DOCTOR STRANGE

DOCTOR STRANGE

DOCTOR STRANGE

Verbs: Smash: -1 Influence: 1 Maneuver: 0 Protect: 1 Investigate: +2 

Summary of Powers: 

-Mystical powers drawn from and bestowed upon by mystical entities. 

-Mightiest magician in the cosmos and Sorcerer supreme. 

Some Spells known to be in the book of the Vishanti (among a bazillion). Falls under: Conjuration, banishment, control over others, time (distortion and travel), space (teleportation, levitation, dimensional travel). For example:

-Page 567 – The Gorgerell Transportation Spell

-Page 4564 – The Vishanti spell of illusion

-Page 497 – Colodor’s Reversal Spell

-Page 453 – Colognerner’s Reversal Spell

-Page 10 – The Corelli’s Exorcism Reversal Battle Attack

Powers that are Advantages: 

-Cloak of Levitation – levitation and flight, resistance to damage from elements, disguise, can be called upon and act as an extra limb.

-Eye of Agamotto – see through disguises and illusions, past events, track beings via psychic or magicial emissions. Psychic probing, mystical shield, portals to other dimensions. Levitate objects, place beings into suspended animation, (group) teleportation.

-Book of the Vishanti – Book of spells (kept at home under lock and key). 

(Pretty powerful so only 2 extra Bonds from limitations and so one extra simple. He can do a lot but he’s going to be Pushing often to be able to do them.)

While Doctor Strange is crazy powerful and has access to many a spell, he starts play only being able to do a couple without having to Push:

2 Simple – Bolts of Balthakk (energy blasts), levitate myself or something else.

1 Difficult – Vapors of Valtorr (a radius of magical energy that unleashes a psychic storm

1 Borderline – Bonds of Cyttorak (Bind and keep something from being able to move)

1 Possible – The Winds of Watoomb (control over the weather of the entire Earth)

1 Impossible – To cast demonic spells that do not require barter of one’s soul.

Origin Book: My Knowledge 

A Dedicated Life: Through years of study and dedication you have acquired secret knowledge known only to a few. This knowledge grants you power but is also your responsibility as it means you are one of the few that can protect and guard the world against a specific threat known to you only through your knowledge. What do you know? How did you learn it? Who else knows and what is the threat you guard against? 

-The powers my knowledge grants me are: Conjuration, banishment, control over others, time (distortion and travel), space (teleportation, levitation, dimensional travel)

-The burden of my powers is to guard against: extra-dimensional or mystical beings.

Expert in the Field: When you first encounter an important creature, location, or item (your call) tied to your secret knowledge, roll+Investigate. On a 10+, tell the group what it is, the EiC will tell you something interesting about it. On a 7-9, the EiC will tell you something interesting about it, which may or may not be entirely true (EiC’s call). 

Do, Teach: When you impart your knowledge to another character, play out a scene of you teaching or training them. The next time they recall what you taught them, they may turn a 6- result into a 7-9 or a 7-9 result into a 10+. 

Suggested Foes: 

The Adversary: Are the threats you guard against living (or undead) beings? Do they have shape and form? Can they be killed? Do they have an avatar? How powerful are they? 

The Fallen: Is there one who used to possess your knowledge and position but has now fallen from grace? Who are they? How did they fall? Do they hate you? Do they want their position back?

Drive Book: Understand 

Book available to open when: 

-Your greatest failure and what allowed you to get past it comes up in play. 

Mumbo Jumbo: When you explain a process or concept that deals with the sciences or an area of your expertise in such a way that it goes way over heads’ of those around you (it doesn’t have to actually make sense), roll+Investigate. On a 10+, you may use a piece of technology to do something it would normally have no business doing. On a 7-9, you do it, but it will also produce an unintended result (the EiC will tell you what). 

If you can re-state your mumbo jumbo again so that it is very simple (metaphor recommended), take +1 forward on the roll. 

Move available to open when: 

-Doing something to a piece of technology recklessly results in an entire city, at the very least, being put in danger. 

Hypothesize: whenever you handle or examine an interesting object (your call), roll+Investigate. On a hit, you can ask the EiC questions. On a 10+, ask 3. On a 7–9, ask 1: 

• Who handled this last before me? 

• Who made this? 

• What has been done most recently with this, or to this? 

• How might I fix or break this? 

• What was this made to do? 

Move available to open when: 

-You regain your sanity after you snap and go mad learning of something no regular human has the capacity to understand.

http://i.imgur.com/pPjvgSP.png

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