Dr. Alexander Zachary: Difference between revisions

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==Modes/Skills==
==Modes/Skills==


*Good Mode (+3): Natural Philosophy (Surgery, Biology, Psychology, Notice, Will): 3 (iirc)
*Good Mode (+3): Natural Philosophy (Surgery, Biology, Psychology, Notice, Will): 3
**Biology +5 (cost 3)
**Biology +5 (cost 3)
**Notice +4
**Notice +4
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**Rapport +3
**Rapport +3


*Average Mode (+1): Family Man (Empathy, Notice, Rapport, Will) 6 (iirc)
*Average Mode (+1): Family Man (Empathy, Notice, Rapport, Will): 6


(5 unspent skill points)
(5 unspent skill points)
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==Stunts and Mega-Stunts:==
==Stunts and Mega-Stunts:==
*Improvisational Alchemist: STILL BEING TWEAKED. Currently reads: +1 to create an advantage with or overcome with Alchemy under unfavorable conditions, such as during a dinner party, a bar-fight, a card game, or any other situation in which it would be difficult to explain one’s actions. (Effectively reduces penalties for doing Alchemy in unlikely circumstances, and gives narrative permission to try such shenanigans at all.)
* (Mega) I work beyond the comprehension of biological science.
**Benefit 1: Surgery can be used to perform tasks beyond the bounds of natural science (like brain surgery to prevent depression or increasing speed of thought, growing spare organs, or reattaching limbs).
**Benefit 2: Surgery takes far far less time than seems reasonable (like reattaching an arm within minutes or growing a new heart in a vat in a day).
**Benefit 3: +2 to Create Advantage with Surgery when enhancing a biological specimen beyond natural limits.


*Tell me all about it
*Known Prodigy. +2 to Overcome Obstacle with Contacts when dealing with scientists.
**+1 to Empathy to create an advantage while lending a friendly ear.
**Any advantage you create in this way can be invoked for a +3 instead of a +2.


*John Barleycorn: Mega-Stunt Connected to Plant Magic
*Self-Made Family Man. Dr. Alexander has minions (see Minions section). Each minion has 4 skills, one at +1 through +4 each, and a stunt. Each minion present in a scene grants the GM one additional fate point for that scene.
**Ladon has an uncanny ability to absorb and recover from abuse. This is a two benefit Mega-stunt with a voluntary cost. Net cost = 1 Benefit
**Armor: 2: I’d like to make this work less like Colossus’s metal skin, and more like Wolverine’s ability to take a lot of punishment and keep going, but I’m not yet sure how.
**The difficulty of all overcome actions to allow Ladon to begin recovery are reduced by 2, provided he has access to sunlight, water, and soil. **Possible costs could involve slowing his recovery by denying him access to sunlight, water, and soil. REMINDER: Cost does not have to be the same each time.
 
*Lots of Clever Pockets: Mega-Stunt Connected to Apothecary, Hardware
**Function: Walking apothecary shop: Alchemical concoctions of various sorts, alchemical ingredients, bits and pieces of plant matter, plus tools and instruments, all carried on Ladon’s person in a variety of ways.
**Flaw: Rather sinister in appearance and potential
**Benefits
**Portable laboratory: +1 to overcome or create an advantage with Alchemy checks
***+1 to one situational aspect of one skill. -> Overcome with Alchemy
***+1 to one situational aspect of one skill. -> Create advantage with Alchemy
***Compare to Portable Chemistry Set, page 85
**Potion bandolier: Can use Alchemy instead of Combat to attack when fighting at close range. weapon: 2
***Add a new action to a skill -> Alchemy to attack, close range
***+2 shifts (or Weapon: 2) on a success -> Weapon: 2
***Compare to Robo Fists, p 81
**A few small friends (seeds, spores, tiny cuttings): Can use Plant Control to attack in mental combat. Weapon: 2
***Add a new action to a skill -> Plant Control to Attack, mental combat]
***+2 shifts (or Weapon:2) on a success -> Weapon:2]
***Compare to Assault Craft,  p299
 
 
6 total benefits. 6 - 5 = 1 FP added to the GM’s pool


==Stress and Consequences==
==Stress and Consequences==
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Stress:
Stress:
*Physical Stress: <1> <2>
*Physical Stress: <1> <2>
*Mental Stress: <1> <2> <3>
*Mental Stress: <1> <2> <3> <4> <5>


==Experience==
==Experience==

Revision as of 16:13, 25 July 2016

(Also on Drive)

Name: Dr. Alexander Zachery

Affiliation: The Kerberos Club

Refresh: 5

Current Fate Points: 5

Aspects

  • Concept: Doctor. Surgeon. Creator.
  • Natural Philosopy: I Will Improve Humanity
  • Banter: I Am But A Humble Scientist
  • Family Man: My Greatest Failure is Superhuman
  • Group: TBD (connection to Ladon Green)
  • Trouble: I Am Responsible For My Creations

Modes/Skills

  • Good Mode (+3): Natural Philosophy (Surgery, Biology, Psychology, Notice, Will): 3
    • Biology +5 (cost 3)
    • Notice +4
    • Psychology +4 (cost 1)
    • Surgery +5 (cost 3)
    • Will +5
    • All Other Natural Sciences +3
  • Fair Mode (+2): Banter (Contacts, Deceive, Empathy, Provoke, Rapport, Will): 9
    • Contacts +2
    • Deceive +2
    • Empathy +3
    • Provoke +2
    • Rapport +3
  • Average Mode (+1): Family Man (Empathy, Notice, Rapport, Will): 6

(5 unspent skill points)

Custom Skills

  • Surgery. The ability to change people, physically. Subsumes general doctoring as well (like diagnosing maladies and treating illnesses with drugs). Cost: 0 Actions:
    • Overcome Obstacle: Remove damage to a biological being
    • Create Advantage: Improve a biological being.

Stunts and Mega-Stunts:

  • (Mega) I work beyond the comprehension of biological science.
    • Benefit 1: Surgery can be used to perform tasks beyond the bounds of natural science (like brain surgery to prevent depression or increasing speed of thought, growing spare organs, or reattaching limbs).
    • Benefit 2: Surgery takes far far less time than seems reasonable (like reattaching an arm within minutes or growing a new heart in a vat in a day).
    • Benefit 3: +2 to Create Advantage with Surgery when enhancing a biological specimen beyond natural limits.
  • Known Prodigy. +2 to Overcome Obstacle with Contacts when dealing with scientists.
  • Self-Made Family Man. Dr. Alexander has minions (see Minions section). Each minion has 4 skills, one at +1 through +4 each, and a stunt. Each minion present in a scene grants the GM one additional fate point for that scene.

Stress and Consequences

Consequences:

  • Mild Physical (-2):
  • Mild (-2):
  • Moderate (-4):
  • Severe (-6):

Stress:

  • Physical Stress: <1> <2>
  • Mental Stress: <1> <2> <3> <4> <5>

Experience

Experience (write in a boost, crossout but don’t delete when used; 3 crossed out gives you a major advance):

  • 3:
  • 2:
  • 1: