Val Char Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage; [2] 18 DEX 24 13- OCV 6 DCV 6 29 CON 38 15- 15 BODY 10 12- 23 INT 13 14- PER Roll 14- 17 EGO 14 12- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 20/31 PD 16 Total: 20/31 PD (0/11 rPD) 20/31 ED 14 Total: 20/31 ED (0/11 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 10 REC 0 58 END 0 40 STUN 0 Total Characteristic Cost: 173 Movement: Running: 6"/12" Flight: 25"/200" Leaping: 4"/8" Swimming: 2"/4" Cost Powers 42 VPP, 25 base + 17 control cost, Powers Can Be Changed As A Zero-Phase Action (+1); Limited Class Of Powers Available (-1/2) 85 Telekinesis (50 STR), Fine Manipulation, END 8 60 Flight 25", Improved Noncombat Movement (x8), END 6 33 Armor (11 PD/11 ED) Perks 2 Contact: Lords of Order 11- Skills 8 +1 with All Combat 3 KS: Archaeology 14- 7 KS: Occult 18- 3 KS: Medicine 14- 5 Paramedic 15- Total Powers & Skill Cost: 248 Total Cost: 421 150+ Disadvantages 10 Distinctive Features: Certain Magical Beings Can Sense Dr. Fate's Presence (Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses) 15 DNPC: Inza Cramer 14- (Normal, Useful noncombat position or skills) 15 Hunted: Lords of Order 11- (More Powerful, NCI, Watching) 15 Psychological Limitation: Honorable (Common, Strong) 20 Psychological Limitation: Must Preserve Order (Common, Total) 10 Psychological Limitation: Uncertain Of His Own Humanity: Common, Moderate 15 Social Limitation: Secret Identity—Kent Nelson (Frequently, Major) 171 Experience Points Total Disadvantage Points: 421
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