Champions – Doctor Wyoming Smith

Doctor Wyoming Smith likes to claim that “Indiana Jones” is based on him – and, at least within the setting, he might be right. He should be pretty recognizable either way. Regardless of his true origin, Dr Smith is pretty much at the upper end of things for a normal human pulp hero. While his “powers” and skills are hardly impressive by the standards of a Champion, they’re expert-plus by normal standards – and their breadth is impressive. About the only things he’s not all that good at are electronics, computers, and electronic systems – and if he’s coming out of his semi-retirement, he’ll probably get those sorted out in short order.

——————————————————————————

Unlike most “young heroes”, Doctor Smith was born in 1899 – and if it wasn’t for his drastically- slowed aging, he’d be long past his (apparent) late 30’s. Over decades of adventuring, he’s lived a long and full life. He’s had children, and grandchildren, and he’s found friends – and made enemies – all over the world. He’s spent much of that time in the shadows, dealing with the things that most people would rather ignore – and now that those things are out in the open again, his role is being thrown into prominence once again.

He isn’t really aware that he’s started a new stage in his life; he was more or less at his limits – but now, as a Champion, he can continue to develop. Unlike most of the kids he hasn’t yet shown any new powers, but it is pretty much certain that he will. Until then… Doctor Smith will defend himself and advise the reckless youngsters who have been entrusted with the burdens of the defense.

——————————————————————————

Doctor Smith was requested – but another reason for building him was because I went looking for an existing adaption and found one built on 720 points – and inferior to this version in almost every way (notably, by having no “pulp powers” or equipment at all). Yes, it was for a later edition that increased the cost of skills (a mistake, since skills are already over-expensive when compared to the cost of building a near-infallible “skill multipower” with small powers that can do the same things almost instantly) – but 720 points? That’s really kind of excessive for a fairly normal human, even if you throw in a bit of plot armor, iron will, rapid “between scenes” healing, and other cinematic touches – which the build didn’t. 

Overall, Doctor Smith can play the wise mentor and handle almost any situation calling for mundane skills. He can defeat basic humans by the score – but isn’t really up to fighting serious superhumans. On the other hand… he can handle all your needs for local contacts all by himself. That’s not a bad power all by itself.

 

Wyoming Smith

Value Characteristic Points
15 STR 5
15 DEX 15
13/18 CON 6
10 BODY 0
13 INT 3
11 EGO 2
15 PRE 5
13 COM 1
4 PD 1
4 ED 0
3 SPD 5
7 REC 0
20 END -8
27 STUN 0
Total 35

 

Points Powers END
2 Elemental Control: Pulp Hero (5-pt reserve); Generic Limitation (No power may exceed 10 active points.): -¾; Visible (Obvious pulp hero.): -¼
a-2 Armor: Only a flesh wound! (4 PD/3 ED)
b-2 +10 PRE: I’ve seen worse!
c-2 Mental Defense: Unconquered Will (12 pts)
d-2 +5 CON: Tough As Nails
e-2 Regeneration (1 BODY/hour)
f-2 Resistance (+10 to EGO Rolls)
13 Pulp Fisticuffs Multipower (30-pt reserve); Generic Limitation (Martial Arts Powers Only): -½; Generic Limitation (Slots may not contain more than 15 active points. He may thus use two slots at a time): -½; Visible (Obvious pulp hero.): -¼
m-1 +10 STR: Expert at Leverage; Doesn’t Affect Figured: -½; Reduced END: Zero, +½; Generic Limitation (Only for combat purposes; cannot lift massive weights, rip apart entangles, etc.): -½ 0
m-1 Hand-to-Hand Attack / Fists of Steel (3d6, Total 6d6); Range: 0; Reduced END: Zero, +½ 0
m-1 Hand-to-Hand Attack Stunning Strike / Joint Lock (2d6, Total 3½d6); Range: 0; No Normal Defense (Vrs bulky body armor, amorphous or animated-solid body,, or otherwise not having nerves to strike at.): +1; Reduced END: Zero, +½ 0
m-1 ½d6 Killing Attack (HTH) / Bone Breaker (Total 1d6+1); Range: 0; Reduced END: Zero, +½ 0
m-1 +5 DEX / Practiced Brawler
m-1 Running / Light On His Feet (+5″, 11″, NC: 22″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11; Reduced END: Zero, +½ 0
m-1 Superleap / Mighty Leap (+5″, 8″, NC: 16″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11; Reduced END: Zero 0
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
4 2d6 Aid: To local knowledges and contacts (Fade/week, Max. 12); Range: 0; Extra Time: 1 hour, -2½; Activation: 14-, -½; Side Effects (An old enemy turns up.): 30/Half, -½; Charges: +3, -1¼; Affects: Single Power of Special Effect, +¼; Generic Limitation (Effects are fixed for any given area; once it is established that you know the greater Los Angeles area at 11- and have two contacts there, this will change only if the GM opts to change it.): -½; This “power” allows the user to have a selection of local knowledges and contacts pretty much everywhere he or she goes – but the deeper the user’s knowledge of an area, the more likely that there’s an old enemy around somewhere. 0
1 Immune to Aging; Generic Limitation (Ages very slowly compared to a normal human, but does age): -1
45 Total Powers  

 

Points Skills, Talents, Perks Roll
30 +6 level w/Overall Level; Side Effects (User is hotly pursued by nefarious groups that want to use his or her skills and is regularly dragged into bizarre adventures.): 30/Half, -½; Generic Limitation (Side effects cannot be avoided.): -½
28 Basic Skills
(1) Acrobatics 8-
(0) Acting 8-
(1) Animal Handler 8-
(1) Breakfall 8-
(1) Bribery 8-
(1) Bureaucratics 8-
(0) Climbing 8-
(1) Combat Driving 8-
(1) Combat Piloting 8-
(0) Concealment 8-
(0) Conversation 8-
(1) Criminology 8-
(1) Cryptography 8-
(0) Deduction 8-
(1) Demolitions 8-
(1) Disguise 8-
(1) Forensic Medicine 8-
(1) Gambling 8-
(1) High Society 8-
(1) Interrogation 8-
(1) Lockpicking 8-
(1) Mechanics 8-
(1) Navigation 8-
(1) Oratory 8-
(0) Paramedic 8-
(0) Persuasion 8-
(0) Profession: Teacher 8-
(1) Riding 8-
(1) Security Systems 8-
(1) Seduction 8-
(0) Shadowing 8-
(1) Sleight of Hand 8-
(0) Stealth 8-
(1) Streetwise 8-
(1) Survival 8-
(1) Tactics 8-
(1) Tracking 8-
(1) Trading 8-
8 Transport Familarities
(2) Ground Vehicles
(2) Air Vehicles
(2) Riding Animals
(2) Water Vehicles
8 Language Skills
(3) Linguist
(0) English (Imitate Dialects); Literacy: Standard, 0
(1) French (Fluent Conv.); Literacy: Standard, 0
(1) German (Fluent Conv.); Literacy: Standard, 0
(1) Spanish (Fluent Conv.); Literacy: Standard, 0
(1) Ancient Egyptian (Fluent Conv.); Literacy: Standard, 0
(1) Mayan (Fluent Conv.); Literacy: Standard, 0
8 Knowledge Skills
(3) Scholar
(1) Geography 11-
(1) Art 11-
(1) Law 11-
(1) Mythology 11-
(1) Music 11-
(0) Popular Culture 8-
(0) Museums of the World 8-
12 Sciences
(3) Scientist
(1) Anthropology 11-
(1) Archaeology 11-
(1) Architecture 11-
(1) History 11-
(1) Linguistics 11-
(1) Literature 11-
(1) Occultism 11-
(1) Paleontology 11-
(1) Sociology 11-
3 Perks
(1) Assorted Degrees
(1) Passport
(1) International Driver’s License
3 Talents
(3) Lightsleep
100 Total Skills, Talents, Perks  

 

Cost Equipment
4 1d6+1 Pistol: Ranged Killing Attack 0; Range: 100; OAF: -1; Charges: +6, -¼; Clips: 4; Gestures: Instant Power, -¼; Independent: -2; Visible (Must often be left behind): -¼; Generic Limitation (Takes one phase per round to reload. ): -¼
5 Whip: Stretching (3″, NC: 6) 0; Non-Combat Multiplier: ×2, +0; OAF (Whip): -1; Reduced END: Zero, +½; Generic Limitation (Whip: Cannot push, or force things to one side, no noncombat multiplier, etc.): -½; Independent: -2
8 Lucky Hat (Luck) (6d6); Focus (Hat): Inobvious Accessible, -½; Independent: -2; Only in Hero ID: -¼
1 Absolute Time Sense (Wears a Watch).; OAF (Watch): -1
!2 Leather Jacket: Armor (1 PD/1 ED) ; OIF (Adventuer’s Outfit): -½
20 Total Equipment

 

100+ Disadvantages
10 Reputation: Adventuring – and Meddlesome – Archeologist (11-)
5 Rivalry: Other Adventurous “Archeologists”; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
15 Dependent NPC: Girlfriend / Sidekick (Normal, 11-); Skills: Normal, +0
5 Dependent NPC Father or Associate (Slightly Less Powerful, 8-); Skills: Normal, +0
20 Hunted: Malevolent Government/Occult Organization of the day. (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 4d6 Unluck; Generic Limitation (Only for randomly running into old enemies): -1
15 Code of Chivalry (Common, Strong)
15 Cannot bear to destroy historical artifacts and knowledge (Common, Strong)
20 No code versus killing (Common, Total)
125 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
35 + 145 = 180 225 = 125 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 12 9/5 8/4 4, 8, 12

 

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.