Re: Recruitment Thread (The Jabverse)
Posted: Sat Jul 14, 2018 2:53 am
Added a little more to Doctor Mercury. She actually has a name and a background now! Any thoughts on whether or not an Inventor with Quickness is pushing it?RainOnTheSun wrote: ↑Fri Jul 13, 2018 8:10 am I'm not sure about this character yet, but I'll throw her out early and see if anyone has any thoughts or feedback on her.
Costume pending.
DOCTOR MERCURY, PL 9
STR 9 STA 9 AGL 9 DEX 2 FGT 9 INT 4 AWE 9 PRE 0 * 102 points
ADVANTAGES:
Bio-Inventor, Skill Mastery: Treatment * 2 points
SKILLS:
Expertise: Medicine 15 (+19), Technology 3 (+7), Treatment 6 (+10) * 12 points
POWERS:
Immunity 2 (Disease, Poison) * 2 points
Mobility: Leaping 8 * 8 points
Speed 8 * 1 point
Quickness 6 * 6 points
Senses 2 (Accurate Hearing, Low-Light Vision) * 2 points
OFFENSE:
Initiative +9; Throwing +2 (Ranged Damage 9); Unarmed +9 (Close Damage 9)
DEFENSE:
Dodge 9, Parry 9, Toughness 9, Fortitude 9, Will 9 * 0 points
COMPLICATIONS:
Motivation (Research): Superhumans are the most fascinating medical cases in the world, and the most socially acceptable way to spend as much time as possible around them is to be a superhero. Doctor Mercury sometimes needs to be reminded that fighting supervillains is more important than studying them.
Public Identity: Dr. Sasha Wintour is a known mutant and costumed adventurer. She isn't especially famous, but there are people who recognize her.
Enemy (medical community): Sasha's combination of ego, poor social skills, and radical methods has made her enough enemies among her peers to cause trouble for her professionally, and while her medical license hasn't been revoked yet, she's skirting the edge. Most of her professional enemies are law-abiding, but some are happy to sell temporary superpower cocktails on the black market.
TOTAL:
Abilities 102 + Advantages 2 + Skills 12 + Powers 19 + Defenses 0 = 135
Why Are You On The Team?: Being a professional superhero lets Doctor Mercury get access to state of the art laboratories and gives her an entire team of metahuman case studies collected for her convenience. And she also gets paid!
Why Might You Have To Be Away?: Abrasive or not, bad reputation or not, Sasha is still one of the best medical minds in the country, or at least the city. More respectable doctors call her in to consult on difficult cases from time to time.
Why Might You Have To Leave?: Give her a real job as a medical researcher, with the respect of her scientific peers and a respectable career, and she'll jump at it.
Background: Sasha Wintour was born a low-level mutant, a metahuman with mildly enhanced strength, speed, and agility. At ten years old she had roughly the strength of three grown men and could run as fast as a horse. Her powers weren't very impressive compared to the real superheroes and supervillains out there, but to Sasha, they were fascinating, and she grew up studying medicine and biochemistry. Using herself as a test subject repeatedly has made her stronger, faster, and overall physically superior. It's also made people around her uncomfortable, and she doesn't have a lot of friends. Or any friends. She also doesn't have a lot of real life skills. Most of the time she barely notices.
"Bio-Inventor" functions the same as Inventor, or Ritualist, or Artificer, but instead of using Technology or Expertise: Magic it uses Expertise: Medicine. Most of the time, Doctor M is only a passable fighter, and when she runs into things too far away/dangerous to punch she mostly uses the combination of Quickness and super-strength to do things like evacuate bystanders and clear away wreckage.
The combination of Quickness and inventing is the part that feels a bit iffy to me. With a routine design and construction check, Sasha can make a serum or injection worth 19 points. This would take 76 hours normally, but with Quickness 6, it only takes 76 minutes.
Increasing the creation DC to reduce time, she can also make a medicine worth 14 points in 28 minutes. Or one worth 9 points in 9 minutes. Or one worth 4 points in 2 minutes!
Here are a few examples:
Internal Plasma Furnace: Cone Area Damage 9, Incurable. 19 point power requiring 76 minutes to reconfigure her organs. Then she can breathe fire! Breathing fire impresses people, and it also solves regenerating monster problems.
Caryatid capsule: This drug turns Doctor Mercury's flesh into living stone, making her highly resistant to damage and able to support greater weights. Impervious Toughness 9, Immunity 2 (Critical hits), Power-Lifting 3. 14 points, takes 28 minutes to make.
Elastic Tonic: Elongation 5, Enhanced Advantage 4 (Fast Grab, Improved Grab, Improved Hold, Takedown). It takes 9 minutes to make.
Big Pretty Wings: Flight 4 (Flaw: Wings). 4 point power requiring 2 minutes to ingest the proper catalysts and grow the wings. Doctor M's costume has a cut-out in back, just in case she needs to fly and has a drug store handy.