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.
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.
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.