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Doctor Evol (PL10/12)


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Doctor Evol

Power Level: 12 (Built as PL10; 180/180PP)

Unspent Power Points: 0

Trade-Offs: -2/+2 Toughness and Defense

 

In Brief: Personal-range biokinetic using powers they gave themselves accidentally looking to be a hero.

Catchphrase: "It's short for Evolution for pity's sake!"

"Pronounce the o! Stop calling me Doctor Evil!"

"Calling me Biohazard isn't better!"

Theme:

 

Alternate Identity: Biohazard (Nickname), Doctor Evolution (Full Hero Name), Eveline Evans (Secret)

Birthplace: Freedom City

Residence: Atom Academy

Occupation: Mad Scientist

Affiliations: Atom Academy

Family: Alexandra Evans (Mother), Ian Evans (Father), Eric Evans (Brother), Aaron Evans (Brother), Isabel Evans (Sister)

 

Description:

Age: 20 (DoB: 9th September 2000)

Gender: Female

Ethnicity: Caucasian

Height: 5'1"

Weight: 135lbs

Eyes: Brown

Hair: Brown

When she isn't using her powers to change things in bizarre ways, this young woman is quite attractive. She has high, prominent cheekbones, a pointed chin and large eyes giving her an elfin appearance to match her short stature. Atop her head is a birds nest of unkempt brown hair most of the time as she only sometimes bothers to brush it, even less so now that she needn't worry about split ends and tangles.

 

When around the Atom Academy or out as Doctor Evol she wears the Atom Academy uniform under a large lab coat. As a civilian, provided she remembers to change her clothing, she dresses casually most of the time with little distinct style outside of practicality, tending towards steel toe boots, cargo pants and t-shirts.

 

Picture courtesy of RocketLord!
evol_-_coat.png

 

History:

Eveline was always gifted with intelligence, enough to be considered a superpower. She excelled in her studies well beyond her age, finding that her true passion lay in Life Sciences, biology, biochemistry, zoology and everything in between. Nothing could stop her from relentlessly absorbing all of the information she could about the natural world and how it worked, and quickly she began experimenting in biological and chemical Supertech, building a lab in her family's basement. She created a net gun that creates its own ammunition and pheromones to calm the mind. She met success frequently causing her to reach further and further until her overconfidence backfired.

 

While mixing chemicals she triggered an explosion, rocking the house and sending herself flying across the room covered in the mixing residues of dozens of experiments. She knew by rights the accident should have killed her but instead she knew it had given her the power of self range biokinesis, complete control over every part of her body. Quickly she focused on pulling herself together to heal her injuries. Her parents found her like that, coming rushing down after the explosion. She quickly reassured them that she would be alright, that she'd gained powers in the accident that would let her survive.

Needless to say that after they got over their concern and shock, they were not impressed at her nearly blowing up the family home. They required that she find somewhere safe to perform experiments, preferably with supervision.

 

Enter the Atom Academy.

 

Eveline heard the news that the think tank of super-geniuses was forming and was immediately champing at the bit to sign up, and did so as soon as it was possible under the name Doctor Evolution.

 

Personality & Motivation:

Eveline focuses on her passions to an extreme, often pursuing them to the detriment of everything else, including her health. Outside of that, she has a sense of humour and while she will never admit it doesn't mind getting ribbed for being called 'Doctor Evil' or hearing jokes about the time she nearly blew herself up. She wants to help others where possible and tries to make inventions that allow her to do so.

 

Powers & Tactics:

Eveline is intelligent and has access to a nearly limitless list of abilities due to her biokinesis and her incredible knowledge of the Life Sciences. From the ability to survive in the harshest climates known to man, expand her sensory abilities and even the ability to fly incredibly long distances or extremely fast for a short and exhausting period of time. One of the primary uses she has for her powers is to modify her body to make it more durable.

 

When it comes to combat she uses an array of abilities from simple claws to clouds of pheromones and bursts of bioluminescent light.

 

Power Descriptions:

Eveline’s biokinesis allows her a dizzying variety of powers. As long as she can work out how to do it with her biology she can do it, whether it’s generating electricity or even making a biological jet engine the only limit is whether she can work out a way to do it, for which her super intelligence and incredible skill at the Life Sciences helps.

 

Complications:

 

Hunger strike: Eveline’s powers use a lot of energy as she literally reconfigures her body to perform different activities. This means that she has to eat large quantities of food to keep her body running, despite having tucked away some extra mass to use for this. This issue is compounded by her habit of forgetting to eat as she loses herself in her work.

The GM can have her reconfiguring her Variable Biology fail due to having exhausted her stores of energy. She will then be stuck in her previous configuration until she finds enough food to replenish them.

 

Not all Doctors are supervillains!: Doctor Evolution or Doctor Evol for short does not sound like the name of a hero. This can cause issues as people may assume that this ‘Doctor Evil’ is a supervillain and respond accordingly.

The GM may have people who hear her name assume she’s a supervillain. Even if she is working with other heroes the assumption may be that it is an ‘enemy of my enemy’ situation. This may cause them to be reticent or downright unhelpful towards her.

 

Oh, look at it! It’s doing a threat display!: Eveline’s fascination with Life Sciences can get her into trouble as she stops to make observations and take notes where she should probably be running away or preparing for a fight.

The GM may skip Eveline’s first action in an encounter with interesting or rare creatures as she catalogues the creature’s biology and actions.

 

 

Abilities: -2 + 0 + 4 + 12 + -2 + 8 = 20PP

Strength: 8 (-1)

Dexterity: 10 (+0)

Constitution: 14 (+2)

Intelligence: 30/22 (+10/+6)

Wisdom: 8 (-1)

Charisma: 18 (+4)

 

 

Combat: 8 (2PP / Base Attack) + 6 (2PP / Base Defense) = 14PP

Initiative: +0

Attack: +10 Active Array, +6 Melee, +4 Base

Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

Grapple: +2

Knockback: -2

 

 

Saving Throws: 2 (1PP / Fortitude) + 4 (1PP / Reflex) + 5 (1PP / Will) = 11PP

Toughness: +4 (+2 Con, +2 [Defensive Roll])

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

Reflex: +4 (+0 Dex, +4)

Will: +4 (-1 Wis, +5)

 

 

Skills: 76R = 19PP (1PP = 4 Skill ranks)

Craft (Chemical) 5 (+15/+11)

Craft (Electrical) 5 (+15/+11)

Craft (Mechanical) 5 (+15/+11)

Drive 4 (+4)

Investigate 2 (+12/+8)

Knowledge (Earth Sciences) 8 (+18/+14)

Knowledge (Life Sciences) 15 (+25/+21)

Knowledge (Technology) 11 (+21/+17)

Medicine 11 (+10)

Notice 6 (+5)

 

 

Feats: 1 + 4 + 1 + 1 + 3 + 1 = 11PP

Defensive Roll

Dodge Focus 4

Eidetic Memory

Jack of all Trades

Luck 3

Inventor

 

 

Powers: 63 + 8 + 20 + 14 = 105PP

 

All powers have the following descriptors: (Biology, Adaptation, Biokinesis)

 

 

Variable Biology Array 30 (60PP Array; Feats: Alternate Power 6; Drawback: Action [Full Action]) [63PP]

BPAlternate Form 10 (50PP Alternate Form; Extras: Duration [Continuous]) {60/60} (Descriptors: Brute Configuration)

 

Enhanced Strength 12 [12PP]

Enhanced Constitution 12 [12PP]

Enhanced Reflex Save [4PP]

Enhanced Will Save [4PP]

Immunity 9 (Disease, Poison, Critical Hits, Dazzle) [9PP]

Protection 2 [2PP]

Speed 2 [2PP]

Super-Senses 5 (Direction Sense, Uncanny Dodge [Tactile]; Enhanced Senses: Tactile [Accurate, Ranged]) [5PP]

 

APAlternate Form 10 (50PP Alternate Form; Extras: Duration [Continuous]) {60/60} (Descriptors: Fast Attack Configuration)

 

Enhanced Strength 2 [2PP]

Enhanced Dexterity 12 [12PP]

Enhanced Fortitude Save 4 [4PP]

Enhanced Will Save 4 [4PP]

Enhanced Feats 7 (Dodge Focus 4, Move-by-attack, Takedown Attack 2) [7PP]

Flight 3 (Feats: Subtle; Drawbacks: Power Loss [Wings]) [6PP]

Protection 4 [4PP]

Super-senses 5 (Uncanny Dodge [Visual]; Enhanced Senses: Visual [Counters Obscure (Darkness), Extended 1, Rapid 1]) [5PP]

Super-senses 6 (Uncanny Dodge [Auditory]; Enhanced Senses: Auditory [Accurate, Rapid 1]) [6PP]

 

APAlternate Form 10 (50PP Alternate Form; Extras: Duration [Continuous]) {60/60} (Descriptors: Investigator Configuration)

 

Enhanced Intelligence 10 [10PP]

Enhanced Fortitude Save 2 [2PP]

Enhanced Feat 2 (Dodge Focus) [2PP]

Protection 6 [6PP] 

Super-senses 10 (Infravision, Microscopic Vision 1 [Dust-sized Objects] Ultravision, Uncanny Dodge [Visual]; Enhanced Senses: Visual [Counters Obscure (Darkness), Extended 2, Rapid 1, Tracking]) [10PP]

Super-senses 8 (Ultrahearing, Uncanny Dodge [Auditory]; Enhanced Senses: Auditory [Accurate, Extended 1, Rapid 1]) [8PP]

Super-Senses 5 (Direction Sense, Uncanny Dodge [Tactile]; Enhanced Senses: Tactile [Accurate, Ranged]) [5PP]

Super-senses 7 (Enhanced Senses: Olfactory [Accurate, Acute, Analytical, Extended 1, Tracking]) [7PP]

 

APAlternate Form 10 (50PP Alternate Form; Extras: Duration [Continuous]) {60/60} (Descriptors: Poison Dart Frog Mimicry)

 

Enhanced Constitution 12 [12PP]

Immunity 2 (Poison, Disease) [2PP]

Leaping 4 [4PP]

Protection 2 [2PP]

Chemical Sweat 10 Adds (Extras: Duration 2 [Continuous] 10, Aura 10) to Bioweapons Array [30PP]

 

APAlternate Form 10 (50PP Alternate Form; Extras: Duration [Continuous]) {60/60} (Descriptors: Scouting Configuration)

 

Enhanced Dexterity 12 [12PP]
Enhanced Constitution 8 [8PP]

Enhanced Feat 4 (Dodge Focus) [4PP]

Enhanced Fortitude Save 2 [2PP]

Flight 3 (Feats: Subtle; Drawbacks: Power Loss [Wings]) [6PP]

Super-senses 10 (Infravision, Microscopic Vision 1 [Dust-sized Objects] Ultravision, Uncanny Dodge [Visual]; Enhanced Senses: Visual [Counters Obscure (Darkness), Extended 2, Rapid 1, Tracking]) [10PP]

Super-senses 8 (Ultrahearing, Uncanny Dodge [Auditory]; Enhanced Senses: Auditory [Accurate, Extended 1, Rapid 1]) [8PP]

 

APAlternate Form 10 (50PP Alternate Form; Extras: Duration [Continuous]) {60/60} (Descriptors: Survivor Configuration)

 

Enhanced Wisdom 12 [12PP]
Enhanced Fortitude Save 6 [6PP]

Enhanced Reflex Save 6 [6PP]
Enhanced Feat 2 (Dodge Focus) [2PP]
Features 2 (Environmental Adaptation, Iron Stomach) [2PP]
Immunity 8 (Disease, Poison, Cold, Heat, High Pressure, Radiation, Vacuum, Suffocation [Water]) [8PP
Protection 6 [6PP]
Speed 1 [1PP]
Super-senses 7 (Enhanced Senses: Olfactory [Accurate, Acute, Analytical, Extended 1, Tracking]) [7PP]

  

APAlternate Form 10 (50PP Alternate Form; Extras: Duration [Continuous]) {60/60} (Descriptors: Incognito Configuration)

 

Enhanced Fortitude Save 6 [6PP]

Enhanced Reflex Save 6 [6PP]

Enhanced Will 6 [6PP]
Enhanced Feat 4 (Dodge Focus) [4PP]
Features 1 (Mimicry) [1PP]
Morph 6 (+30 Disguise; Any Form; Extras: Duration [Continuous]; Feats: Covers Scent, Precise; Drawback: Action [Full Action]) [22PP]
Protection 4 [4PP]

 

Enhanced Intelligence 8 [8PP] (Mutation)

 

Bioweapon Array 7.5 (15PP Array; Feats: Alternate Power 5) [20PP]

Base Power: Damage 10 (Combat Developments; Feats: Accurate 3, Variable Descriptor 2 [Any Biological]) {15/15PP}

Alternate Power: Drain Strength 10 (Brute Countermeasures; Feats: Accurate 3, Variable Descriptor 2)[Any Biological]) {15/15PP}

Alternate Power: Snare 10 (Ensnaring Adaptations; Feats: Accurate 3, Variable Descriptor 2;[Any Biological]; Flaws: Range [Touch]) {15/15PP}

Alternate Power: Dazzle 10 (Bioluminescence; Visual Dazzle; Feats: Accurate 3, Variable Descriptor 2 [Any Biological]; Flaws: Range [Touch]) {15/15PP}

Alternate Power: Emotion Control 10 (Pheromone Glands; Extras: Alternate Save (Fortitude); Feats: Subtle, Variable Descriptor 2 [Any Biological]; Flaws: Sense-dependant [Olfactory]) {13/15PP}

Alternate Power: Healing 7 (Feats: Regrowth) {15/15PP}

  

Bioweapon Configuration Array 5 (10PP Array; Feats: Alternate Power 4) [14PP]

Base Power: Projectile Ejection 10 Adds (Extras: Ranged 1) to Bioweapons Array {10/10PP}

Alternate Power: Toxin Production 10 Adds (Extras: Poison) to Bioweapons Array {10/10PP}

Alternate Power: Piercing Capacity 10 Adds (Extras: Penetrating) to Bioweapons Array {10/10PP}

Alternate Power: Shaped Burst 10 Adds (Extras: Area [Cone]) to Bioweapons Array {10/10PP}

Alternate Power: Gaseous Emissions 10 Adds (Extras: Area [Cloud]) to Bioweapons Array {10/10PP}

 

 

DC Block

 

ATTACK                  RANGE              SAVE                     EFFECT

Unarmed                 Touch              DC15 Toughness           Damage

Combat Developments     Touch              DC25 Toughness           Damage

Brute Countermeasures   Touch              DC20 Fortitude           Drain Strength

Ensnaring Adaptations   Touch              DC20 Reflex              Snare

Bioluminescence         Touch              DC20 Ref/Fort            Visual Dazzle

Pheromone Glands        Touch              DC20 Fortitude           Emotion Control

 

 

Totals: Abilities (20) + Combat (14) + Saving Throws (11) + Skills (19) + Feats (11) + Powers (105) - Drawbacks (0) = 180/180 Power Points

Edited by Kaede Kimura
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It makes reconfiguring the variable power take one full action rather than a standard action. TA did already talk with me about how it works and I attached a picture from the Ultimate Power book, since action flaws are apparently quite rare on the variable power haha. 

image.png

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Okay, just checking to make sure! 

 

My big concern about this character is how broad its powers are.  It's been frustrating sometimes with players who just dig around in their Swiss Army belt of power rather than deal with IC challenges. 

 

I'd recommend looking at a sheet like this for perhaps an easier way to do it: 

 

https://www.freedomplaybypost.com/topic/5127-from-the-laboratory-of-dr-archeville/page/2/?tab=comments#comment-149933

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I did look at doing it that way yeah. In the end getting the kind of variety I wanted needed the Dynamic power stuff which gets expensive fast. Part of the reason I went with the slower configuration was to avoid that sort of thing in combat since losing an entire turn in combat is genuinely awful. Out of combat I do see why you'd be worried about that and I don't want to break the threads I'm in since that would stop all the fun for everyone fast. I do also have an in-built way to stop the Variable Biology with the Hunger Strike complication, which I would be fine with a GM using as early into the thread as they want since I can definitely understand why some people would be hesitant to have a character as broad in powers as her running around.

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