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Character: The Doctor (?)


Enforcer84

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This guy is my version of the High Evolutionary. He's not necessarily evil and he mostly keeps to himself, but he's powerful and not to be trifled with. Used Telios as an emplate for his characteristics and skills if I missed any "Telios" specific and didn't get them ported to the Doctor let me know. Also I am not married to the name, I had originally called him the Creator and that might work. We'll see...The DoctorPlayer: NPC Mastervillain

Val Char Cost
40 STR 30
30 DEX 60
40 CON 60
30 BODY 40
50 INT 40
28 EGO 36
30 PRE 20
30 COM 10
17/25 PD 9
17/25 ED 9
7 SPD 30
16 REC 0
80 END 0
80 STUN 10
12" RUN07" SWIM09" LEAP0Characteristics Cost: 354
Cost Power END
225 Genetic Manipulation Matrix: Variable Power Pool (Body Control Powers), 150 base + 75 control cost, (225 Active Points)
0 1) Contagion: (Total: 105 Active Cost, 31 Real Cost) Drain CON 2d6, Delayed Return Rate (5 Points per Hour; +1), No Normal Defense (appropriate LS: Immunity; +1) (60 Active Points); Extra Time (5 Minutes, -2) (Real Cost: 20) plus Killing Attack - Ranged 1d6, No Normal Defense (appropriate LS: Immunity; +1), Does BODY (+1) (45 Active Points); Extra Time (after victim is touched) (5 Minutes, -2), No Range (-1/2), Linked (Drain; -1/2) (Real Cost: 11) Real Cost: 31 10
0 2) Fleshwarping: Drain STR, DEX, CON, COM 3d6, Four Powers Simultaneously (+1) (60 Active Points) Real Cost: 60 6
0 3) Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) Real Cost: 11 0
0 4) Seizure Induction: Entangle 4d6, 6 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Indirect (Any origin, always fired away from attacker; +1/2) (112 Active Points); Vulnerable (Mental) (-1/2), Cannot Form Barriers (-1/4), Vulnerable (biomanipulation; -1/4) Real Cost: 56 11
0 5) The Cure: Healing BODY 5d6, Can Heal Limbs, Decreased Re-use Duration (1 Minute; +1 1/4) (124 Active Points) Real Cost: 124 12
133 Toys and Devices: Variable Power Pool (Gadget Pool), 100 base + 33 control cost, (150 Active Points); VPP Can Only Be Changed Between Adventures (-1/2)
79 The Light: Multipower, 79-point reserve
7u 1) Blinding Glory: Sight Group Flash 10d6, Armor Piercing (+1/2) (75 Active Points) 7
7u 2) Blinding Light: Sight Group Flash 12d6, Reduced Endurance (Half END; +1/4) (75 Active Points) 3
2u 3) Create Light: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (38 Active Points); Only To Create Light (-1) 4
7u 4) Lightblast: Energy Blast 12d6, Reduced Endurance (Half END; +1/4) (75 Active Points) 3
7u 5) Maelstrom of Light: Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
8u 6) Seering Vision: Killing Attack - Ranged 3d6, Reduced Endurance (Half END; +1/4), Armor Piercing (+1/2) (79 Active Points) 3
6u 7) Shields of Light: Force Wall (8 PD/8 ED) (8 points Flash Defense) (60 Active Points) 6
5u 8) Vortex of Light: Sight Group Flash 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-1/2) 7
36 Celestial Flight: Faster-Than-Light Travel (22 Light Years/day) 0
12 Fleet-Footed: Running +6" (12" total) 1
15 Peerless Senses: +5 PER with all Sense Groups 0
48 Perfect Being: Life Support (Eating: Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year) 0
30 Perfected Defense: Multipower, 30-point reserve
2u 1) Strikes: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
1u 2) Trained Strength: +30 STR (30 Active Points); Only To Disarm, Escape, And Grab (-3/4), No Figured Characteristics (-1/2) 3
20 Protected Body: Power Defense (20 points) 0
20 Protected Mind: Mental Defense (26 points total) 0
20 Protected Senses: Sight Group Flash Defense (10 points), Hearing Group 0
1 Strong Leaper: Leaping +1" (9" forward, 4 1/2" upward) 1
5 Strong Swimmer: Swimming +5" (7" total) 1
30 Toughened Flesh: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points) 0
90 Wings: Flight 30", No Turn Mode (+1/4), Variable Advantage (+1/2 Advantages; +1) (135 Active Points); Restrainable (-1/2) 13
Powers Cost: 816
Cost Skill
30 +6 with HTH Combat
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
1 Computer Programming 8-
3 Contortionist 15-
3 Conversation 15-
1 Electronics 8-
3 Forensic Medicine 19-
3 High Society 15-
3 Inventor 19-
1 Mechanics 8-
2 PS: Surgeon 11-
3 Paramedics 19-
3 Persuasion 15-
15 Power: Biochemical Wizardry 25-
3 Scholar
2 1) KS: Art History (3 Active Points) 19-
2 2) KS: History (3 Active Points) 19-
2 3) KS: Literature (3 Active Points) 19-
2 4) KS: Music (3 Active Points) 19-
2 5) KS: Superpowers (3 Active Points) 19-
2 6) KS: The Superhuman World (3 Active Points) 19-
3 Scientist
2 1) SS: Anatomy 19- (3 Active Points)
2 2) SS: Biochemistry 19- (3 Active Points)
2 3) SS: Biology 19- (3 Active Points)
2 4) SS: Botany 19- (3 Active Points)
2 5) SS: Chemistry 19- (3 Active Points)
2 6) SS: Genetics 19- (3 Active Points)
2 7) SS: Medicine 19- (3 Active Points)
2 8) SS: Microbiology 19- (3 Active Points)
2 9) SS: Pharmacology/Toxicology 19- (3 Active Points)
2 10) SS: Physics 19- (3 Active Points)
2 11) SS: Virology 19- (3 Active Points)
2 12) SS: Xenobiology 19- (3 Active Points)
2 13) SS: Xenology 19- (3 Active Points)
2 14) SS: Zoology 19- (3 Active Points)
3 Stealth 15-
4 Systems Operation (Environmental Systems, Medical Systems) 19-
3 Tracking 19-
6 WF: Common Melee Weapons, Common Missile Weapons, Energy Blades, Off Hand
Skills Cost: 142
Cost Perk
15 Money: Filthy Rich
10 Fringe Benefit: Head of State of a very minor nation
4 Reputation: The Apex of Medicine (A small to medium sized group) 14-, +4/+4d6
10 Computer Link: WHO databases
60 The City of Eden.
Perks Cost: 99
Cost Talent
4 Double Jointed
5 Eidetic Memory
3 Lightsleep
3 Perfect Pitch
3 Resistance: 3 points
3 Simulate Death
4 Speed Reading: x10
Talents Cost: 25
Val Disadvantages
10 Distinctive Features: Perfect Human Body Not Concealable, Always Noticed, Detectable Only By Unusual Senses
10 Distinctive Features: Wings (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: The Engineer 11- (Frequently), As Powerful, NCI, Watching
20 Psychological Limitation: Messiah Complex Common, Total
20 Psychological Limitation: Regards Humanity as wayward children, waiting for his benevolant aid Common, Total
15 Reputation: Wanna be Messiah, 14-, Extreme (Known Only To A Small Group)
15 Social Limitation: Secret Identity Frequently (11-), Major
Disadvantage Points: 100

Base Points: 200Experience Required: 1136Total Experience Available: 1136Experience Unspent: 0Total Character Cost: 1436

Height: 1.98 m Hair: Blonde
Weight: 99.00 kg Eyes: Blue
Appearance: Tall, muscular, perfect. Abraham's shoulder length blonde hair is slightly curled and his features are straight out of a magazine. He is "classically" handsome. He often dresses in silk robes of gold with no shirt but a pair of trunks. His great white wings are collapsable in ways that don't appear in nature but that seem graceful and natural in movement. He has four wings and they can be drawn in so that he could wear normal clothing and no one would notice them. If he expects trouble or on the rare intance that he wants to be intimidating, he will wear golden armor, open faced helm, and wield beautifully wrought high-tech weapons .Personality: Abraham is fairly convinced that he is a god amongst men. He is benevolant in his way, but has really attempted to keep his contact with humanity to a minimum. He awaits the day that he feels Humanity is to the point he can finally give them his gifts. He's calm, sincere, kindly, and serene; but when he is mad he will destroy things. He also has dark periods where he creates fell creatures for sport. He almost always destroys them but, should he be depressed enough, he might release them to see what Humanity has to offer in its own defense. Quote:"I think I might be able to help."Background: Born in 1521, Gretchen DeCorlis was a witch. She was fairly influential in her small local coven, but when the opporotunity to advance came her way, she betrayed the coven to the Church and joined the Cult of Pan. Within the cult she was less influential but her ambitions were growing. She seduced one of the leaders and bore him twin sons. The conception, part of a dark ritual was to produce magical a magical prodigy that would allow her to control the cult from the shadows. When her sons, Abraham and Alric were born she was delighted, she and her lover raised them as proper young cultists and their futures looked secure. Until the day the boys turned eighteen. Alric, the fiery one, angrily told his parents that the dark gods they worshiped and the magical arts they practiced held no interest for him. He was leaving. Abraham nodded his consent.

In a rage their parents began to summon their magical might to destroy the boys, but the ritual had not been a failure. They two boys were both brilliant and had anticipated this. They had observed their parents and learned their lessons well. The second their parents began to use magic, Alric lashed out with a heavy, iron sword, the blade and his unnatural strength cleaved his father in two. Abraham casually flicked a concealed knife into his mother's bosom.

The boys fled into the night with all the money they could carry. They settled in Germany and used their funds to attend university. It was there that they began to drift apart. Alric was facinated with machines and engineering, Abraham with the human form and medicine. Their massive intellects allowed them to quickly pass their contemporaries. It was Alric that discovered the lost Tiek'n station. The Tiek'n (pronounce Tee-Ay-Ken) were a technologically advanced race that had visited Earth long before man had made the earlies of empires. The brothers DeCorlis travelled by themselves to the site, far away in the northern tundra of Russia. When they found it they spent eleven years in the outpost, first discovering how to activate the various computers and devices, then learning what they could of the technology. The Brothers then used the outpost's long range sensors to find three more alien constructs. One in antarctica, one in the Andes Mountains, and one orbiting Jupitor. They spent the next 30 years travelling and developing technologies that would allow them to plunder the other two terran outposts. By now, Alric had been able to develop plans for a space worthy vehicle. By the year 1617, they had built it and were off to Jupitor. They were delighted to discover that the Jupitor Orbital Station was not of Tiek'n origin, but of another alien race; the Bengnaal.

They returned to Earth in 1700. By now, Abraham and Alric were the two most advanced scientific minds in the history of the world. Using their advanced technology they created new identities for themselves (but kept their names) and mad fortunes as industrialists. Attempts by the two to force the world into the future failed and embittered them towards society as a whole. They also found themselves tiring of eachother's company. (though Abraham loathed to admit it) At this point Abraham went to the "New World" he set up shop in the wilds of Alaska, using construction drones developed by Alric he created as modern a facility as any current city could enjoy. Alric himself went to the wilds of Africa.

Over the next hundred years, Abraham created miracles that included, artificial beings, "raised" animals and even plants. He conquered aging and found he could mold life like Michaelangelo could create sculpture.

in 1936, Abraham attempted once more to cure the worlds ills. He was met with derision from the scientific community at large and reviled for his claims that he could create life. He found a patron in Nazi Germany, but he was so engrossed in his work that he didn't even realize what kind of monster he had allied himself with. He happily worked in an isolated laboratory in Germany for almost 6 years before the world made him take notice. Horrified at what was actually going on around him, Abraham fled. He sought out his brother, knowing instictively where Alric had gone. The two brothers, neither capable of dealing with the whole of humanity any longer, decided to work together one last time and create two small utopias, where they could continue to learn. They hoped that perhaps, one day, humanity would evolve to a point where their genius would be welcomed and not used merely as weapons to destroy eachother.

Abraham chose a garden of Eden, made in a dimensional fold on a small island in the Pacific Ocean. It was there that perhaps his greif broke his mind, perhaps the isolation drove him mad, perhaps he's just bored. At this point Abraham, calling himself the Doctor, has developed new forms of life, created whole new viruses and their cures, mutated himself into an image of an angel, and basically become one of the few isolationist superhumans out there. His raw power is nearly unmatched (though Alric's Battle armor and robots could take him to a draw).

Powers/Tactics: Though physically powerful with abilities that seem to coincide with at the very least comic book or RPG Angels, the Doctor's true weapon is his mind. He has created all manner of guardian, companion, and servitor creatures. He has created Biological weapons and his steward Percifal, a highly advanced android created for him by Alric, is a technological genius "himself" and so The Doctor has access to impressive weapons. Percifal has noted his master's preferences and the devices he makes are beautiful to behold and appear to be magic rather than technology. Campaign Use: This Doctor rarely makes house calls. He is someone who can be an antagonist, an ally, a source of information, or a foil who aquires items needed by the PC's and will give the item up for "favors". He's not a world conquerer, and much of the world has no idea he exists at all.
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Re: Character: The Doctor (?)

 

Am I just on crack here?

 

I don't have FRed yet, so I don't really know if there's an advantage to buying:

 

30 Perfected Defense: Multipower, 30-point reserve

2u 1) Strikes: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3

1u 2) Trained Strength: +30 STR (30 Active Points); Only To Disarm, Escape, And Grab (-3/4), No Figured Characteristics (-1/2)

 

instead of just buying it as:

 

24 6 HtH Damages Classes (adding 6D6 to HtH Damage and +30 STR for Disarm, Escape and Grab, no?)

 

I suppose it implies that you would have to buy MA moves to go with the DCs? If so, does that mean DCs don't add to the regular arsenal of HtH moves? That seems rather silly to me, though I can't remember ever playing a martials artist who didn't buy at least a few moves [4th ed I am referring to] with which to use his DCs, so I can't be sure... been a while since I played Champions.

 

Clarification please?

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Re: Character: The Doctor (?)

 

 

Exterminate!Exterminate!Extermin - Oops. Wrong Doctor.

 

Sounds like one mean son of a gun Enforcer.

 

How would you write the OTHER Doctor up, though.

 

Although I think the Buffy/Unisystem might work better.

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Re: Character: The Doctor (?)

 

Am I just on crack here?

 

I don't have FRed yet, so I don't really know if there's an advantage to buying:

 

 

 

instead of just buying it as:

 

24 6 HtH Damages Classes (adding 6D6 to HtH Damage and +30 STR for Disarm, Escape and Grab, no?)

 

I suppose it implies that you would have to buy MA moves to go with the DCs? If so, does that mean DCs don't add to the regular arsenal of HtH moves? That seems rather silly to me, though I can't remember ever playing a martials artist who didn't buy at least a few moves [4th ed I am referring to] with which to use his DCs, so I can't be sure... been a while since I played Champions.

 

Clarification please?

DC's require martial arts maneuvers, yes.

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