Champions – Dr Cronus

Old Gods Take New Names.
A Myth Entombed In Dusty Tomes Lies Fallow.
Its Titan Bound, Its Might Fading.
While Lesser Figures Of Ancient Tales
Still Mostly Formless, And Full With Possibility.
Seize Easily On New Tales And Forms
While Elders Fade And Formlessness Creeps In.
Each In Their Turn, Across The Ages.
The Fading And Rebirth, The Cycle Turns
Old Gods Take New Names.

The shape was new, and it’s powers still limited – but the tales were many, the followers a mighty host, and legends only grow stronger as the years pass. An elder master of time, the last of a primal race of reality-masters… it was a near-perfect fit.

Old Gods Take New Names.

And at an English museum-shrine, a Titan stepped forth from a blue Police Box. Doctor Cronus – the last Doctor that would ever be needed – had come forth from legend into reality.

Doctor Cronus is fairly new to this incarnation, but so far it’s going quite well. Being stuck with the TARDIS is something of a pain though. After all, the things actual function is to separate you from most of your allies and resources, prevent you from planning ahead, dump you into potentially deadly situations where the fate of the universe relies on you with little or no information to go on, and trap you there until you fix said situation. Attracting swarms of powerful enemies is just icing on the cake. Does it occasionally acting as a plot coupon and an excuse to play tourist REALLY make up for that? Especially in a setting where time travel isn’t particularly difficult in the first place?

 

Doctor Cronus

Value Characteristic Points
13 STR 3
14 DEX 12
13 CON 6
10 BODY 0
18 INT 8
11 EGO 2
15 PRE 5
10 COM 0
5 PD 2
5 ED 2
3 SPD 6
6 REC 0
24 END -1
24 STUN 0
Total 45

 

Points Powers END
0 Minor Titan Racial Package
(20) Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it . (Frequently, Fully)
(20) Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it. (All the Time, Greatly)
(20) Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total)
(12) Regeneration (1 BODY/week); Regenerate: From Death, +20
(3) Immune to Aging
15 Domain: 15 Points worth of ablities appropriate to their domain.
(3) Absolute Time Sense
(3) Speed Reading
(3) Lightning Calculator
(3) Resistance (+3 to EGO Rolls)
(1) Immunity to Temporal Paradoxes; Frequency: Rare
(1) Immunity to Timeline Shifts; Frequency: Rare
(1) Immunity to Temporal Distortion; Frequency: Rare
25 Timelord Multipower (50-pt reserve); Side Effects: Attracts opponents from across all space and time, has to travel by Tardis, obliged to gratuitously meddle. 60/All, -1
u-3 2d6 Regenerative Energies: Aid to All Physical Attributes (Fade/turn, Max. 20); Range: 0; Affects: All Powers of Special Effect, +2; Active Points: 52; Autofire: 5 shots, ½; Charges: 32, +¼ 0
u-1 Clairsentience (Hearing, Sight); See: Future, +20; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; No Conscious Control: -2; Dimensions: Current, +0; Range: 250″ 0
u-2 25″ Moment Out Of Time / Teleportation (Long Range 25″); Increased Range: ×1, +0; Long Range: 25″; Long Range (miles): 0.03; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Charges: +16, +0 0
u-1 2d6 Aid to Knowledge Skills (Fade/day, Max. 32); Range: 0; Charges: +8, -½; Affects: Single Power of Special Effect, +¼; Generic Limitation (Very Limited Conscious Control; The GM picks 16 points worth of skills and the user picks the other 16 – but the user may only change his choices at one point per week. ): -1

The Doctor generally knows a lot – but, oddly enough, never enough to really derail his current adventure.

0
u-1 Shape Shift (Various Humanoid Forms) (Limited Group); Charges: 1, +¼; Continuing Charges: 1 week, -8 lev; Generic Limitation (Only to periodically take on a new appearance and personality, which will then last for years or decades. ): -2; Difficult to Dispel: ×16, + 0
u-2 4d6 Telepathy; Reduced END: Zero, +½; Transdimensional: Any Dimension, +1

The Doctor occasionally receives messages, or gets into touch with someone, across space and time.

0
u-2 Warp Probability: Luck (10d6); Charges: +8
u-1 Summon TARDIS (1 100-point creatures); Range: 0; Summon: Single Type, +0; Generic Limitation (Always the same TARDIS, so problems carry over): -1; Generic Limitation (Only works when convenient for the plot or the current plotline is resolved. ): -1; Charges: +4, -1 0
u-2 Detect Dimensional Location and Structure (+20 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
u-1 1d6 Mental Manipulation: Transform (Minor, Limited Class); Range: 0; Cumulative: +½; Reduced END: Zero, +1; No Range: -½; Autofire: 5 shots, ½

This is routinely used to acquire languages if the convenient “tardis translation effect” is not available.

0
u-2 +40 PRE; Charges: +8, +0; Continuing Charges: 1 Turn, -2 lev
u-2 1d6 Tinker: Transform random bits to any needed device (Major, Limited Class); Range: 245; Cumulative: +½; Autofire: 10 shots, ¾; Charges: 125, +¾ 0
7 Elemental Control: Timelord Powers (10-pt reserve); Side Effects (Often recognized, attracts weirdness): 30/Half, -½
a-4 Life Support (total); Generic Limitation (Greatly slows the effects of hostile environments, diseases, etc, and mitigates the effects to some extent, but does not stop them.): -2; Generic Limitation (Only works against things that a normal human would find survivable for at least a minute. ): -2
b-2 Detect:Temporal Effects and Locations (+5 to PER); No Conscious Control: -2; Side Effects (Has difficulties dealing with fixed points in time, paradoxes, etc.): 30/Half, -½; Time Required: Instant, +2; Range: Ranged, +5
c-7 Armor (7 PD/7 ED)
d-7 Enhanced Perception (all) (+7 to PER)
e-7 Mental Defense (22 pts); Add to Total
79 Total Powers  

 

Points Skills, Talents, Perks Roll
40 +4 level w/Timeline Selection / Overall Level
10 Eidetic Memory
3 Immunity: Any distinction between attribute rolls and skills; Frequency: Common

This is downright abusive. On the other hand… you can achieve exactly the same result with a small Aid to Any Skill, or a Skill Power Pool, or in several other ways – and skills generally aren’t all that important in a setting where actual powers appear.

3 Simulate Death
56 Total Skills, Talents, Perks  

 

Cost Equipment
But where is the sonic screwdriver? It’s a penlight case, filled with a bunch of random bits and pieces. Thanks to his “Tinker” power it can be readily transformed into any needed small gadget up to a maximum of 25 active points. This also keeps it from being used for EVERYTHING, since he has a limited number of uses of that ability each day.
0 Total Equipment

 

100+ Disadvantages
5 Dependent NPC: Random Companion (Normal, 8-); Skills: Useful, -5

These actually appear on a 14- or so, but often do not get into trouble, merely providing a target for more exposition.

20 Hunted: Daleks, Cybermen, Etc. (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Code of Chivalry (Common, Strong)
15 Honorable (Common, Strong)
15 Overconfidence (Very Common, Moderate)
5 Prankster (Uncommon, Moderate)
15 Reputation: Timelord (11-, Extreme)
10 Watched: Practically Everyone (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
100 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
45 + 135 = 180 200 = 100 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 4 22 12/7 12/7 4, 8, 12

 

The Doctor is annoyingly omnicompetent, and can pop up anywhere to be a bother – but he really isn’t all that powerful in superhero terms; in a lot of ways he’s more of a pulp hero than anything else – albeit an intellectual version rather than the usual two-fisted fighter.

 

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