Aliens of the RC Universe
THE GENERAL PRACTITIONER

NAME : IDENTITY : Secret OPERATIONS : The Time Stream POWER LEVEL : 10 PLAYER :
non-player character
The General Practitioner

STRENGTH 2 STAMINA 5 AGILITY 5 DEXTERITY 7 FIGHTING 1 INTELLECT 12 AWARENESS 7 PRESENCE 5
Abilities Cost: 88

Lifting STR 2 200 lbs.

* - without
Defensive Roll

DODGE (AGL) 11 (DC 21) PARRY (FGT) 11 (DC 21) FORTITUDE(STA) 8 TOUGHNESS(STA) 8/5* WILL (AWE) 11
Defense Cost: 23
Offense:

Unarmed
+2 Close, Damage 2 Sonic Stopwatch +7 Ranged, Move Object 3

INITIATIVE +9

Animal Empathy Benefit (Cypher) Defensive Roll 3 Diehard Eidetic Memory Equipment 21

Evasion Extraordinary Effort Fascinate (Intimidation) Favored Foe (Alien Monsters)

Great Endurance Improved Initiative Jack-of-All-Trades Seize Initiative Taunt Well-Informed
Advantages Cost: 38
Notes: Regeneration can occur only 12 times; The General Practitioner has used seven. Also, if fatally injured during the start of the Regeneration process, it will kill him, dead. Certain things (e.g. zetronic energy and the poison of the Judas Tree) will kill without triggering the Regeneration process.

Acrobatics 5 5 -- Athletics 5 2 3 Unarmed Combat 2 1 1 Deception 11 5 6 Expertise
Science 13 12 1 Space & Time 15 12 3 Tactics 18 12 6 Insight 9 7 2 Intimidation 7 5 2

Investigation 12 12 -- Perception 7 7 -- Persuasion 7 5 2 Ranged Combat 7 7 -- Sleight of Hand 8 7 1 Stealth 10 5 5 Technology 15 12 3 Treatment 12 12 -- Vehicles 8 7 1
Skills Cost: 18

DIRSAT Translation Matrix: Comprehend 3, Read and Understand All Languages, 5 You're Understood, Quirk: takes a while for the written word Empathic Link with DIRSAT: Senses 1 (Mental Communication Link) 1 Regeneration: Immortality 16, Return after 1 minute, Limited (see Notes), 6 Side Effect 2, always (Body and personality changes, his body will change height, weight, hair and eye colour, facial structure, teeth, etc. His personality will change somewhat as well. Certain personality traits will stay the same, but many things change) Time Sense: Senses 2 (Detect Fixed & Unfixed Points in Time, Ranged) 2 Various Oddball Abilities: Variable 2 (10 pts.), Variable Descriptor, broad 14 group, Limited (GM approval needed for any use of this and the GM may decide it's use), Notes (The occasionally seen telepathic abilities are a part of this, as are the oddball physical abilities that usually don't seem to be in play, like strength to dig out a buried TARDIS on Skaro or incredible targeting abilities. This also covers secondary Regeneration affects (healing injuries within 17 hours; the energy bursts; Romana's ability to reshape herself several times trying bodies out; Mel/River's "concentrating on a dress size") Pulling Out the Minimen: Summon 6, Active, Horde, Multiple Minions 4 (16) 72
Powers Cost: 100

Sonic Stopwatch Array: Easily Removable 5 AE Movement: Move Object 3, Damaging, Precise, Reversable, 8 Diminished Range 3 AE Assorted Settings: Variable 1 (5 pts.), Move Action 1 Psychic Paper Feature 1 1
Devices Cost: 6
Total Cost: 273
Base Points: 160 ExP Spent: 113 Experience Points Total: 0 Total Points: 273
Equipment:

Contribution to The DIRSAT 100 Savantphone 2 Flash Goggles 1
Complications:
Companions - The General Practitioner feels responsible for the safety of the Minimen. While he appreciates their help, he also doesn't want to see any of them hurt.
Responsibility - The General Practitioner has no tolerance for his people's noninterference policy. He is also bound by fixed points in time. His ability to sense which things can and can't be changed in time sometimes hinders his ability to act.
On the Run - The DIRSAT is stolen and Sven's people don't like him interfering with time.


DIRSAT

HOMEBASE : inapplicable SIZE : Colossal OWNER : The General Practitioner
The DIRSAT in its default form

SIZE 0 STRENGTH 18 TOUGHNESS 18 DEFENSE 0

Flight 13 16,000 mph

Features: Navigation System 1 Bigger on the Inside: Enhanced Trait 8 (Defense 8), Note: The exterior 8 of the DIRSAT is only Medium, hence the Defense is 0 Chameleon Circuit Array 9 Cloaking Tech: Invisibility 4 (Total concealment from all visual) 8 Form Shift: Morph 2, +20 Deception checks to disguise, Narrow group, 1 Limited (Only affects the outside of the DIRSAT), Uncontrolled Changing the Desktop: Morph 2, +20 Deception checks to disguise, 6 Narrow group, Limited (Only Effects the inside of the DIRSAT, Can only do this occasionally at best) The DIRSAT's Alive: Enhanced Trait 47 (Awareness 12, Intellect 11, 48 Expertise 13), Senses 1 (Communication Link with Svenaklio and Anatharasila) Time Rotor Array 17 AE Anywhere in Time or Space: Movement 7 (Space Travel 3, other 14 galaxies, Time Travel 3, any time, Wallcrawling 1) AE Flying Cube: Flight 13, Distracting 1 AE Planetary Hops: Teleport 14, Accurate, Extended (16000 miles 1 in 2 move actions), Distracting, Unreliable AE Short Hops: Teleport 7, Accurate, Distracting, Unreliable 1
Total Points: 100

The General Practitioner was created and designed by Jim Caswell.

© Copyright 2015, 2024 - James E. Caswell

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Last updated on 30 May 2023