Doctor Charles Davis

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Doctor Charles Davis

Demigod Male Scion of Apollo

SWADE Dr. Charles Davis.jpg

Attributes

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

Pace 6 (d6)

Parry 8 (9 with Staff)

Toughness 16 (6)

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)

Super Powers

Super Power Points: 45

Heritage of Divinity - Abilities common to most with divine parentage.

  • Ageless (Cost 1) The hero never grows old. (Super Powers Companion, page 49)
  • Immune to Disease (Cost 1) The character is immune disease. (Super Powers Companion, page 67)
  • Immune to Poison (Cost 1) The character is immune poison. (Super Powers Companion, page 67)
  • Regeneration [Regrowth (+2)] (Cost 7) The hero regenerates a Wound on a successful Focus roll (two on a raise) every hour and treats all permanent injuries as temporary. (Super Powers Companion, page 81)
  • Skill Bonus (Focus) (Cost 4) Add +2 to a single skill. (Super Powers Companion, page 83)
  • Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Arcane Background - Magic). (Super Powers Companion, page 85)
  • Toughness 3 (Cost 3) Increases Toughness by +1 for each level. (Super Powers Companion, page 88)

Gifts of Apollo - Abilities inherited from the Olympian Apollo

  • Absorption: Fire (heat), Light (lasers), Magic (spiritual, supernatural), Radiation [Additional Power Types (+2), Transmute (+3) ]. (Cost 7) Free Soak roll vs damage from a Power Type; each Wound Soaked generates an Transmutation Token for the scene. Tokens add damage, Toughness, or allow a Power Stunt. (Super Powers Companion, page 48)
  • Dodge 2 (Cost 2) Ranged attacks at the hero subtract one per level. (Super Powers Companion, page 57)
  • Genius [Fast Learner (+1)] (Cost 3) The character gets a free reroll on Smarts and Smarts-based skills. The hero ignores the -2 penalty when making unskilled, Smarts-based rolls. (Super Powers Companion, page 64)
  • Healing [Requires Touch (-2)] (Cost 1) Focus roll as an action to heal one Wound, two with a raise. (Super Powers Companion, page 65)
  • Parry 2 (Cost 2) The character's Parry increases by +1 per level of the power. (Super Powers Companion, page 78)
  • Melee Attack 1 [Mega-Damage (+1)] (Cost 3) Increases the damage of the hero's melee attacks 1d6. (Super Powers Companion, Page 73)
  • Stun [Only Beings With Sight (-1), Strong (+2)] (Cost 4) Target makes a successful Vigor-2 roll (-4 with Raise) or is Stunned. (Super Powers Companion, page 85)
  • Super Attribute (Smarts) 1 (Cost 2) Each level increases an Attribute and its maximum by one die type. (Super Powers Companion, page 85)
  • Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Danger Sense). (Super Powers Companion, page 85)

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)
  • 2 E-Clips (2lbs)
  • 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).


Money on Hand: 3,100 credits; Trade Goods: 3,000 credits worth

Background

Heroic Journey TablesEducation: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d4.

Body Armor: You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.

Enchanted Items & Mystic Gadgets: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.

Hindrances spent Raising Agility to d8, Rich Edge

‘’Narrative Hook’’ -