate power of his Enhanced Intelligence 10 ("Anticipation/Analytical Foresight") * Super-Senses 5 (Acute Precognition; Drawbacks: Action 3/Full Round) + Enhanced Intelligence 10 (Flaw: Limited to predicting the future) + Enhanced Wisdom 10 (Flaw: Limited to predicting the future) as an alternate power of his Enhanced Intelligence 10 ("Anticipation/Analytical Foresight, Improved") * Telelocation 9 (Entire Earth; Flaws: Check Required [DC 19 Investigate or appropriate Knowledge]; Power Feats: Subtle 2) plus Quickness 9 (x1,000; Flaw: Limited to Search checks) as an alternate power of his Enhanced Intelligence 10 ("Hyper-Deduction, variant"). Sample Settings for [i]Elektromagnetische Schraubenzieher[/i] ("Electromagnetic Screwdriver") [Gadgets 1, 5pp]: * Blast 10 (electron beam [electricity/heat]; Flaws: Action/Full, Limited/Does not work in vacuum, in water, in magnetic fields, or against targets encased in metal) * Blast 10 (magnetic beam; Flaws: Action/Full, Limited/Only works against targets composed of/encased in metal) * Blast 10 (ionizing radiation [x-rays/gamma rays] beam; Flaws: Action/Full, Limited/Only works against plants) * Datalink 4 (PF: Machine Control) * Dazzle 5 (visual/light or radio/electromagnetic burst; alternately add Area/Burst or Explosion extra and Action/Full flaw) * Drain Constitution (radiation sickness) * Drain Toughness 10 (Limited to UV-sensitive polymers [polypropylene, polyethylene, aramids]; reduce ranks to add Extended Range power feat or Range extra) * Enhanced Skills (bonuses on Crafts checks [perfect tool] and Knowledge checks [onboard computer databases], and Medicine) * ESP 2 (100 feet; Flaw: Medium/cameras and listening devices) * Healing 2 (PF: Persistent; metabolic booster) * Illusion (visual - holograms) * Nullify (any one effect of an electrical circuit descriptor; mini-EMP; decrease range to touch to boost ranks) * Obscure 2 (radio jamming) * Strike (short-range energy beam; reduce range to add Extended Range or Precise power feats) * assorted Super-Senses (bio-scanner, current detector, energy spectra detector, Geiger counter, metal detector, omnichronometer, teleport tracer, etc.) * Transform (two pieces of metal into one [solder/weld]) * Transform (assorted mutations)[/sblock] Edit #1: Bolded and underlined some things, hoping to make things a bit easier to read. Edit #2: Added Complication (Prejudice [magic & mages]); it's mentioned in his Personality/Motivation section but was not listed in his Complications. Edit #3: Added Lethal note on Blaster/[i]Elektromagnetische Pistole[/i], addition of Roleplaying Notes section, slight expansion of Powers/Tactics section. Edit #4: Rearrangement and spending pps earned from the [b][i]Stolen University[/i][/b] adventure, and added Miscellaneous section. Edit #5: Added Complication (Enemies [assorted supervillains from Germany and neighboring countries]); it's mentioned in his History section but was not listed in his Complications. Edit #6: Added in "Learning About Dr. Archeville" setion. [/QUOTE]
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