SCRPG Cosmic Tales/PlayersCharacters/DOCTOR DEMIURGE
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Character sheet for DOCTOR DEMIURGE a player character in the SCRPG Cosmic Tales play by post game
DOCTOR DEMIURGE[edit]
Background: Interstellar
Power Source: Mystical
Archetype: Reality Shaper
Personality: Inquisitive
Health (G/Y/R): 30/22/11
Powers:
- Cosmic d10
- Inventions d10
- Postcognition d8
- Transmutation d6
Qualities:
- Magical Lore d12
- Science d10
- Conviction ("Evil must be defeated; evil stems from ignorance; as above, so below. Therefore, I must pursue personal and universal understanding.") d8
- SUPERSCIENCE BODHISATTVA d8
- Otherworldly Mythos d8
- Technology d6
Status:
Green (30-23) d6 / Yellow (22-12) d8 / Red (11-1) d12
Abilities:
- Green
- Principle of the Cosmos (A): Overcome a challenge involving Cosmic energies. Use your Max die. You and your allies each gain a Hero Point.
- Minor twist: What other energy/element is currently causing your powers to go on the fritz?
- Major twist: What source of energy/element is currently dampening all your powers?
- RP: You have an affinity for Cosmic energies and easily interact with them.
- Minor twist: What other energy/element is currently causing your powers to go on the fritz?
- Principle of the Lab (A): Overcome a challenge while while in a familiar workplace or when you have amble research time. Use your Max die. You and your allies gain each gain a Hero Point.
- Minor twist: What did you make a detour to observe and sample for future experiments?
- Major twist: Something's gone very wrong in the lab, what was it?
- RP: You have nearly unlimited access to a dedicated research area and are at home working there.
- Minor twist: What did you make a detour to observe and sample for future experiments?
- Science Wizardry (A): Attack using Inventions. Move the target anywhere nearby in the scene. If the target goes next in the turn order, you decide who takes the next turn after them.
- Strange Rays (A): Hinder using Cosmic. That penalty is persistent and exclusive.
- Yellow
- Access the Ashram of Sciento-Thaumaturgy (A): Overcome an environmental challenge using Postcognition. Use your Max die. Then, either remove any penalty from the scene or Boost using your Mid die.
- Karmic Unwinding (R): When a nearby enemy would create a mod, you may remove it immediately.
- Weird Emanations (A): Boost or Hinder using Cosmic. Apply that mod to multiple nearby targets.
- Red
- Eerie Beams (A): Remove a bonus on a target. Then, Hinder that target using Magical Lore. Use your Max die. That penalty is persistent and exclusive.
- Micro-Cosmic Arsenal (A): Attack multiple targets using Inventions. Use your Max + Min dice. If you roll doubles, either take damage equal to your Mid die or take a minor twist.
- Techno-Magical Supremacy (A): Boost yourself using Inventions. Use your Max die. That bonus is persistent and exclusive. Then, Attack using your Mid die plus that bonus.
- Out
- Assistance From Beyond (A): Choose an ally. Until your next turn, that ally may reroll one of their dice by using a Reaction.