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Dr. Sydney Smythe (PL 8 [10] NPC, Tier 2)


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Player Name: Semi-Autogyro[floatr]382Dr._Sydney_Smythe.png[/floatr]

Character Name: Dr. Sydney Smythe

Power Level: 8 (10) 150/150PP

Trade-Offs: None

Unspent Power Points: 0

In Brief: Power hungry former SHADOW scientist looking for a way back in.

Alternate Identity: None

Identity: Public

Birthplace: London, England

Occupation: Geneticist / Neuroscientist

Affiliations: SHADOW (Former)

Family: Sir Solomon Smythe (Husband, deceased), Samuel Smythe (Son, estranged), Stephanie Smythe (Daughter-in-Law, estranged), Saxton Smythe (Grandson)

Age: 98 DoB: February 13, 1914

Apparent Age: Late thirties/Early forties.

Gender: Female

Ethnicity: Caucasian

Height: 5’10â€

Weight: 145 lbs

Eyes: Grey

Hair: Blonde

Description: Sydney is a relatively slim and tall woman with short blonde hair and can be distinguished by her round glasses and scar. The scar is over her right eye, which she has had for many years. She is usually seen with a cigarette in hand when not working. In the face of that image though, Sydney chooses to dress quite simply and professionally, though her taste in clothes shows her minor nobility roots through their excellent manufacture and price. She speaks with a British accent, and her appearance easily belies her true age. She has a regal bearing, and almost seems to look down upon those who do not have her interest.

Power Descriptions: With her long history in sciences, Syndey prefers to utilize chemical and biological concoctions of her own making. These are usually delivered via syringes, or darts when she doesn't want to get her hands dirty. These concoctions fly in the face of most modern medicine and pharmacology, able to do things common scientists dream about achieving.

History: Sydney was Born in 1914 a few short months before the start of world war 1. She was the only child of the Smythe Estate, and doted on by her parents who accommodated her every wish. Not wanting to be a society lady, she explored her interests in psychology and biology where she graduated with honors from the University of Berlin in 1935. Shortly after graduation, she was married to Solomon Graves who took her surname. When world war two broke out she returned to Britain along with Solomon, where they both served in the OSS as operatives. The pair hardly saw one another during the war, and Solomon was killed in the closing days of the war in Europe. However, Solomon got his wish of a son born in 1946.

With her husband gone she threw herself completely into her work, and at this point was where she she started her spiral into who she is now. Working for the Ministry of defense in trying to create more metahumans, she was a constant source of innovation. During the 1970's she was kicked out of the government and nearly jailed when they found out the extent of her 'testing'. Her estate went to her son, and she left the country. It was a few years later that she was approached with a job in genetics at a facility in Germany, who was funded by SHADOW. Eventually she worked her way up and became on of the lead scientists in their cloning program. Unfettered by the bureaucracy and oversight she dealt with before, Sydney was responsible for numerous advances that SHADOW took advantage of. Eventually she was placed as a the lead scientist in the Myrmidon project, which was meant to develop clones into true super soldiers using research from the MIMIR project. With the destruction of the base, Sydney found herself on the outside yet again. Luckily for her, she has all the time in the world to find a way back in....

Personality & Motivation: Cold, Haughty, and Distant have been used to describe her, although she prefers the term 'High-Functioning Sociopath'. She cares little for those around her, instead choosing to focus on her work. That is to say that she is not without feelings as she does care for some people like her grandson (who is keeping his contact with his grandmother secret), and still harbors feelings for Wilhelm Kantor from when the two crossed paths during WW2 and when she later worked for SHADOW. She holds grudges, and thinks nothing of killing or murdering someone in the name of science or merely out of spite. With the failure and destruction of the Myrmidon project, she lost credibility with the organization and seeks to regain while plotting a method to gain even more power on her return.

Powers & Tactics: Depending on her target, she will either approach and attempt to sway the mark or just outright drug them. Once they are rendered unconscious she has free reign to experiment on them escape as situation demands. She does not stay around for a fight she knows to be hopeless and values self preservation even in the face of her ego. Her inventions are pharmacological in nature and she can do almost anything if she has the time to research and develop new methods. She is an excellent shot with pistols from her days as in SHADOW, but eschews firearms due to her preference to drug the target.


Complications:

Addiction (Cigarettes): Sydney has found nicotine to be a useful drug, especially since becoming immune to the health risks.

Greed (Power & Recognition): She is willing to do almost anything as befits her Machiavellian nature.

Obsession (Science!): Sydney is driven to test her ideas by in what others would call immoral, unethical, opportunistic manners. Not to mention possessing a flagrant disregard for things like safety, protocol, and authority.

Reputation (Scientific Pariah): Her theories and experiments has come to be regarded as a failure or an outright mockery in scientific circles. As a result, she has nothing but disdain for these 'modern scientists'.

Secret: SHADOW scientist, immortal, war criminal, state secrets, etc.

Temper: Sydney is prone to violently lash out when things do not work as designed or someone dares to interfere with her plans.

Abilities: 0 + 4 + 4 + 12 + 4 + 4 = 28 PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 22 (+6)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 8 + 16 = 24PP

Initiative: +10

Attack: +4 Melee, +4 Ranged, +6/+8 Pistols/Dart Pistol (w/ Laser Sight)

Grapple: +8

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: - 4; (-3 Flatfooted, -2 w/o Armored Labcoat, -1 Flatfooted w/o Armored Labcoat)

Saving Throws: 4 + 4 + 6 = 14 PP

Toughness: +8/+6 (+2 Con, +4 [Armored Labcoat], Defensive Roll +2)

Fortitude: +6 (+2 Con, +4)

Reflex: +6 (+2 Dex, +4)

Will: +8 (+2 Wis, +6)

Skills: 100 R = 25 PP

Bluff 8 (+10, +14 w/ Attractive) Skill Mastery

Craft [Chemical] 12 (+18, +20 w/ Masterwork Chemical Lab) Skill Mastery

Diplomacy 8 (+10, +14 w/ Attractive) Skill Mastery

Intimidate 13 (+15) Skill Mastery

Sense Motive 8 (+10) Skill Mastery

Knowledge [behavioral Sciences] 12 (+18) Skill Mastery

Knowledge [Life Sciences] 12 (+18) Skill Mastery

Languages 4 (English [Native], French, German, Italian, Latin)

Medicine 12 (+18, +20 w/ Masterwork Medical Kit) Skill Mastery

Notice 8 (+10)

Profession [scientist] 3 (+5)

Feats: 28 PP

Attack Specialization (Pistols)

Attractive

Benefit [use Knowledge [Life Sciences] for Inventor Feat]

Challenge (Demoralize as a Move Action)

Defensive Roll

Distract 2 (Move Action)

Eidetic Memory

Equipment 6

Fascinate (Intimidate)

Inventor

Improved Initiative

Jack of All Trades

Luck 2

Precise Shot

Quick Draw

Second Chance (Intimidate Checks)

Skill Mastery 2 (Bluff, Craft [Chemical], Diplomacy, Intimidate, Knowledge [behavioral Sciences], Knowledge [Life Sciences], Medicine, Sense Motive)

Speed of Thought

Startle 2 (Move Action)

Equipment : 6 PP = 30 EP

Protection 4 (PFs: Subtle) [5 EP] (Armored Lab Coat)

Masterwork Laser Sight (Gives [PF: Accurate] to equipped weapon) [1 EP]

Suppressor (Gives [PF: Subtle] to equipped weapon) [1 EP]

Targeting Scope (Gives [PF: Improved Aim] to equipped weapon) [1 EP]

Masterwork Chemical Lab (+2 to Craft [Chemical] Checks) [1 EP]

Masterwork Medical Kit (+2 to Medicine Checks) [1 EP]

Repurposed Warehouse [1 + 1 + 18 = 20 EP]

Size: Medium [1 EP]

Toughness: +10 [1 EP]

Features: [18 EP]

Concealed (+10 DC)

Communications

Computer

Dock

Fire Prevention System

Garage

Holding Cells

Interrogation Chamber

Infirmary

Laboratory

Library

Living Space

Power System

Security System 3 (DC 30)

Self-Destruct

Workshop

Powers: 22 + 6 + 3 = 31 PP

Descriptors: Biological, Chemical

Device 6 (30 PP Container, Easy to Lose; PFs:Insidious, Improved Critical 2, Restricted [DNA Lockout]) [22 PP] (Dart Pistol, Chemical)

Base Power: Damage 8 (PF: Alternate Power 5, Incurable; Extras: Range [Ranged] +1, Secondary Effect +1) [30 PP] (Nerve Darts)

Alternate Power: Confusion 8 (PF: Mind Blank; Extra: Alt Save [Fortitude] +0) [25 PP] (Hallucinogenic Darts)

Alternate Power: Emotion Control 8 (PF: Mind Blank; Extra: Alt Save [Fortitude] +0) [21 PP] (Hormone Darts)

Alternate Power: Paralyze 8 (Extras: Range [Ranged] +1, Alt Save [Fortitude] +0) [24 PP] (Paralytic Darts)

Alternate Power: Snare 8 (PFs: Obscures Senses [All], Selective) [26 PP] (Poison Darts)

Alternate Power: Stun 8 (PF: Sedation; Extras: Range [Ranged] +1) [25 PP] (Tranquilizer Darts)

Immunity 6 [Aging, Critical Hits, Disease, Poison] (PF: Innate) [6 PP] (Gene Tonics, Biological)

Regeneration 0 (PFs: Persistent, Regrowth, Innate) [3 PP] (Gene Therapy, Biological)

Drawbacks: = 0 PP

DC Block

    ATTACK                RANGE     SAVE                EFFECT

    Unarmed               Melee     DC 15 Toughness     Damage

    Nerve Darts           Ranged    DC 23 Toughness     Damage; Crit 18-20 

    Hallucinogenic Darts  Ranged    DC 18 Fort          Confusion; Crit 18-20 

    Hormone Darts         Ranged    DC 18 Fort          Emotion Contol; Crit 18-20 

    Paralytic Darts       Ranged    DC 18 Fort          Paralyze; Crit 18-20                               

    Poison Darts          Ranged    DC 18 Reflex        Snare; Crit 18-20 

    Tranquilizer Darts    Ranged    DC 18 Fort          Stun; Crit 18-20 

Totals: Abilities (28) + Combat (24) + Saving Throws (14) + Skills (25) + Feats (28) + Powers (31) - Drawbacks (0) = 150/150 Power Points

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