Dr. Alexander Zachary: Difference between revisions

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Refresh: 5
Refresh: 5


Current Fate Points: 5
Current Fate Points: 2016-06-26: 6 fate points.
 


==Aspects==
==Aspects==
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*2:  
*2:  
*1:
*1:
==Minions==
===Bryce===
*+4: Contacts
*+3: Rapport
*+2: Provoke
*+1: Will
Populist Leader. +2 to use Rapport to Create Advantage with a crowd. +2 to use Contacts to Create Advantage with the working class. Comes with a cost: requires Dr. Alexander to maintain his health.
*3 Mental Stress.
*2 Physical Stress.
*One moderate and one severe consequence.
===Caesar===
*+4: Physique
*+3: Athletics
*+2: Combat
*+1: Notice
Immediate Physical Understanding. Caesar can use Athletics and Physique for any task requiring physical skill that a human could reasonably perform, even if he hasn’t trained in it (e.g. playing tennis, walking a tightrope, juggling, caber tossing).
*2 Mental Stress.
*3 Physical Stress.
*One moderate and one severe consequence.
===Darrell===
*+4: Exploration (The Indiana Jones skill. Burglary reskinned for antiques.)
*+3: Notice
*+2: Athletics
*+1: Vehicles
That Looks Interesting. +2 to use Notice to Overcome Obstacles related to hidden objects in the environment.
*2 Mental Stress.
*2 Physical Stress.
*One moderate and one severe consequence.
===Erica===
*+4: Empathy
*+3: Rapport
*+2: Will
*+1: Deceive
Unusually Helpful. +2 to use Empathy to Create Advantage on a target seeking aid.
*3 Mental Stress.
*2 Physical Stress.
*One moderate and one severe consequence.

Latest revision as of 16:16, 25 July 2016

(Also on Drive)

Name: Dr. Alexander Zachery

Affiliation: The Kerberos Club

Refresh: 5

Current Fate Points: 2016-06-26: 6 fate points.


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:

Minions

Bryce

  • +4: Contacts
  • +3: Rapport
  • +2: Provoke
  • +1: Will

Populist Leader. +2 to use Rapport to Create Advantage with a crowd. +2 to use Contacts to Create Advantage with the working class. Comes with a cost: requires Dr. Alexander to maintain his health.

  • 3 Mental Stress.
  • 2 Physical Stress.
  • One moderate and one severe consequence.

Caesar

  • +4: Physique
  • +3: Athletics
  • +2: Combat
  • +1: Notice

Immediate Physical Understanding. Caesar can use Athletics and Physique for any task requiring physical skill that a human could reasonably perform, even if he hasn’t trained in it (e.g. playing tennis, walking a tightrope, juggling, caber tossing).

  • 2 Mental Stress.
  • 3 Physical Stress.
  • One moderate and one severe consequence.

Darrell

  • +4: Exploration (The Indiana Jones skill. Burglary reskinned for antiques.)
  • +3: Notice
  • +2: Athletics
  • +1: Vehicles

That Looks Interesting. +2 to use Notice to Overcome Obstacles related to hidden objects in the environment.

  • 2 Mental Stress.
  • 2 Physical Stress.
  • One moderate and one severe consequence.

Erica

  • +4: Empathy
  • +3: Rapport
  • +2: Will
  • +1: Deceive

Unusually Helpful. +2 to use Empathy to Create Advantage on a target seeking aid.

  • 3 Mental Stress.
  • 2 Physical Stress.
  • One moderate and one severe consequence.