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Postby Dr Archeville » Thu Jul 19, 2007 5:25 pm

Dr. Viktor Archeville (Archeville 2.0) --- PL 11, 225pp
Abilities: Str 10/+0, Dex 12/+1, Con 12/+1, Int 38/+14 (24/+7), Wis 20/+5, Cha 16/+3 [0+2+2+14+10+0 = 28pp]
Saves: Toughness +13 [Impervious 12; +5 (Impervious 4) without Force Field], Fort +5 (+1 Con, +4), Ref +6 (+1 Dex, +5), Will +8 (+5 Wis, +3). [4+5+3 = 12pp]
Skills: Bluff 0 (+3, +8 w/ Attractive), Computers 8 (+22), Craft (chemical) 12 (+26), Craft (electronics) 12 (+26), Craft (mechanical) 12 (+26), Diplomacy 0 (+3, +8 w/ Attractive), Disable Device 12 (+26), Investigate 4 (+18), Knowledge (behavioral sciences) 8 (+22), Knowledge (life sciences) 6 (+20), Knowledge (pysical sciences) 14 (+28), Knowledge (technology) 14 (+28), Medicine 1 (+6), Notice 5 (+10), Profession (scientist) 8 (+13), Sense Motive 8 (+13). [124 ranks = 31pp]
Feats: Attractive, Beginner's Luck, Benefit 6 (Security Clearance, Status, Wealth 4 [Total Wealth Bonus +26]), Eidetic Memory, Equipment 5, Improvised Tools, Inventor, Jack of All Trades, Luck, Master Plan, Second Chance 3 (Craft [chemical], Craft [electronic], and Craft [mechanical]), Skill Mastery (Computers, Craft [electronic], Craft [mechanical], Disable Device). [23 feats]
Powers: [8+27+44+3+9+8 = 99pp]
* Device 2 (armored labcoat, hard to lose) [2x4 = 8pp]
* Enhanced Intelligence 14 (Dynamic; 6 DAP) [14x1 +13 = 27pp]
*** DAP: Comprehend Languages 3 (speak, understand, and read all languages ["Linguistic Analysis"])
*** DAP: Mind Control 11 (Extra: Conscious, Penetrating; Flaw: Action/Full Round, Hearing-Dependent; Power Feats: Subtle 2; Drawbacks: Action 2/5 Minutes ["Debating a Level Nine Intelligence"])
*** DAP: Mind Reading 11 (Extra: No Save; Flaws: Distracting, Full Round/1 Minute, Must Carefully & Closely [within 30 feet] Observe Subject; PF: Subtle 2 ["Deductive Observation"])
*** DAP: Super-Senses 4 (Postcognition; PF: Subtle ["Deduction"]])
*** DAP: Super-Senses 4 (Precognition; PF: Subtle ["Anticipation"])
*** DAP: Super-Senses 10 (True Seeing [Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden]; PF: Subtle ["Analytical Mind"])
* Gadgets 6 (up to 30pp of Devices; Hard to Lose; Restricted 2/Archeville only) [6x7 +2 = 44pp]
* Default Setting: Flight 1 [2pp], FF 8 (Imp) [16pp], Blast 12 [12pp].
* Quickness 6 (x100; Flaw: Limited to mental tasks) [6 x 0.5 = 3pp]
* Variable Power 1 (Multiple Skills at once; Extras: Action/Free +2, Duration/Continuous +1) ["Adaptive Mind"] [9pp]
* Variable Power 1 (Multiple Feats at once; Extras: Action/Free +2, Duration/Continuous +1; Flaws: Only feats that represent skill-based enhancements/talents [Combat and Skill feats, not Fortune or General feats] -1) ["Adaptive Mind"] [8pp]
* Armored Labcoat: Immunity 1 (cold), Protection 4 (Extra: Impervious; Power Feat: Subtle) [1+9 = 10]
Combat: Attack +8, Grapple +8, Damage +0 (unarmed), Attack +0 (unarmed) or by Gadget; Defense +8, Knockback -12 (-4 without Belt), Initiative +1. [16 on Attack, 16 on Defense = 32pp]
Drawbacks: None
Complications: Obsessions (Scientific Curiosity)

Trade-Offs: -2 Attack for +2 Save Difficulty. -2 Defense for +2 Toughness.

ArcheTech: Size: Gargantuan (skyscraper size), Toughness 15, Features: Communications, Computer, Fire Prevention System, Garage, Gym, Holding Cells (Nullify 10, Toughness 22), Infirmary, Laboratory, Library, Power (Teleport 9 [anywhere on Earth, Affects Others, Limited to other ArcheTech facilities]), Power System, Progression 5 (50 ArcheTech facilities throughout he world), Security System (DC 25). Cost: 4+2+19 = 25ep.

Abilities 28 + Skills 301 (124 ranks) + Feats 23 + Powers 99 + Combat 32 + Saves 12 = 225pp

ArcheTech
A unique center for multi-disciplinary research in a number of scientific fields, especially those pertaining to metahuman activity (genetics, especially mammalian genetics, and genome stability) and the increasing emergence of metahumans (bionics and cybernetics, energy projection, force field generation, gravimetrics, advanced metallurgy, nanotechnology, particle physics, and others). The corporate HQ for ArcheTech is in Midtown Manhattan, but there are branch offices in California, Connecticut, Georgia, Iowa, Maryland, Massachusetts, Michigan, Minnesota, North Carolina, Pennsylvania, Texas, and Washington, as well as Belgium, Brazil, Canada, China, France (Paris), Germany, Israel, Japan, Russia (attached to Akademgorodok, in Novosibirsk), South Africa, Switzerland, England, and Venezuela.


Update
During a battle with the forces of HEROIC, Dr. Archeville was flung through an unstable wormhole which was intersected by a cosmic storm, and crashed on an Earth-type world. With most of his systems badly damaged (from both the battle and the transit), Archeville dragged himself to the nearest center of civilization, reasoning that he would have a better chance at finding some sort of tools and resources in such a setting than in the wilderness he was in. A passing-by couple -- a young man and his wife -- provided him the means to a better state. Seeing the badly mangled alien patchwork Cthulhoid frame sent both into gibbering catatonia, and while they were passed out Archeville examined them, finding them to be identical to human beings, and, more importantly, that the female was with child. Archeville used the last remnants of his functioning technologies, a nanite-based contingency that would download a copy of his mind into a suitable host body, and used it on the developing fetus, then buried himself deep underground, and his body eventually shut down completely. A day and a half later, the couple snapped out of their state, and, seeing no sign of the creature they were sure they had seen, left the area and returned home.

Five months later, a healthy baby boy was born to the happy couple. At first, all seemed normal, though the babe's limbs or head would occasionally appear gunmetal gray or an odd shade of sea-green, but the parents attributed it to a trick of the light. Soon enough, though, it became clear something was very special about the child. He could walk by the time he was a year old, and could speak coherent sentences before he was two. Though an intrinsic part of his brain and nervous system, it took the nanites some time to re-create Archeville's mind within the child, but since it was able to do so "from the ground up," while the child's brain was in the process of expanding and developing, they were able to do so far better than Archeville had originally intended, since they had been meant for use on adult beings. He was enrolled in the university by age 12, and has earned -- or, rather, re-earned -- two Doctorates by age 20.

As Archeville's memories returned and he learned of the world he was on, he made a surprising discovery. This was not an alien world he was on -- it was a parallel Earth in a separate dimension, and his crash-landing was what came to be the Tunguska Event of 1908! In a further twist of destiny/irony, the couple which had encountered him and lead to his current incarnation were Heinrich and Cynthia Archeville, his own parents from his home reality, and the child he had usurped would have grown up to be a parallel version of himself!

As on his world, and countless other Earth-like worlds he'd visited, the human population began to experience an upswing in superpowered beings, most of whom began to act on either their baser or higher natures. Archeville adventured for a time as a costumed agent of the Nazi-esque empire that arose, but then made a very public turn to the Allied side and was instrumental in the defeat of the Axis forces. Initially distrusted, he soon came to be a valued and respected member of the global superhero community, but eventually retired from active service to found ArcheTech, a global think-tank for all the wondrous super-science being developed.

This is, of course, all a ruse. One of the first things Arche-Tech developed and made available was assorted genetic therapies and treatments for various inherited disorders. An unrevealed side-effect of these treatments is that they alter the patients brain in certain subtle ways to make them more susceptible to any of a number of mind control techniques Archeville has in reserve. Arche-Tech has also made numerous cybernetic prosthetics available to those who lost limbs due either to accident or wartime service, though again the neural wiring that makes it possible for the patient to use the artificial limb as well as his own flesh-and-blood one works both ways, and can override certain parts of the brain to turn all the recipients of Arche-Techs' bionics into puppets to Archeville's will. He's not quite sure what he'll do with all this control -- for now, he's content to be the one holding all the cards very close to his chest.

Version 1 of Dr. Archeville can be found here.
Last edited by Dr Archeville on Sun Aug 03, 2008 7:58 pm, edited 1 time in total.
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Dr Archeville
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Postby Dread Lord » Fri Jul 20, 2007 3:07 am

I'll have to dig up his back story again, but here you go.



Code: Select all
DREAD LORD                                          
PL: 19  (285 pp)                                                                        
ABILITIES:   
STR: 6 (-2) 
DEX: 14 (+2)   
CON: 8 (-1)   
INT: 30 (+10)   
WIS: 10 (0)   
CHA: 18 (+4)                                                         
SKILLS:  Bluff 9 (+13), Climb  (-2), Computers 11 (+21), Concentration 8 (+8), Electronic 10 (+20), Mechanical 10 (+20), Diplomacy 6 (+10), Disable Device 8 (+18), Disguise  (+4), Drive 2 (+4), Escape Artist  (+2), Gather Info 2 (+6), Handle Animal  (+4), Intimidate  (+2), Investigate 2 (+12), Earth Sciences 8 (+18), Physical Sciences 10 (+20), Life Sciences 4 (+14), Tactics 2 (+12), Technology 10 (+20), Notice 6 (+6), Pilot 4 (+6), Profession 8 (+8), Search  (+10), Sense Motive 8 (+8), Stealth 4 (+6), Swim  (-2)                                                                               
FEATS: 
Dodge Focus (5),
Inventor, Minions (5),
Equipment (5),
Attack Specialization (1),
Attack Focus (3),
Benefit (2)                                                                                                 
POWERS: 
*Shrinking (permanent) [4],
*Evil Mind Powers, ,
Telepathy [15],
AP--Telekinesis [15],
Mind Control (sustained, lasting) [20],
 AP--Mental Blast (flaw- normal range) [20],
 AP-- Paralyze (extra- Normal range) [20],
 AP-- Possession [15],
*Hov-O-matic boots (device- hard to lose) [2],
Flight [5],
*Blast-O-tron-O-matic rifle. (Device- easy to lose)
 [6], Blast [15],
AP-- Stun (extra- normal range) [10],
*Dread-Be-Safe personal forcefield belt (device- hard to lose) [5], Forcefield [10], Impervious [10]                                                                                                                                              
                                                                                                                                             
COMBAT:  Attack 11  [+19 with energy gun +15 (Lethal)]   Defense 19 (12 flat-footed)   Init  2                                                                                                                                             
                                                   
SAVES:  Toughness -1 (-1 flat-footed)  Fortitude 5  Reflex 8  Will 10                                                   
                                                   
Abilities 26  +  Skills 32 (128 ranks)  +  Feats 22  +  Powers 157  +  Combat 26  +  Saves 22  –  Drawbacks 0 = 285 / 285                                                   
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