Doctor Destiny

Doctor Destiny
Dex:   5   Str:   4   Body:    5
Int:  10   Will: 11   Mind:    4
Infl:  8   Aura:  7   Spirit:  7
Initiative: 23  Hero Points: 125

Artist (actor): 8
Gadgetry: 10
Scientist: 8

Advantages: Connections: Arkham Asylum (Low); Genius; Scholar (dream manipulation)

Drawbacks: Serious Psychological Instability; Strange Appearance

Alter Ego: John Dee
Motivation: Power Lust / Psychopath
Occupation: Lunatic
Wealth: 0

Gravity Decrease: 11]

Disguise Kit [Body: 1, Chameleon: 8]

MATERIOPTIKON [Body: 7, Omni-Power: 25] Limitations: Can only mimic Powers and Abilities that can be pulled out of the dreams of an intelligent creature, no more than 25 AP's distant.

Ruby [Body: 12, Spirit: 16, Sorcery: 30] Note: Actually is the property of The Sandman. After years of exposure to its effects, Doctor Destiny managed to tap its power and warp it so that only he could use it.

Source: Justice League Sourcebook, page 77; Magic Sourcebook, page 98

foe of: Justice League

Ed's Notes: Ooooo. This guy. Wow. He's managed to pull of some pretty epic shit in the comics, like Mr. Mxyzptlk level shit.  It might be tricky to adapt into game terms, but he can basically meld the dream world and the real world, and the PC's will begin to have trouble discerning which is which.  Very underrated. Extremely versatile... BUT: Requires some next-level creativity on the part of the GM. (IOW: Don't use him just to rob banks and shit!)

The two entries are identical, save for the Equipment listed. The JL Sourcebook lists the Anti-Gravity Device, Disguise Kit and Materioptikon. The Magic SB lists Sandman's Ruby.

First Appearance: Justice League of America #5 (June, 1961)

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