Doctor Charles Davis

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Doctor Charles Davis

Demigod Male Scion of Apollo

Attributes

Agility d8, Smarts d8, Spirits d6, Strength d6, Vigor d6

Pace 6 (d6)

Parry 8 (9 with Staff)

Toughness 14 (10)

Skills

Athletics d4, Common Knowledge d4, Fighting d8, Focus d6+2, Healing d8+2 (+5 with Armor and Trauma Kit), Notice d6, Occult d6, Persuasion d4, Shooting d6 (+2 with Wilks and Multi-Optics Scope), Spellcasting d6 (+1 with Staff), Stealth d4

Edges and Hindrances

EDGES: Arcane Background (Magic), Danger Sense, Healer, Rich

HINDRANCES

Environmental Weakness - Cold (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*

Environmental Weakness - Darkness (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*

Heroic (Major): The character always helps those in need.*

Secret (Major): "I'm the Demigod Love Child of Apollo"

Quirk (Minor) Always trying to learn about the history and culture of a new place he travels to like some types of tourists do.

Reckless (Major): Anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. (Super Powers Companion, page 8)* Vow (Minor): To His Father Apollo

  • Obligatory Mega-Hero Iconic Framework Hinderance that provides no benefit.

Powers

POWERS: Detect/Conceal Aura, Invisibility, Teleport

PPE: 10 (20 W/Staff)

Special Abilities

  • ‘’’’’x’’’’’

Gear

T-12 Field Medic Light EBA (+6 Armor, +2 Toughness, Str Min d4, Wt. 17lbs, Infravision, medical suite grants +2 to Healing rolls for first aid.)

Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2, Shots 20,2 lbs., Shooting +1)

Staff ((Str+d6, Reach 1, Parry +1, two-handed, does Mega Damage if 2 PPE is channeled through it, 10 PPE, +1 to Spellcasting), NG-S2 Survival Pack (Survival Knife, wooden cross, and wooden stakes)

Bio-Analysis Kit (Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use. Anyone with Science gains a +1 using this system, or a +2 if they also have Electronics. 5 lb, 7,200 credits), Trauma Kit (A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM. 3 lb, 2,600 credits), Dosimeter (Detects presence and amount of radiation with a Range of 5/10/20. 1lb, 200 credits), Multi-Optics Scope (An advanced scope with thermal, infrared and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons. 1lb, 3000 credits).

NG-22 Survival Pack (climbing gear [+1 athletics to climb], compass [+1 to survival for finding direction], emergency kit with week rations & survival knife, fire starter kit, first aid kit [3 uses], flashlight, radio and hand crack and solar powered, hunting/fishing kit [+1 survival], sanitation kit, water filter canteen, mess kit, soap ad sterile cloths, two-person ten, insulated with water collector, wooden cross, and insulated sleeping bag, wooden stakes, Wt. 20lbs)

‘’’’’Money on Hand’’’’’: 0 credits; ‘’’’’Trade Goods’’’’’: 0 credits worth (average 0lbs)

Background

‘’Heroic Journey Tables’’ –

‘’Narrative Hook’’ -