Replacing Doctor Simian as team-leader;
Doctor
Vermiis Scale
PL 10 (150 pp)
Abilities: Str 16/26, Dex 10,
Con 16, Int 24, Wis 18,
Cha 16 [34 pp]
Attack: Melee +4, +8 with ‘tentacles’, Ranged +4 [8 pp]
Defense: +4/+8 (+2 flat-footed) [8 pp]
Initiative +0
Damage: +3 hand-to-hand, +4 with horns, +9 with ‘battlesuit’ limbs
Saves: Toughness +4/+8 (4 Imp), Fort +6, Ref +0, Will
+8 [7 pp]
Skills: Bluff 6 (+9), Climb 0 (+3), Computers 2 (+9),
Concentration 2 (+6), Craft (artistic) 4 (+11), Craft (mechanical) 4 (+11),
Craft (structural) 4 (+11), Craft (chemical) 4 (+11), Diplomacy 4 (+7), Disable
Device 2 (+9), Disguise 0 (+3), Drive 1 (+1), Escape Artist 0 (+0), Gather
Information 2 (+5), Handle Animal 0 (+3), Intimidate 0 (+3), Investigate 4
(+11), Knowledge (arcane lore) 4 (+11), Knowledge (history) 4 (+11), Knowledge
(technology) 2 (+9), Knowledge (physical sciences) 4 (+11), Knowledge (earth
sciences) 1 (+8), Knowledge (life sciences) 1 (+8), Knowledge (behavioral
sciences) 2 (+9), Language (Saurian, Native), Medicine 2 (+6), Notice 2 (+6),
Pilot 2 (+2), Profession 0 (+0), Ride 1 (+1), Search 2 (+9), Sense Motive
2 (+6), Stealth 0 (+0), Survival 0 (+4), Swim 0 (+3)
[17 pp, 68 ranks in skills]
Feats: Artificer, Assessment, Connected, Contacts, Diehard,
Eidetic Memory, Fearless, Improvised Tools, Inventor, Master Plan, Ritualist, Second Chance (mind control), Trance
[13 pp]
Powers:
Racial 'powers' Container (Enhanced Str 4,
Enhanced Con 2, Protection 1, Strike 1 (horns, Mighty), Innate) [10]
Immunity 1 (aging), [1]
Super-Senses 1 (Detect (magic, Ranged, Sense))
[3]
Magic 6 (Seize the Mind (Effect: Mind Control
6),
Alternate Power – Eyes that Peer Within (Effect: Telepathy
6),
Alternate Power – Clouding Eyes ( Obscure (visual)
6),
Alternate Power – Speak to the Soul ( Comprehend 2
(speak to and understand sentients, Affects
Others, Area, Progression 3 (increased area, 100’ radius), Selective))
Alternate Power – Winged Eyes ( ESP (visual) 6),
Alternate Power – to Walk with Death ( Insubstantial
3 and Speed 1),
Alternate Power – the Gripping Hand ( Telekinesis
6),
Alternate Power – Oblivion’s Smile ( Emotion Control
6 (Area (cone), Fear Only)), [19]
Device 8 (bone ‘walker,’ hard to lose, Speed
2 (25 MPH), Super-Movement 1 (Wall-Crawling 1), Enhanced Strength
10, Super-Strength 1 (Heavy Load 1,600 lbs), Strike 1 (Accurate
2, Mighty, Extra Reach 2), Additional Limbs 3 (four tentacles, 1 tail,
free Improved Grapple), Protection 4 (Impervious), Shield 4, Enhanced
Feats 3 (Improved Pin, Blind-Fight, Chokehold, Feature 1 (only usable
by mages)) [32]
[62 pp]
Abilities 32 + Atk/Def 16
+ Saves 7 + Skills 17 + Feats 13 + Powers 65 = 150 pp
Dr. Scale is the ‘Serpent America’ version of Doctor
Simian, and is the leader and ‘benevolent’ mentor of the Scales of Justice.
He’s just over 200 years old, and has been raiding and pillaging archaeological
sites for much of that time, ostensibly as an ‘explorer’ and ‘gentleman adventurer,’
but in actuality covertly acquiring an ever-expanding arsenal of mystical
lore for his own use. He doesn’t remember the early days himself, but reads
articles and wonders who this young enthusiastic and oh-so-innocent fellow
is they are quoting, since he doesn’t recall ever being quite so wide-eyed.
In actuality, the dark forces he has meddled with have
twisted him over the decades, and while he was once a brash young two-fisted
adventurer, that lad is as dead as dreams, and only the calculating Dr. Scale
remains.
He has gathered together the Scales of Justice simply
to keep an eye on these potential rivals, and finds Hindbrain and Iron Dragon
particularly worrisome. He prefers team-mates like Velociraptor
and T-Wrecks, as they lack the mental acuity to truly apprehend the scope
of his vision.
While a sorcerer (self-taught, he proudly claims) of
some skill, his true power lies in his necromantically
potent ‘walker.’ A polished ‘throne’ of bone and ebony with four obsidian-bladed
‘daggers’ as legs and a ‘tail’ of gleaming metal rising above it to hang over
his head like a scorpion’s tail, this ageless artifact grips him tightly in
it’s seat and moves at his command, the ‘legs’ of the ‘chair’ extending to
become 15’ long tentacles, and ferrying him along, or lashing out at any who
threaten him, with fantastic speed and accuracy. The ‘walker’ can even scuttle
up walls, or seize another and choke the life from him! The framework that
settles around him while he’s ‘seated’ in the mechanism (he actual is stretched
upright, and hangs from the contraption, while it is in motion) provides a
level of protection, and the flailing limbs are quite effective at making
him hard to strike, amidst the whirling chaos.
Doctor Scale appears as a humanoid triceratops, about
8 feet tall and weighing around 300 lbs. While he has the musculature and
fearsome head-adornments associated with his species, he is not a physical
combatant by any measure, the days of fisticuffs *long* behind him. He is
typically dressed in martial arts-style robes in bright primary colors (green,
red or blue with yellow borders, being his favorites), cut in overlapping
angular swatches, and his outfits often have a prominent sash (wide, more
like a cummerbund in size), and voluminous sleeves, into which are tucked
various talismans, wands, elixirs and athame-like
tools of his sorcerer’s trade. While his outfit often has a hood, it is a
complicated process to mess with it, because of the horns, and he usually
saves it for grand entrances.
He used to love dramatic cloaks, being a bit of a showboat
at heart, but since acquiring his ‘walker,’ it’s been more trouble that it’s
worth to wear one, around the whipping razor-edged flurry of limbs that start
once the ‘walker’ gets moving. He’ll occasionally wear one to a public appearance,
but not when he’s going into action. This may serve as a warning of his intentions
later in the adventure, when he pointedly takes his cloak off, folds it up
and puts it out of the way…
His supernatural influence over his team-mates is represented
by elixirs and spells conducted through the use of his Artificer and Ritualist
feats.