| Dr. Ibrahim Al-Hazeem |
| Dr. Ibrahim Al-Hazeem |
| Cost | Characteristic | Value | Roll | Notes | |
| 0 | STR | 10 | 11- | Lift: 100.0kg; HTH: 2d6; END: [1] |
|
| 0 | DEX | 10 | 11- | OCV: 3 DCV: 3 | |
| 0 | CON | 10 | 11- | ||
| 0 | BODY | 10 | 11- | ||
| 8 | INT | 18 | 13- | PER Roll: 13- | |
| 28 | EGO | 24 | 14- | ECV: 8; Mental Defense: 11 | |
| 3 | PRE | 13 | 12- | PRE Attack: 2 1/2d6 | |
| 0 | COM | 10 | 11- | ||
| 0 | PD | 2 | Total: 2 PD (0 rPD) | ||
| 0 | ED | 2 | Total: 2 ED (0 rED) | ||
| 0 | SPD | 2 | Phases: 6, 12 | ||
| 0 | REC | 4 | Running: 6" / 12" | ||
| 0 | END | 20 | Swimming: 2" / 4" | ||
| 0 | STUN | 20 | |||
|   | |||||
| Dr. Ibrahim Al-Hazeem | Summary | |||
| Real Name: | Dr. Ibrahim Al-Hazeem | Hair Color: | Black |
| Concept: | Expert | Eye Color: | Brown |
| Affiliation: | S.A.G.E. | Height & Weight: | 5' 11" (1.80 m) / 170 lbs (77.00 kg) |
| Played By: | NPC | Date of Birth: | October 10, 1962 |
| Created By: | Neil M | Place of Birth: | Cairo, Egypt |
| Cost | Powers | END |
| 5 | Good Advice: +1 Overall, 8 Continuing Charges lasting 1 Hour each (+0), Trigger (When User Encounters Target Mentalist) (+1/4), Usable Simultaneously (up to 8 people at once; +1) (22 Active Points); Extra Time (1 Hour (Briefing/Study), -3), Limited Power Only for Skills Used While Encountering Target Mentalist (-1/2), Requires An Analyze: Mentalist Skill Roll by Al-Hazeem (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) | |
| 6 | Trained Mind: Mental Defense (11 points total) |
| Cost | Skills |
| 15 | +3 with INT-based Skills |
| 11 | Analyze: Mental Powers 17- |
| 3 | Analyze: Superhuman Psychology 13- |
| 3 | Conversation 12- |
| Doctor Package | |
| Forensic Medicine 13- | |
| Fringe Benefit: M.D. | |
| Fringe Benefit: Medical License | |
| PS: Physician 13- | |
| Paramedics 13- | |
| Social Limitation: Occupation (Doctor) | |
| Everyman Skills | |
| AK: Cairo, Egypt 11- | |
| Acting 8- | |
| Climbing 8- | |
| Computer Programming 8- | |
| Concealment 8- | |
| Conversation 8- | |
| Deduction 8- | |
| PS: Psychiatrist 11- | |
| Paramedics 8- | |
| Persuasion 8- | |
| Shadowing 8- | |
| Stealth 8- | |
|
TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill] |
|
| Linguist | |
| Language: Arabic (idiomatic) (4 Active Points) | |
| Language: Berber (completely fluent) (3 Active Points) | |
| Language: English (completely fluent) (3 Active Points) | |
| Language: French (completely fluent) (3 Active Points) | |
| Language: German (completely fluent) (3 Active Points) | |
| Language: Mali (completely fluent) (3 Active Points) | |
| 3 | Persuasion 12- |
| 1 | PS: Football 8- |
| S.A.G.E. High Level Personnel Package | |
| AK: Important Paranormal Sites 13- | |
| Criminology 13- | |
| Fringe Benefit: Membership in S.A.G.E., Security Clearance | |
| Fringe Benefit: Passport | |
| Hunted: Watched by S.A.G.E. | |
| Social Limitation: Subject To Orders | |
| Scholar [Notes: S.A.G.E. Package] |
|
|
KS: Aliens (3 Active Points) 13-
[Notes: S.A.G.E. Package] |
|
| KS: Mentalists (7 Active Points) 17- | |
| KS: Superhumans (3 Active Points) 13- | |
|
KS: The Arcane (3 Active Points) 13-
[Notes: S.A.G.E. Package] |
|
|
KS: Ubermen (3 Active Points) 13-
[Notes: S.A.G.E. Package] |
|
| Scientist [Notes: S.A.G.E. Package] |
|
| SS: Arcanoneurology 13- (3 Active Points) | |
| SS: Arcanopsychology 13- (3 Active Points) | |
|
SS: Biology 13- (3 Active Points)
[Notes: S.A.G.E. Package] |
|
|
SS: Chemistry 17- (7 Active Points)
[Notes: S.A.G.E. Package] |
|
|
SS: Medicine 13- (3 Active Points)
[Notes: Doctor Package] |
|
| SS: Neurology 13- (3 Active Points) | |
|
SS: Pharmacology 13- (3 Active Points)
[Notes: Doctor Package] |
|
|
SS: Physics 17- (7 Active Points)
[Notes: S.A.G.E. Package] |
|
|
SS: Physiology 13- (3 Active Points)
[Notes: Doctor Package] |
|
| SS: Psychiatry 17- (7 Active Points) | |
| SS: Uberneurology 13- (3 Active Points) | |
| SS: Uberpsychology 13- (3 Active Points) | |
| SS: Xenoneurology 13- (3 Active Points) | |
| SS: Xenopsychiatry 13- (3 Active Points) |
| 75+ | Disadvantages |
| 15 | Physical Limitation: Normal Characteristics Maxima (Frequently, Greatly Impairing) |
| 15 | Psychological Limitation: Committed to Safeguarding the World from Superhuman Threats (Common, Strong) |
| 15 | Psychological Limitation: Reluctant to Kill (Common, Strong) |
| Dr. Ibrahim Al-Hazeem | Points Summary | |||
| Characteristics Cost: | 39 | Base Points: | 75 |
| Powers Cost: | 11 | Disadvantages: | 45 |
| Talents Cost: | 0 | Total Experience: | 26 |
| Perks Cost: | 0 | Spent Experience: | 28 |
| Martial Arts Cost: | 0 | Unspent Experience: | 0 |
| Skills Cost: | 98 | Total Points: | 146 |
| Background |
During the Cairo riot of 2003, Dr. Lance Westin and Dr. Maria Texeira paid a visit to the office of Dr. Ibrahim Al-Hazeem. The protests against the coalition nations was not unexpected. The pro-British counter protest by a faction of radical Muslims was highly unexpected. While it made for interesting press and a boost for the British government, something was not right. When the powerful Imam who issued the fatwa against the Americans and British not only suddenly rescinded the fatwa, but also encouraged his followers to join the pro-British faction, Lance Westin became suspicious. This was not the expected of these organizations. And Dr. Al-Hazeem had reached the same conclusion independently.Furthermore, he had deduced that a powerful mentalist must be the force behind this. Together Dr. Westin and Dr. Al-Hazeem analyzed the situation and determined that this must be the doing of Empire, and in particular, the mentalist known as Colony. The motive was to re-establish stronger ties between Egypt and England. After all, at the peak of England's power, Egypt served as a highly strategic colony. In today's world, it could be the gateway to the oil resources of the Mideast as well as a conduit of trade via the Suez Canal.S.A.G.E. joined forces with Five Pillars and nearly captured Colony but for the intervention of Big Ben, Lady Lancelot, and Donegal Mist to aid in his escape while Wildfire and Bailey caused a diversion.Dr. Westin convinced Dr. Al-Hazeem to join S.A.G.E. to help safeguard the world from similar future threats.Character written by Neil M. |
| Personality |
With a slightly dreary personality himself, Dr. Al-Hazeem understands human thoughts and human emotions very well. He generally keeps things to himself - a result of years of valuing the sanctity of doctor-patient privacy which is especially important to the field of Psychiatry, and especially with that of Superhuman Psychiatry. However, he does understand that superhumans with malign intent or aberrent psychiatric disorders need to be controlled, and if possible rehabilitated. Towards that end, he provides advice to the S.A.G.E. Field Team and to others that work with S.A.G.E. |
| Quote |
"To know the mind of the superhuman is to understand who they are." |
| Powers |
Dr. Al-Hazeem is a normal human without powers. He is highly knowledgeable regarding the psychology of superhumans and its derivative, superhuman powers affecting the mind. While not a mentalist himself, he has an understanding of the mechanisms of mentalism. This understanding may be more thorough than even that of the mentalists that use such powers. |
| Appearance |
Dr. Al-Hazeem likes wearing a smart white jacket and light blue collared shirt with no tie, but with dark blue dress slacks. He keeps himself well groomed and keeps his goatee closely trimmed. Illustration by Ben Langdon. |