Post by Manah on Jun 6, 2013 22:58:36 GMT -5
THE DOCTOR
Last of the Time Lords
Last of the Time Lords
QUOTE: "Yes, yes, it is self-explanatory, plain as day. But see here, this part is a tad more complicated. Forgive the humor, but it requires a woman's touch, and this man needs a doctor. The Doctor. In other words... he could do far worse than bring my expertise to bear, if I do say so myself... which I do, naturally."
Full name: The Doctor
Other aliases: Jane Smith, Sir Doctor of Tardis, The Oncoming Storm, Doctor of Many Things, Doctor of Time Travel, The Destroyer of Worlds, The Twelfth Doctor
Height: 5'7"
Weight: 125 lbs
Eye color: Light brown
Hair color: Ginger (finally!)
Species: Gallifreyan (Time Lord)
ABILITIES
Int: 12
Str: 4
Agl: 5
Spd: 4
Dur: 5
HEALTH: 5 P.L: 1
ENERGY: 33(i) P.L: 3
REGEN: 17 P.L: 1
ACTIONS
Close Combat: 3
(Agl.bonus and Wpn.modifier)
-Boxing
-Hand-to-hand
-Fencing
Ranged Combat: 3
(Agl.bonus and Wpn.modifier)
-Thrown objects
-Handgun
-Precise shooting
Acrobatics: 3
(Str.bonus)
Ki Control: 7
(Dur.bonus)
-Efficient
-Ki Blast
-Ki Barrier
-Toughness and Reflexive Dodge
-Ability Boost
-Place Force Fields on others
Hamon: 1
(Int.bonus)
-A mysterious martial art using the energy of the sun's rays through breathing, and empowering oneself through the 'ripples' of Solar Energy.
-Stretch Limbs (1 stone/feet, up to AN, to stretch one's limbs on a given panel)
-Hamon Might: As Iron Will; includes Iron Fist option.
-Manipulate others: As the option 'Subtle commands' from Telepathy.
-Empower Self: As per Metamorphosis up to AN to enhance oneself with solar energy. Duration can be paid for 1 additional stone per panel.
-Empower Objects: As per Metamorphosis up to AN to enhance a given object's capabilities by infusing solar energy into it. Duration can be paid for 1 additional stone/panel.
-Heal/Cleanse Self: As Mutant Healing, on self only.
-Conduction (By paying for Area/Weight/Hardness, whichever is higher/more appropriate, user can send impacts through creatures or objects and hit something on the other side without damaging the object in question)
-Transfer Hamon: Powerful users can permanently transfer part of their power to other Hamon users, at a rate of 1 AN per 2 ANs sacrificed. Often used at the time of death.
-Water Conduction: When using water or other liquids as a medium for uses of the power, Hamon effects are increased by +3, since liquids conduct Hamon very well.
-Purity of Sunlight: Any successful offensive uses of this power against vampires, zombies, skeletons or other undead will cause 2x damage, or 3x damage if it was already 2x damage. Also, the wounds inflicted will be difficult to heal, lowering the effectiveness of any Healing factor of such creatures by 2 steps (Superior Healing Factor becomes Accelerated, Enhanced turns to Normal, etc)
-Requires Breathing for proper use (If unable to breathe, user takes -3 to the action, with a cumulative -2 for every panel afterwards. Those penalties are recovered in one panel after normal breathing resumes.)
Time Magic: 12
(Int.bonus)
-Gain 1 effect at AN 1, and one more for each even AN
-May only produce 1 effect per panel
-Demi (Attack VS Durability + Defense. If damage occurs, target's white stones of Health are automatically halved. Cannot be used to kill)
-Regen (Target gains an Accelerated Healing factor for Stones played in Panels)
-Haste (Raise target's Initiative by 1/2 stones played)
-Stop (Atk VS Speed + Defense. If damage occurs, target is frozen in time for panels of damage.)
-Comet (Bend time so that a celestial body comes into contact with the planet at the exact spot a target is. 2x Damage, Limited Area effect.)
-Meteor (Bend time so a larger celestial body comes in contact with the area the user is aiming at. 2x damage, Area effect.)
-Age (Attack vs Durability. If damage occurs reduce all physical abilities by 1 per 4 stones played as the being becomes older)
Telepathy: 8
(Int.bonus)
-Read minds
-Mind meld
-Project thoughts/Control others
-Illusions
-Create links with others
-Mental Bolts
-Empathy
-Psychometry
-Telepathic communications
-Repair minds
-Telepathic suggestions (as a lesser mind control; if she beats target's mental defense, the Doctor can have them make a few, non life-threatening actions of her choice. For example, she could command a guard to "leave his post and not look over there for two minutes".)
Pokemon Trainer: 3
-Custom action: Act as Medical Healing (for Pokemon only), Leadership (for Pokemon only; may grant up to 1/3 AN stones to an action per Pokemon, rounded up); Computers (with Pokédex only) and Social Skills (for Pokemon only).
Technology/Vehicle operations: 12
(Int.bonus for Technology)
-Efficient
-Boffin (using other pieces of already existing equipment, the Doctor can make temporary technological devices with various purposes. For example, with a toaster, a fork and some help of her Sonic Screwdriver, she could make a temporary holographic projector in working condition but with limited capabilities.)
-Gadgets (can substitute for Close/Ranged combat to use a gadget which cannot cause harm but still requires a "hit" to work)
-Time travel devices
-TARDIS
-Any vehicle (although the Doctor cannot use more than half this action's AN stones in this action to drive a vehicle for the first time)
Inventing: 10
(Int.bonus)
-By using the Tardis, the Doctor effectively needs no time to work on an invention, so she can make very complicated creations in effectively no time. Of course, without the Tardis, she needs more time, but even then, due to her knowledge of technology, her superior mind and her tools (such as the Sonic Screwdriver!), she can invent new gadgets in 1/10th of the normal required time. Also, all technologies she works on are considered to be "Existing technology that you know" for her.
General Knowledge: 8
(Int.bonus)
-Efficient
-Time and its particularities
-Most sciences
-The Galaxy and beyond
-History
-Earth and humankind
-Alien species
-Spacial/temporal anomalies
-Gallifrey Lore and culture
Medical Healing: 7
-Perform sophisticated medical diagnoses by touching someone's ear
Concentration: 5
(Int.bonus)
Thieving: 4
(Agl.bonus)
-Stealth
-Escape artist
-Lockpicking
-Face in the crowd
Split Form Technique: 11
-Super-Efficient
-Create 1 duplicate of self for each stone played
-Each Duplicate and the base user pay one stone of energy per panel per duplicate to keep them going.
-Duplicates all take the form of one of the Doctor's previous Regenerations
Perform: 5
(Agl.bonus)
-Cricket
-Musician
-Singer
-Writer
-Drawing
-Note: The Doctor has also the ability to shatter windows with her voice, if she puts at least 5 stones in this action for this specific purpose.
Leadership: 4
Social Skills: 7
-Socialize
-Humor
-Compassionate
-Pacifist
-Bluff
-Charm/Seduce
-Time Lord
MODIFIERS
Immortal
-Unless victim of an "Accident", Time Lords live basically forever, although they do seem to get very old, very slowly. It does happen, however, that truly ancient Time Lords will "die of old age", then regenerate in a younger, stronger body.
Power Level 1
Rapid Regeneration
Binary Vascular System
-Time Lords have two hearts. Aside from the obvious "If I lose one, I have the other" advantage, their body will also eventually regenerate a lost heart in time, usually a week. Additionally, once in a while, a Time Lord can use their hearts to pump blood faster into their system, making them go in "overdrive". Such a state grants +1 to all Physical Abilities, to Reflexive Dodge, to Energy Battery, and adds 3 to the Doctor's energy Regeneration per panel, for up to basic Durability in panels (4 in this case). After going into overdrive, they are exhausted for 3 panels (-1 to all actions).
Respiratory Bypass System
-While the Doctor requires air to breathe, she needs less of it and less often. If really necessary, she can hold his breath for a very long time. In game terms, she may spend stones in his Durability to hold her breath for up to 5 minutes/stone spent. She may even hold for a little longer (2 minutes) if she activates "Overdrive" prior to using this ability.
Healing Trance
-As Healing Factor; the Doctor can make herself go into a state of coma-like trance that allows her to heal much faster than normal. At her discretion, the Doctor can also slow her heart rate and respiration so much she appears dead to just about anyone, including gifted doctors (one would need to put at least 6 stones in Medical Healing to discover she is still alive).
Energy Battery 3
Deep Reserves +5
Genius +5
-As PCPT
-Cannot interact directly with computers
Reflexive Dodge +6
-3 levels from Ki Control
Toughness +6
-4 levels from Ki Control
Ki Defense +7
Energy Defense +3
Mental Defense +6
Fear Defense +3
Minor Immunities
-To most known Poisons, Diseases, Radiations, Electricity [in fact, the damage he takes from Electricity is always Stun damage only], The voice-changing effect of Helium (yup)
Photographic Memory
Feel the Turn of the Universe
-Time Lords have an uncanny ability to perceive the fabric of time, discerning "fixed points" and "points in flux", periods of time which must stay the same and other periods which can be altered. Additionally, Time Lords can sense when something is amiss or unnatural, and what needs to be done to set things right. They are able to know if someone is tampering with time. Finally, they can also see all past, present... and possible future events in time if they concentrate enough. In game terms, this works as Precognitive Flashes with these specific focuses, but the Time Lord can also actively concentrate and focus to try to feel any such "disturbance in time" if they want.
Gallifreyan Fast Reading
-The Doctor can read a book from cover to cover in a second by thumb-flipping the pages before her eyes.
Regeneration
-Time Lords who die in some way or another may regenerate and come back to life. While they used to be able to do that up to 12 times, with the destruction of Gallifrey and the permanent death of all other Time Lords, the Doctor has unknowingly absorbed all remaining Regenerations, leaving him with countless "lives".
-Essentially works like Reconstitute Self, although with each regeneration, any (or all) of the following things may change: The Doctor's gender, appearance, height, weight, hair and/or eye color, apparent age, personality quirks, beliefs, habits, etc. The "core" of the Doctor would remain: for example, she will still be compassionate and devoted to peace and non-violence... but everything else could change. Additionally, she could shift Ability points here and there [for example, she could lower his Speed by 1 to increase her Agility or something]. Basically, one is never sure exactly what the result of a regeneration is going to be.
-Also, for 1-20 hours after Regeneration has occured, a Time Lord is in a state of excessive energy and hyperactivity, is confused and can go from extremely tired to impossible to hold in place for more than five seconds in the blink of an eye. During that period, their Healing Trance becomes a full Enhanced Healing Factor, and they may even regrow limbs in seconds.
Wealth: 10+
-As necessary; the Tardis can basically generate matter out of thin air, including (and certainly not restricted to) money.
CHALLENGES
-Code of conduct (-4; the Doctor abhors unnecessary violence, would rather never use guns if she could avoid it [not to hurt people, anyway, though she'd use them to bluff her way out of trouble if necessary], she will always protect the innocent and the helpless. She also prefers to avoid killing if necessary, but would do so if it is for the greater good.)
-Last of her kind (-2; the Doctor is the last of the Gallifreyans, a fact that haunts her quite often when she is alone. This is mainly why the Doctor seeks companionship as often as possible.)
-Extreme personality (-2; the Doctor is very rarely in a 'neutral mood'. She can be very energetic, happy, easy-going and adventurous, or cold, driven and callous, or sad, isolated and melancholic... but only rarely will she be "normal".)
-Obsession (-2; despite her still very peaceful demeanor, the Twelfth Doctor has a great deal of fascination for weapons. She collects them as a hobby and tries to learn as much as she can about them.)
-Foot fetish (-1; The Doctor's latest Regeneration left her with a noticeable interest in women's feet. May lead to various foot-in-mouth situations.... pun intended.)
-Duty (-3; the Doctor works very hard to protect the world and time itself, and sometimes seems like she carries the weight of the Universe on his shoulders.)
-Deadly enemies (-5; various. The Doctor has made several enemies in her long life, including very powerful individuals and entire alien species, such as the evil Daleks)
-Special vulnerabilities (-3; rare diseases, poisons and radiations; eating a single tablet of aspirin could kill the Doctor.)
EQUIPMENT
-Beige/cream sweater, black dress pants and vest, and brown 3-inches pumps
-Clothes (usually includes a cream, grey or pale brown vest with assorted skirt of various lengths, with a white blouse. She favors dark stockings and black 2-inches pumps (although her current pumps got their heels broken). Essentially, she looks like someone's professional secretary.)
-Long coat (usually light brown in color. Not unlike the TARDIS, the Doctor's coat's pockets can hold many more (and larger) objects than one would suspect)
-Sonic Screwdriver (this little Gallifreyan technological wonder serves many, many purposes. Using the Sonic Screwdriver requires a Technology AN of 7 at least. It grants +3 to any attempt to open a lock, mechanical or electronic, and +2 to Repair attempts. It may be used to fire small to very powerful waves of sonic energy (and receives a +1 on any such use; basically, it acts as a Force Blast that deals only Stun damage VS living beings or Normal damage against non-living matter, up to a 12 stones attack, tops). The Sonic Screwdriver is an excellent scanning device, allowing the Doctor to scan for nearly any type of radiation, energy signature or specific matter. It can be used as a flashlight, a welding tool, to detect/intercept/send signals and communications, remotely operating the TARDIS, burning, cutting or igniting substances, amplifying or augmenting sounds, disabling alien disguises, healing cuts and wounds (it adds +2 to Medical Healing uses), etc. Its various modes could be used as a regular weapon of +1 to +3, although the Doctor pretty much never uses it to cause harm.)
-Pokéball (holding a Togepi)
-Psychic Paper (this handy little device looks like a simple white paper card until shown to someone in certain situations. Indeed, the card seems to show a viewer what that person expects to see, or what the person holding it wants it to show. For example, if the Doctor shows it to someone after stating that she works in a certain building, and that someone asked an employee card to prove it, he will look at the paper and "see" it as an employee card. If the Doctor says to someone, "Hey, have you seen this man?" while showing the card and thinking about a given man, the person will see said man on it. While it is very useful, it doesn't work on people with a Mental Defense of 9 or more.)
-TARDIS (Time And Relative Dimensions In Space; one of the most advanced time travelling machines ever known, the TARDIS is arguably the best means of transportation, bar none. It basically can bring its passengers anywhere, anywhen, up to (although it is much more difficult) other dimensions which are relatively close to the one it is in [GM's call]. Additionally, it is MUCH bigger on the inside than the outside. The Doctor's TARDIS in particular looks like a British Police Phone Booth, but only because the Chameleon Circuit (a system that allows a TARDIS to alter its outside appearance to "fit" in its surroundings) is broken. Using the TARDIS for anything requires a Technology AN of 5, and actually using it for transportation requires Technology 8. Its major systems and uses are listed below:)
- Time/Space Travel: As Teleportation 11 (Interstellar distances, Time travel, Limited Dimensional travel [GM's call]). Can also move about with Flight 11.
- Architectural Configuration Circuitry: The TARDIS' interior layout and design is very easy to alter/manipulate. With only a little technical know-how (and the Doctor's permission), one can add/remove/alter rooms in the TARDIS, with few limits. For example, the Doctor could create an entire room with a swimming pool in it with but the press of a few buttons. Additionally, the Doctor can generate any kind of existing object/matter with few limits using the TARDIS. Unexisting stuff, however, will have to be invented first.
- Chameleon Arch: This system allows a Time Lord to alter their appearance for up to one week. Using it works as Shape Shifting 8, but it hurts a lot to use it, so the Doctor only rarely uses it.
- Cloister Bell: Basically, this is the alarm system of the TARDIS. It will sound when terrible danger threatens either the TARDIS or the Universe itself, and can be deactivated with the press of a few buttons, vocal command or the use of the Sonic Screwdriver so the Doctor can have some silence to investigate and find out what's going on.
- Control Console: The first thing someone sees when entering the TARDIS is often the Control Console: an heaxagonal control console that surrounds a "time rotor". It usually requires no less than sic operators to properly use a TARDIS, although the Doctor has found a way around this by using the device "on the brakes" and running around quite a bit. The time rotor holds the TARDIS' source of power, called the Heart of the TARDIS. Staring directly into it is to be one with the Universe and all time and space, and not even a Time Lord can control such energy for long, or predict what sights and powers come from such an union.
- Energy Manipulation: The TARDIS systems are especially good at manipulating energy. A Tardis is constantly surrounded by a very powerful force field (26 stones of Defense VS Energy and Physical threats; attacks more powerful than this can damage its systems and cause various malfunctions), and it can be used to manipulate Gravity (as a Mastery at AN 11 with Create/Manipulate), use Tractor Beams (as Telekinesis 11) and similar stuff.
- Hostile Actions Displacement System (HADS): This system makes taking violent action inside the TARDIS a difficult task. It basically reduces any such attempts by a -6 sitmod. This specific system, however, has suffered several times in the past of temporary unreliabilty...
- Nesting: As aforementionned, the TARDIS is much bigger on the inside than the outside, and can store vast amounts of matter and objects if necessary. It can literally appear around objects which are then stored inside and then put out as easily as necessary. The exact limits on that storage ability has yet to be discovered.
- Enhanced Database and Tech Support Systems: Adds +6 to all actions related to knowledge, technology, and analysis for anyone who has access to and knows how to use the Tardis' equipment.
- TARDIS key: To operate a TARDIS, one requires a key. In time, however, the somewhat sentient TARDIS will recognize its owner more easily, and will eventually respond to other types of "keys". In the Doctor's case, the TARDIS obeys to both his vocal commands, and/or a snap of his fingers.
- Translation systems: Aboard the TARDIS, everyone seems to speak the same language, even if they never heard someone else's language before. Using the Sonic Screwdriver, the Doctor can use that function outside the TARDIS as well.
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STORY: Too long to write... Here.