Dr. Merlin T. Quiggle

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Dr. Merlin T. Quiggle
Seasoned Male Human, Mad Scientist
Description
average height but rail-thin, with brown hair, a respectably scholarly mustache, brown eyes framed by round glasses, and a face that somehow just can't look mean. Wears lime-green suits and a top hat by preference, but has a more sensible outfit for his “expeditions.”

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Healing d6, Language (English) d8, Notice d4, Persuasion d8, Riding d4, Science d8, Shooting d6, Stealth d4, Weird Science d8
Pace: 6; Parry: 2; Toughness: 5
Hindrances: Curious, Mild Manners, Bad Sight (Minor)
Edges: Arcane Background (Mad Science), Alchemist, Extra Powers, Power Points, Work the Room
Weapons: Colt Rainmaker .32 Range 12/24/48 Damage 2d6

Gear: El cheapo buckboard, mule, chemical apparatus ($50), chemicals & ghost rock ($25), doctor’s bag, suit & top hat, clothes & derby, 2 sets spectacles, gun belt & holster, 50 bullets
Language: English (native, d8)
Current Wealth: $0
Arcane Background: Mad Science
Power Points: 15
Powers: Blind (Dr. Merlin's Astonishing Illuminating Powder), Confusion (Dr. Merlin's Vapors of Care-Ease), Heal (Dr. Merlin's Patented Panpharmacon), Warrior’s Gift (Dr. Merlin's Exclusive Excalibur Elixir) (Trappings: Potions & powders)
Special Abilities:

  • Alchemist: Can create up to three potions for 1 Power Point and $5 in ingredients each, lasting 24 hours.
  • Snake Oil: The recipient makes a natural healing roll. Success heals one Wound and a raise heals two.
  • Focusing Elixir: Add +1 to any one Trait’s rolls (alchemist’s choice when created) for three rounds.
  • Peptonic: The recipient makes a Vigor roll. Success removes one level of Fatigue, and a raise removes two.

Background

Merlin Quiggle was always a curious boy, devouring every book on science his small town had to offer, so when a travelling "professor" passed through he went and chased after him. Over the years he learned how to play the banjo and sell useless tonics to a crowd, getting much better at one than the other. Even more important, he learned if you added a little ghost rock those useless tonics could become useful indeed. So he began traveling the West, selling tonics to the crowd and cures to select customers in between poking his nose into local curiosities, enough of which tried to bite that nose off to inspire him to learn his way around a gun.

Merlin is a white man in his late 30s, average height but rail-thin, with brown hair, a respectably scholarly mustache, brown eyes framed by round glasses, and a face that somehow just can't look mean. Wears lime-green suits and a top hat by preference.