Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage  15 DEX 15 12- OCV: 5/DCV: 5 13 CON 6 12- 9 BODY -2 11- 24 INT 14 14- PER Roll 14- 12 EGO 4 11- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 5 PD 3 Total: 5 PD (0 rPD) 5 ED 2 Total: 5 ED (0 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 2 60 END 17 25 STUN 4 Total Characteristic Cost: 70 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers & Skills 42 Hallucinogenic Gas Canisters: EB 6d6, Area Of Effect (One Hex; +1/2), NND (defense is Life Support: Self-Contained Breathing; +1), Continuous (+1); OAF (-1), 8 Continuing Charges lasting 1 Extra Phase each (cleared away by high winds, rain, or the like; -1/4), Range Based On STR (-1/4) [8 cc] 57 Astral Projection: Duplication (creates 350-point form), Altered Duplicates (100%; +1); OAF (pills; -1), Feedback (All Duplicates Take Damage When Struck; -1), Original Character Is Helpless And Incapacitated While Duplicate Exists (-1), Side Effects, Side Effect occurs automatically whenever Power is used (astral character is Stunned for one Phase following activation of power; -1/2), Both Characters Die If They Do Not Recombine In 24 Hours (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), END 30 20 Drug-Enhanced Senses: Discriminatory with Smell/Taste Group and Touch Group 3 Drug-Enhanced Senses: +2 versus Range Modifier for Sight Group Talents 15 Drug-Enhanced Senses: Danger Sense (self only, in combat) 14- Total Powers & Skill Cost: 137 Total Cost: 207 150+ Disadvantages 10 Dependence: assorted doses of drugs or suffer Incompetence: -1 to Skill Rolls and related rolls per time increment (Uncommon, 1 Day, Addiction) 10 Distinctive Features: "super mellow" (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: the local police 8- (Mo Pow, NCI, Limited Geographical Area, Capture) 20 Psychological Limitation: Code Of Nonviolence (Common, Total) 15 Psychological Limitation: Trusts Everyone (Common, Strong) Total Disadvantage Points: 207
Designer's Notes: Here he is, Dr. Drugs—a self-taught genius who has discovered how to unlock latent superpowers with the right combination of chemical additives. He's managed to grant himself, his girlfriend Blossom, and his father Ogre, superpowers, and thinks the world would be better off if everyone could "share the wealth." Of course, as Mr. Mellow himself he's not exactly sure if the world is ready for such a heady trip, can you dig?
Here's a plot arc waiting to happen. Dr. Drugs is sort of a pastiche/parody of Timothy Leary, wrapped up in four-color trappings. He's not really a villain, more of a bad flower-child stereotype. That said, anyone wanting to unleash a Wild Cardesque origin story on their world (and not wanting to involve aliens) can look no further than this guy. He needs some better powers (well, at least more of them) and a whole stack of skills—specifically, science skills to allow him to make drugs of all sorts. GMs could use him like a four-color alchemist, producing super-power potions left and right (not to mention a few new superhumans!).
Dr. Drug's Duplicate needs to have Desolidification, Invisibility, and Flight. It is also 350 points, roughly 170 points more than the good Doctor. I suggest you beef up the Doctor to make him more of a threat to your average superhero.
(Dr. Drugs created by Ken Rolston, character sheet created by Michael Surbrook)
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