
Kent Nelson was
taught the ancient ways of magic by the wizard Nabu,
who now advices him through his magic helmet.
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Dr. Fate |
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Body 2/6 |
Coordination
2 |
Senses
3 |
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Brains
4 |
Command
4 |
Cool 4 |
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Base Will
13/96 |
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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). |
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Talents: Hyperbody+4d
(Hyperstat, Heavy Armor
2 (Defends, Robust, Useful, 7) 14 points Flight
6d (Defends, Robust, Useful, Affinity
1d (Attacks, Defends, Robust, Useful, Changeable
Affinity (+5/+10/+20) Extra:
Sharing is Caring (+5/+10/+20) Insubstantiality
2hd (Robust, Useful Out of Combat, 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 Aces 1d+2hd+1wd
(A/D/R/U, Flaw: Only
to enhance spell list below, not stats or skills (-1/-2/-4) Bind 6d-
magical bindings (A/D/R/U, Flaw: Expensive
(-1/-2/-4) Containment-
magical force field 6d (A/D/R/U, Flaw: Expensive
(-1/-2/-4) Create
6d (A/D/R/U, Anything
(+5/+10/+20) Flaw: Expensive
(-1/-2/-4) Detection
6d (D/R/U, Harm 6d-
eldritch bolts (A/D/R/U, Flaw: Expensive
(-1/-2/-4) Healing
6d (R/U, Extra:
Force of Will (+1/+2/+4) Stun 3hd-
eldritch bolts/sleep spell (A/R, Telekinesis
6d (A/D/R/U, Flaw: Expensive
(-1/-2/-4) Teleportation
6d (A/D/R/U, Flaw: Expensive
(-1/-2/-4) Hypercommand +6d – command spells (Hyperstat, Projected
Hallucinations 6d (A/D/R/U, Flaw: Expensive
(-1/-2/-4) Transmutation
6d (A/D/R/U, Flaw: Expensive
(-1/-2/-4) +78 Base
Will only when wearing Helmet (no Flaw benefit) Hypercool +6d (Hyperstat, Flaw: Unique
Focus- Helmet of Nabu (-2/-4/-8) |
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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. |
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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.