I am just having fun making these...
Alias: Dr. Doomsday Device
Name:
Group Affiliation: Team Delta
Aspects
Super-Genius: Talent Borrows, Genius Steals, Super-Genius turns it into a death ray.
Villainous Past: One of Omegas outdated “backup” clones.
Conviction: Prepare humanity for the coming storm, at any cost.
Conviction: My only limits are my own ambition and hubris.
Complication [Major]: Not the FBIs most wanted, but you’re on all the same lists
Aspect: Laws only apply to the masses and I am above them.
Aspect: My finger is on THE switch!
Aspect: You think you are a supervillain?! *mauahahahahaha*You are mediocre at best.
Skills: 30/30
Great (+4):
Good (+3): Third Degree Doctorate from the University of Omega [ S ]
Fair (+2): Stealth
Average (+1): Academics, Alertness, Athletics, Presence, Doomsday Device [G]
Base Refresh (8 spent)
Unique and Strange Skills:
Third Degree Doctorate from the University of Omega
Power Tier: Superhuman (-2 refresh)
Conviction: My only limits are my own ambition and hubris.
Examine, Information, Research (3-2), Security, Notice (2-1), Transport (1)
Dismantle, Repair, Craft, Workspace (4)(2) Willpower (1)
Cost: 14 skill points (11 trappings, 5 connections, -2 drawback)
Description: You are a mad scientist, not a doctor.
Doomsday Device
Power Tier: Godlike (-6 refresh)
Major Delay:
Taxing:
Complication [Major]: Not the FBIs most wanted, but you’re on all the same lists
Snag (Minor): For the Menace trapping to function, those to be affected must understand what it is they are looking at or witness the destruction or its aftermath.
Snag (Minor): Variable Effect is only used to add an extra that specifies the kind of WMD it is.
Focus (Minor)
Brawl + Zone + Zone + Zone + Variable (Session)(only to be used to define the kind of WMD)
Menace + Zone + Zone + Unusual: will spread by word of mouth.
Cost: 6 skill points (2 trappings, 0 connections, 13 Extras, -9 drawback)
Description: You collect doomsday devices. You carry a small one (really more of a WMD than a DDD) around with you in your suitcase. People who discover what it is you are carrying tend to run away as fast as they are able, not that it would save them if you flipped THE SWITCH! It costs a fate point to set off the weapon. The weapon always has a one minute timer, it is unlikely that you could get away in time if the weapon went off.