Mad Scientists are often at the heart of Monster Rallies. They are an outgrowth of the Frankenstein movies and many of the plots involve monsters seeking the help of those who followed in Dr. Frankenstein's footsteps. So here is a monster entry for Mad Scientist. Originally I wanted to use the expert path, but rallies are not about level advancement and the expert doesn't quite fit. So if anyone wants to be a mad scientist they can choose this option (and the GM can use it for NPCs in scenarios as well).
MAD SCIENTIST
These are men and women who dabbled in forbidden scientific advancements, defying death, and creating monstrosities out of misguided efforts to make the world better or feed their own ego. Some are cruel and evil, others are compassionate and kind (and it is merely fate that drives their inventions to evil). While their experiments don't always result in abomination, the scales are weighted in that direction.
Defenses: Hardiness: 4, Evade: 4, Wits: 1
Key Skills: Arm Strike: 0d10, Muscle: 1d10, Speed: 1d10, Persuade: 2d10, Command: 2d10, Reasoning: 3d10, Medicine: 4d10, Forensics: 3d10, Trade: 1d10, Survival: 1d10, Tech: 4d10, Theft: 2d10, Talent: 2d10, Science: 4d10, Places: 2d10, History: 2d10, Institutions: 1d10, Occult: 1d10, Religion: 1d10
Max Wounds: 2
POWERS
Scientific Advancement: Mad Scientists can use their Science and Medicine or Tech skill to achieve an enormous breakthrough. This can be anything from raising the dead, to curing a disease, to creating an intelligent machine to brain transplants or curing monsters. The GM always has final say, and it should be a somewhat focused breakthrough that puts flavor before mechanics (not something broad and flavorless like "I win at everything all the time"). The time scale is always up to the GM.
First the Scientist must make a Science roll at regular intervals (determined by GM) and get a 10. Once that is achieved, the Scientist can roll Medicine or Tech (whichever is most relevant) against TN 8. On a success they achieve their desired outcome but with a very serious unforeseen complication that introduces great evil into the world. On a Total Success they achieve their goal, but without such a complication. On a Failure the result is a disaster, with huge ramifications determined by the GM.
Scientific Achievement: The Mad Scientist has achieved an incredible breakthrough in science before the start of play. This can be just about anything, from Victor Frankenstein making his creature and unlocking the secrets of life and death to Griffin making invisibility possible in the Invisible Man. Whatever it is, it came at a horrible cost which the GM determines. The Mad Scientist can always repeat whatever his advancement was, but to build upon it further he must make more Scientific Advancements. Reversing the results of their achievement takes two successful Scientific Advancements.
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