Dr. Fate

 

Kent Nelson was taught the ancient ways of magic by the wizard Nabu, who now advices him through his magic helmet.

 

Dr. Fate

 

 

 

Body 2/6

Coordination 2

Senses 3

Brains 4

Command 4

Cool 4

Base Will 13/96

 

 

Skills: Brawl 1 (7d), Endurance 1 (7d), Health 1 (7d), Swim 1 (7d), Dodge 2 (4d), Hearing 1 (4d), Sight 1 (4d), Education 4 (8d), Occult Lore 4 (8d), Ancient Egyptian 2 (6d), Ancient Greek 2 (6d), Babylonian 2 (6d), Classical Latin 2 (6d), Sumerian 2 (6d), Intimidation 2 (6d), Mental Stability 4 (8d).

 

Talents:

 

Hyperbody+4d (Hyperstat, 2/5/10) 8 points

 

Heavy Armor 2 (Defends, Robust, Useful, 7) 14 points

 

Flight 6d (Defends, Robust, Useful, 4/8/16) 24 points

 

Affinity 1d (Attacks, Defends, Robust, Useful, 5/10/20) 15 points

Changeable Affinity (+5/+10/+20)

Extra: Sharing is Caring (+5/+10/+20)

 

Insubstantiality 2hd (Robust, Useful Out of Combat, 3/6/12) 12 points

Cannot be used as a defense, only to pass through walls and such.

 

Below only usable when wearing Helmet of Nabu, a Unique Focus (-2/-4/-8) and Nervous Habit- magical gestures and words (-1/-2/-4) for a total of
-3/-6/-12:

 

Aces 1d+2hd+1wd (A/D/R/U, 5/10/20) 13 points

Flaw: Only to enhance spell list below, not stats or skills (-1/-2/-4)

 

Bind 6d- magical bindings (A/D/R/U, 5/10/20) 6 points

Flaw: Expensive (-1/-2/-4)

 

Containment- magical force field 6d (A/D/R/U, 5/10/20) 6 points

Flaw: Expensive (-1/-2/-4)

 

Create 6d (A/D/R/U, 5/10/20) 36 points

Anything (+5/+10/+20)

Flaw: Expensive (-1/-2/-4)

 

Detection 6d (D/R/U, 4/8/16) 6 points

 

Harm 6d- eldritch bolts (A/D/R/U, 5/10/20) 6 points

Flaw: Expensive (-1/-2/-4)

 

Healing 6d (R/U, 3/6/12) 6 points

Extra: Force of Will (+1/+2/+4)

 

Stun 3hd- eldritch bolts/sleep spell (A/R, 3/6/12) 6 points

 

Telekinesis 6d (A/D/R/U, 5/10/20) 6 points

Flaw: Expensive (-1/-2/-4)

 

Teleportation 6d (A/D/R/U, 5/10/20) 6 points

Flaw: Expensive (-1/-2/-4)

 

Hypercommand +6d – command spells (Hyperstat, 2/5/10) 6 points

 

Projected Hallucinations 6d (A/D/R/U, 5/10/20) 6 points

Flaw: Expensive (-1/-2/-4)

 

Transmutation 6d (A/D/R/U, 5/10/20) 6 points

Flaw: Expensive (-1/-2/-4)

 

+78 Base Will only when wearing Helmet (no Flaw benefit)

 

Hypercool +6d (Hyperstat, 2/5/10) 6 points (no rituals)

Flaw: Unique Focus- Helmet of Nabu (-2/-4/-8)

 

Total Will Points Spent: 100/300

 

 

 

Notes: Dr. Fate’s power level varies depending on whether he is wearing the Helmet of Nabu or not. Without it, he’s just a rather standard flying brick with the ability to slip through walls (a necessity, since his headquarters is a stone tower with no doors or windows). With it, he can cast an immense variety of spells. Most of his abilities cost Will, and his Aces is meant to represent his ability to boost their power with an even greater expenditure; luckily, he’s got quite a lot of Base Will.

 Dr. Fate’s  magical rituals don’t take a lot of time and effort, but do mean that his hands need to be free to gesture and he can’t be gagged or otherwise prevented from speaking. The drawback is that when he wears the helmet, his Hypercool actually represents his personality being taken over by Nabu, with the result being that he becomes distant and emotionless.

 

Dr. Fate © 2002 DC Comics.

 

Published by arrangement with Dennis Detwiller and Greg Stolze, AKA the GODLIKE Group. The intellectual property known as GODLIKE is ™ and © the GODLIKE Group, who has licensed its use here. The contents of this document are © Scott M. Harris, excepting those elements that are components of the GODLIKE intellectual property.