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character: Doc Fate

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Doc Fate!  from DC's The Multiversity: Society of Super-heroes. (2014)

Doc Fate is a mashup of Doc Savage and Doctor Fate, who forms the Society of Super-heroes to repel the Conquerors from the Counter Earth.  Lots of pulpy goodness here, scripted by Grant Morrison and drawn by Chris Sprouse.

Powers and skills:
Drawing from Doc Savage and Doctor Fate, Doc Fate could have just about skill, and plenty of spells, but I tried to list only what was shown in one short comic.  Like, we know Doc Fate has low blow because he kicks Felix Faust in the junk:


also he likes to carry two guns, so I gave him ambidextrous.

He is an actual medical doctor, and can cast a spell to open a portal, allowing him to teleport over an unspecified distance:


He does seem to know a few other spells, but it isn't really clear what the effects are.  Also, I did not include his bases that are briefly shown, his windowless black skyscraper in manhattan - mixing Doc's office in the Empire State building the Fate's tower in Arkham.  Doc Fate also has an 'Impregnable Fortress' somewhere that resembles a meso-american pyramid, moving the  Fortress of Solitude to Central America perhaps?

"I'm aware of my reputation as a devil worshipper in some quarters..."   Seems awfully specific, but okay.  
Also, he is being hunted by the forces of Vandal Savage in the last half of the story.


Doc Fate :

Val   Char    Cost
15   STR 5
18   DEX 24
15   CON 10
14   BODY 8
20   INT 10
18   EGO 16
28   PRE 8
14   COM 2
6   PD 3
3   ED 0
4   SPD 12
6   REC 0
30   END 0
30   STUN 0
6"   RUN 0
2"   SWIM 0
3"   LEAP 0

Characteristics Cost: 98

Cost   Power END
18   The Gate of Fate: Teleportation 5", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2*), Continuous (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Gate (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4)  4
8   Unimpressed: +10 PRE (7pts over normal characteristic maxima) (17 Active Points); only vs fear presence attacks Power loses about half of its effectiveness (-1)   

Powers Cost: 26

Cost   Martial Arts Maneuver
5   1) Roundhouse Punch: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
4   2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
4   3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4   4) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4   5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 

Martial Arts Cost: 21

Cost   Skill
3   Paramedics 13- 
3   KS: The Occult 13- 
3   Inventor 13- 
3   PS: Doctor 13- 
8   +1 with All Combat 

Skills Cost: 20

Cost   Perk
6   Money: Wealthy 
1   Fringe Benefit: License to practice Medicine 

Perks Cost: 7

Cost   Talent
3   Ambidexterity (-2 Off Hand penalty) 

Talents Cost: 3

Val   Disadvantages
0   Normal Characteristic Maxima 
15   Reputation: Satanist, 14- (Extreme; Known Only To A Small Group) 
20   Hunted: Vandal Savage 14- (As Pow; Harshly Punish) 
15   Social Limitation: Secret ID (Frequently; Major) 
25   Hero Bonus 

Disadvantage Points: 75
Base Points: 100  Total Character Cost: 175

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