Showing posts with label Doctor. Show all posts
Showing posts with label Doctor. Show all posts

Janissary

Janissary
________________________________
Dex:   3   Str:   2   Body:    3
Int:   4   Will:  5   Mind:    6
Infl:  7   Aura:  6   Spirit:  9
Initiative:14/17 Hero Points: 40

Skills:
Medicine: 5
Scientist: 2
Weaponry (Melee): 3

Advantages: Area Knowledge (Turkey); Connections: Ankara Numune Hospital (High), Turkish Government (Low), Turkish Police (Low), Justice League  (Low); Iron Nerves; Luck; Popularity (in Turkey); Scholar (Chemistry, Biology)

Drawbacks: Secret Identity; Minor Irrational Attraction to patriotism; Miscellaneous: As an observant Muslim, is committed to praying five times a day,giving alms to the poor and fasting during the month of Ramadan.


Alter Ego: Dr. Selma Tolon
Motivation: Upholding the Good
Occupation: Physician
Wealth: 4

Equipment:
Enchanted Scimitar [Dex: 5, Str: 7, Body: 6, Body: 25, EV: 8, Flight: 12, Weaponry: 7]

Eternity Book [Body: 15, Sorcery: 25, R#: 3] Limitation: Spells must be read aloud from the Book. This book requires either the Homo Magi Advantage, or enough AP's in Occultist (Occult Knowledge) to be properly used. Dr. Tolon has neither.  Her unskilled Occultist attempt to use the book requires a check using her Infl/Aura against an OV/RV of 5/5:

   Missed by 5 or more:    Nothing substantial occurs, though there might be some special effects.
   No RAPs:    GM’s choice – something superficially similar to what Janissary wanted, but without the desired effect. (Example: Instead of having the target burst into flames, it's sword becomes a flaming blade).
   ½ RV:   Roughly what Janissary wanted, but implemented in a different and less desirable way (Example: Instead of being neutralized by being turned into trees, the targets are neutralized by being teleported away).
   Full RV:   The correct spell is cast.



Source: adapted from Writeups.org




Ed's Notes: Following a long history of such racial tokenism (Apache Cheif, Samurai, El Dorado, the Global Guardians...) DC introduced a trio of sword-wielding, Mediterranean characters as part of their Planet DC event. They introduced many foreign heroes, but somehow all three form the Mediterranean ended up begin chicks with swords. And I've got nothing against that - my last relationship with such a chick lasted 25 years, so... yeah, bring on the sword-wielding badass chicks!

One thing that needs to be said... As usual with these sorts of ham-handed attempts at representation, DC screwed something up pretty badly with this one. Historically, the “Janissaries” were regimented slave-soldiers of non-Muslim origin. So it's not a terribly good name for a nurturingTurkish, Muslim heroine. But yay for trying, I guess?

I see a lot of potential for the character though, especially in a post-9/11 world. (Which was not the world she was created in, it is worth mentioning.) The sword is cool, and the BOOK has the potential to be game-breaking... IF she can ever get it to work. I see a lot of "Greatest American Hero" hijinks going on with that. But she can access up to 8 AP's of Sorcery taking no Spiritual damage, and up to 15 without being knocked unconscious by it. And since it's bashing damage, she'd even survive the full 25, though she'd be out for a while afterwards. Could be good for a starting Character though, and if they eventually leaned the Occultist Skill (which would drop the OV/RV of the book reading attempt to 2/2. 

A note on that OV/RV of 2/2 BTW... According to Writeups: it was actually Occultist Skill vs. 3/3 or Infl/Aura (Unskilled) vs 5/5.  But that's not right... Unskilled isn't a a +2 penalty to the OV/RV, it's a +2 COLUMN SHIFT Penalty to the OV/RV. So, to really  make sense, either her OV/RV should be 7/7  (which would make using the book properly nearly impossible, requiring FIVE Column shifts past the required 11 (a 24!) to get full RV) -OR- the Occultist attempt should be against 2/2. Which... Is kind of pointlessly easy, but preferable to making it THAT difficult to use the book, I suppose. SO I'm going with 2/2.


First Appearance: JLA Annual #4 (August, 2000)

Dr. Gym'll

Dr. Gym'll
________________________________
Dex:   2   Str:   2   Body:    2
Int:   8   Will:  4   Mind:    3
Infl:  2   Aura:  2   Spirit:  2
Initiative: 12  Hero Points:  60

Powers: 
Extra Limb (x2): 2

Skills: 
Medicine: 10
Scientist: 10

Advantages: Connection: Legion of Superheroes (High)

Alter Ego: none
Motivation: Upholding the Good
Occupation: Doctor
Wealth: 5

Equipment:
MEDICUS ONE [Body: 10, Lab Rating: 16]



Source: 2995 Legion of Superheroes Sourcebook, page 105




Ed's Notes: One of the top medical minds in the 30th Century and personal Physician to the Legion of Superheroes. BTW, Medicus One, if you didn't know, is his SHIP. So... the GM should probably use some discretion and fill in some additional stats for it.

First Appearance: Legion of Super-Heroes Vol 2 #284 (February, 1982)

Doctor Phosphorus

Doctor Phosphorus
________________________________
Dex:   2   Str:   2   Body:    2
Int:   7   Will:  5   Mind:    6
Infl:  5   Aura:  4   Spirit:  5
Initiative: 15  Hero Points:  60

Powers:
Flame Being: 12
Flame Immunity: 12
Poison Touch (Radiation): 6

Bonuses: Poison touch affect anyone coming into contact with his body.

Limitations: Flame Being and Poison Touch are Always On

Skills:
Medicine: 9

Advantages: Connections: Business Community (Low)

Drawbacks: Catastrophic Irrational Attraction to revenge; Strange Appearance

Alter Ego: Emil Sartorius
Motivation: Psychopath
Occupation: Former Doctor
Wealth: 0


Source: Adapted from 1st Edition Night in Gotham Module, page 24
Foe of: Batman 



Ed's Notes: I'm not sure that 2's for all his Physical Attributes do him justice. I mean... He was "transformed." Shouldn't that have at least toughened him up a little?! But it really doesn't matter. Anyone who tries to punch or grapple him will automatically be attacked by both his Flame Being AND Poison Touch powers. I did add the Bonus, Limitations and Strange Appearance Drawback to what otherwise came direct from the 1st Edition Module, but felt these were necessary to accurately represent the character. BUT, in the spirit of keeping as close as possible to published works, I left his Physicals as they were, in spite of feeling that they were weak, and I didn't give Poison Touch (or Flame Being) a range or area affect. I think adding that could be justified, but that really starts to beef up the character beyond what was in the published work. And he's a fair threat for any unprepared human-level character as he is. (I also changed his wealth form n/a to "0." he's BROKE, but he's still (approximately) human and would still need money. Lol)


First Appearance: Detective Comics #469 (May, 1977)

Dr. Helga Jace

Dr. Helga Jace
________________________________
Dex:   2   Str:   1   Body:    2
Int:   9   Will:  8   Mind:    7
Infl:  3   Aura:  2   Spirit:  3
Initiative: 12  Hero Points:  45

Skills:
Gadgetry: 11
Scientist: 11

Advantages: Connections: Outsiders (High), Markovian Government (High), Scientific Community (High), Manhunters (High); Genius; Scholar (topography, geology)

Drawbacks: Age (old); Dark Secret (Manhunter agent)

Alter Ego: none
Motivation: Psychopath (misguided)
Occupation: Research Scientist
Wealth: 6



Source: Atlas of the DC Universe, page 96
foe of: Geo-Force



Ed's Notes: Not much in the way of Powers, but a good example of a mad-scientist- spanner-in-the-works type characters that will start out as a trusted ally and then betray the PC's at the worst possible moment.

Dr. Medusa

Dr. Medusa
________________________________
Dex:   5    Str:   3  Body:    4
Int:   8    Will:  8  Mind:    6
Infl:  6    Aura:  4  Spirit:  5
Initiative: 19  Hero Points:  40

Skills:
Charisma: 6
Gadgetry: 5
Medicine: 7
Scientist: 8

Advantages: Connections: U.S. Armed Forces (European Theater/Low); Scholar (plastic surgery)

Alter Ego: Dr. Myna Rhodes
Motivation: Unwanted Power
Occupation: Doctor
Wealth: 4



Source: World at War Sourcebook, page 98

affiliation(s): Creature Commandos



Ed's Notes: The Team Medic for the Creature Commandos.  I can understand, since she's not actually a Gorgon, not having the Transmutation (Turn People to Stone) Power, but why not Poison Touch for her hair?!

Cyclotron

Cyclotron
________________________________
Dex:   6   Str:   9   Body:    9
Int:  10   Will:  8   Mind:    5
Infl:  7   Aura:  6   Spirit:  6
Initiative: 23  Hero Points:  35

Powers:
Energy Blast: 11
Flight: 11

Skills:
Charisma: 7
Gadgetry: 8
Scientist: 8

Bonus: Miscellaneous: Had the Power to release all of the atomic energy in his body simultaneously, resulting in a powerful nuclear explosion. When he chose to employ this ability, he was killed instantly and everything in the vicinity was affected as though an atomic bomb had exploded.

Advantages: Connections: Firebrand II (Low), Scientific Community (Low); Genius; Scholar (atomic energy)
  
Drawbacks: Guilt; Secret Identity

Alter Ego: Dr. Terry Curtis
Motivation: Unwanted Power
Occupation: Scientist
Wealth: 8



Source: World at War Sourcebook, page 76





Ed's Notes:
 This is a very sympathetic character as far as villains go. Yes, I said, "villains," even though he has a heroic motivation. Basically, he was blackmailed and turned into a monster by the Ultra-Humanite in exchange for curing his daughters radiation sickness. At the same time he was on the run from the government for refusing to turn over his discovery of the Atomic Bomb - in 1939 - due to the moral implications of inventing and using such a weapon. So think Mr. Freeze in the Batman Animated Series episode "Heart of Ice," crossed with Tony Stark from the first two Iron Man Movies. VERY complex and sympathetic character indeed.  I can't wait to run him!


BTW... I was going to suggest that his Miscellaneous "Bonus," which, even in this interpretation, is really a Miscellaneous Advantage, should have been written up as the Bomb Power with Full AP Usage, Killing Combat and Self-Infliction Limitations, but that ended up looking no less complicated, so instead I'll just include the information about the Atomic Bomb, per the 3rd Edition Rulebook, page 123. (Body and R# don't apply here, obviously):

ATOMIC BOMB [Body: 6, Bomb: 20, Flash: 12, Magnetic Control: 15, R#: 5] Limitation: Magnetic Control only generates an EMP. Use as AV/EV against all electronic equipment within normal range, with OV/RV's based on trhe amount of shielding the equipment has. Most home equipment would have OV/RV's of 2/2, while Government files might have OV/RV's of 12/12. RAP's are deducted from the equipment Mental Attributes and Recall Power, if any.



Robotman

Robotman
________________________________
Dex:   7   Str:   9   Body:   10
Int:   9   Will:  7   Mind:    5
Infl:  4   Aura:  4   Spirit:  6
Initiative: 20  Hero Points:  45

Powers:
Running: 7
Skin Armor: 3
Telescopic Vision: 6

Skills: 
Gadgetry: 10
Scientist: 10

Advantages: Genius; Scholar (robotics)

Drawbacks: Serious Irrational Attraction to restoring his human self

Alter Ego: Dr. Robert Crane / Paul Dennis
Motivation: Unwanted Power
Occupation: Scientist
Wealth: 7

Equipment:
JET PACK [Body: 4, Flight: 9, R#: 4]



Source: World at War Sourcebook, page 64
affiliation(s): All-Star Squadron



Ed's Notes: Like the Human Bomb, another scientist that got stuck into one of his experiments.  This guy would not only make a good "engineer" for any group, but a pretty solid tank as well. Skin Armor is a very cheap power to raise up, carrying none of the limitations of Force Field, yet all the benefits in game terms.  Plus... Scientist? Robotics expert? A PC can pretty much go ANYWHERE with that in term of modifying themselves!  It worth noting that this is the Golden Age Robotman, and NOT the one of Doom Patrol fame, although, I suppose he could be used as a stand in, or a template to create that character.  (At the time of this entry, I have not yet found any stats for the newer, Doom Patrol Robotman character.)

Anti-Fate

Anti-Fate
________________________________
Dex:   4    Str:   2  Body:    4
Int:   3    Will:  3  Mind:    2
Infl:  2    Aura:  4  Spirit:  3
Initiative: 9/33 Hero Pts: 10/85

Skills: 
Medicine: 3

Advantages: Connections: Arkham Asylum (High), Lords of Chaos (Low); Scholar (psychology)

Drawbacks: Serious Psychological Instability


Alter Ego: Doctor Benjamin Stoner

Motivation: Unwanted Power/Nihilst
Occupation: Administrative Director of Arkham Asylum/Chaos Warrior
Wealth: 6

Equipment:

HELM OF THE ANTI-FATE [Dex: 9, Str: 7, Body: 9, Int: 12, Will: 16, Mind: 13, Infl: 12, Aura: 18, Spirit: 13, Awareness: 8, Flight: 10, Invulnerability: 17, Magic Sense: 10, Sorcery: 23]



Source: Magic Sourcebook, page 93

foe of Doctor Fate



Ed's Notes: Normally I HATE "Anti"-[Hero's Name] villains.  But this one kinda makes sense. And the Lords of Chaos don't PLAY. Wow.  Also, with all of the Super-villains RUNNING Arkham Asylum, it's no wonder that it ends up a cardboard prison! Finally, it should be noted, the following House Rule: When an artifact transforms someone, the Body, Mind and Spirit stats (italicized) will substitute for the current condition(s) and not only for the appropriate RV's, as is the case with ARMOR. It's not written up that way, but it really doesn't make sense otherwise.

Doctor Stratos

Doctor Stratos
________________________________
Dex:   3   Str:   2   Body:    3
Int:   5   Will:  2   Mind:    3
Infl:  3   Aura:  4   Spirit:  2
Initiative: 11  Hero Points:  40

Skills:
Gadgetry: 8
Scientist: 9

Advantages:  Genius; Scholar (computer design, meteorology)

Drawbacks: Serious Psychological Instability (believes he is the offspring of Greek Gods)

Alter Ego: Constantine Stratos

Motivation: Power Lust
Occupation: Computer Design Specialist
Wealth: 9

Equipment:
WEATHER CONTROL SATELLITE [Body: 12, Weather Control: 20, R#; 2]



Source: Superman: Man of Steel Sourcebook, page 75

foe of: Superman



Ed's Notes: So... Just blackmail the city for millions or you'll let loose with a hurricane? Create a drought and destroy crops?  There should be stats for some kind of device to Control the Satellite?  His evil lair also needs stats.  BTW... I want you to be able to read that picture above, so here it a little bigger... Apparently this guy is a date-raping creep. (With Weird Al hair, no less.)




Doctor Tzin-Tzin

Doctor Tzin-Tzin
________________________________
Dex:   4   Str:   3   Body:    4
Int:   9   Will:  8   Mind:    7
Infl:  7   Aura:  7   Spirit:  6
Initiative: 20  Hero Points:  75


Powers:
Control: 6
Hypnotism: 14

Skills:
Charisma: 8
Weaponry: 5

Advantages: Connections: League of Assassins (High), Terrorist (High); Leadership

Alter Ego: Unknown
Motivation: Power Lust
Occupation: Criminal
Wealth: 8



Source: Batman Role Playing Game, page 145
Foe of: Batman



Ed's Notes: Might be an interesting 2nd-hand guy to bring in on a Ra's al Ghul-style caper. Someone who the PC's don't know, and won't know what to expect from. But as a big-bad... Yeah, if his Control Power was enough to take over ANY decently powered heroes, then MAYBE. But at least his hypnotism, normally a really weak power due to how it works mechanically in-game, is sufficiently high enough to be useful. And he can control civilians easily enough to be at least a really annoying distraction , if not a threat.

I feel like he should also have a low-level Occultist Skill (around 4, maybe?) and he's been know to use swords and other blades at times (daggers, scimitar, etc...) so maybe those as well. (Just grab a few out of the Rulebook.)

Dr. Leslie Thompkins

Dr. Leslie Thompkins
________________________________
Dex:   2   Str:   2   Body:    2
Int:   3   Will:  3   Mind:    3
Infl:  3   Aura:  3   Spirit:  3
Initiative:  8  Hero Points:   5

Skills:
Medicine: 2

Advantages: Connections: Batman (High), Gotham City Department of Welfare (High); Rich Friend (Bruce Wayne)

Alter Ego: None
Motivation: Upholding the Good
Occupation: Social Worker
Wealth: 4



Source: Batman Sourcebook, pages 27



Ed's Notes: Dr. Thompkins encountered a young Bruce Wayne in Crime Alley shortly after his parents were killed. She acted as his legal advocate and guardian for a time and (along with Alfred) was a surrogate parent for Bruce for many years. She currently treats  the poor and homeless of Gotham from her practice in Crime Alley.

Bonecrusher

Bonecrusher
________________________________
Dex:   5   Str:   7   Body:    6
Int:   8   Will:  8   Mind:    7
Infl:  4   Aura:  2   Spirit:  2
Initiative: 17  Hero Points:  25

Skills:
Gadgetry: 10
Medicine: 5
Scientist: 10

Advantages: Connections: Wayne Technologies (High), The Cartel (High), Street (Low); Genius; Scholar (neurology)

Drawbacks: Minor Psychological Instability; Serious Rage; Miscellaneous: Bonecrusher is an identity used by Dr. Harbinger when he inhabits the body of any one of several volunteers who have had biochips implanted in the brains, which make them receptive to the mind transfer abilities of the SABBAT Machinery. The Physical Attributes of the various Bonecrusher bodies may have slightly different AP levels.

Alter Ego: Dr. Kenneth Harbinger
Motivation: Power Lust
Occupation: Scientist/Researcher
Wealth: 6



Source: Batman Sourcebook, page 65
Foe of: Batman



Ed's Notes: Mister Freeze meets Man-Bat meets Ultron meets... Bane? (Be sure to check out Dr. Harbinger's entry as well, and he is the REAL man-behind-the-man here.)

Dr. Kenneth Harbinger

Dr. Kenneth Harbinger
________________________________
Dex:   2   Str:   1   Body:    2
Int:   8   Will:  8   Mind:    7
Infl:  4   Aura:  2   Spirit:  2
Initiative: 12  Hero Points:  25

Powers:
Hypnotism: 5

Skills:
Gadgetry: 10
Medicine: 6
Scientist: 10

Advantages: Connections: Wayne Technologies (High), The Cartel (High), Street (Low); Genius; Scholar (neurology)

DrawbacksAge (old); Dark Secret: Has used the SABBAT Machinery to commit crimes as Bonecrusher; Catastrophic Irrational attraction to using the SABBAT Machinery to gain a new body; Catastrophic Physical Restriction: In his original body, was confined to a wheelchair; Minor Psychological Instability; Power Limitation: Hypnotism was only developed after he had permanently departed his original body.

Alter Ego: Bonecrusher
Motivation: Power Lust
Occupation: Scientist/Researcher
Wealth: 6

Equipment:
SABBAT MACHINERY [Body: 7, Personality Transfer: 10, R#: 2] Limitation: Power only works on subjects who have surgically implanted biochips in their brains. Dr. Harbinger later devised a permanent method of taking over a victim's body and transferred his mind into a series of host bodies. In these bodies, he possessed Physical Attributes of the person whose body he occupied.



Source: Batman Sourcebook, page 65
Foe of: Batman



Ed's Notes: Mister Freeze meets Man-Bat meets Ultron.