| DOCTOR PUZZLE | |||||||||
| Dr. Wilbert Spiel | |||||||||
| Cost |
Characteristic |
Value | Roll | Notes | |||||
| 3 | STR | 13 | 12- | Lift: 150kg; 2½d6; [1] |
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| 24 | DEX | 18 | 13- | OCV: 6 DCV: 6 | |||||
| 6 | CON | 13 | 12- | ||||||
| 6 | BODY | 13 | 12- | ||||||
| 8 | INT | 18 | 13- | PER Roll 13- | |||||
| 26 | EGO | 13 | 12- | ECV: 4 | |||||
| 5 | PRE | 15 | 12- | PRE Attack: 3d6 | |||||
| 0 | COM | 10 | 11- | ||||||
| 5 | PD | 8 | Total: 20 PD (12 rPD) | ||||||
| 5 | ED | 8 | Total: 20 ED (12 rED) | ||||||
| 12 | SPD | 4 | Total: Defense: 0MD (0 rMD) | ||||||
| 0 | REC | 6 | Phases: 3, 6, 9, 12 | ||||||
| 2 | END | 30 | Running: 7" / 14" | ||||||
| 0 | STUN | 27 | Swimming: 2" / 4" | ||||||
|
Cost |
Powers |
END |
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| 27 | Puzzles and Contraptions: Multipower (62 point reserve) (62 Active Points); all slots OAF (-1), Incantations (-¼) | ||||||||
| 1u | 1) Clockwork Rolling Ball: Summon 151-point Puzzle Ball Vehicle, Slavishly Devoted (+1) (60 Active Points); 1 Charge (-2), OAF (-1) | 0 | |||||||
| 1u | 2) Clockwork Soldiers: Summon 4 150-point Puzzle Men, Loyal (+½) (60 Active Points); 1 Charge (-2), OAF (-1) | 0 | |||||||
| 1u | 3) Clockwork Velociraptor: Summon 241-point Puzzleraptor, Friendly (+¼) (60 Active Points); 1 Charge (-2), OAF (-1) | 0 | |||||||
| 2u | 4) The Key for the Keystone Effect: Dispel Focus Power 16d6, Any Focus Power, One at a Time (Framework is Dispelled As Framework Control Cost) (+¼) (60 Active Points); OAF (-1), 8 Charges (-½) | 0 | |||||||
| 1u | 5) The Key for the Puzzling Lock: Minor Transform 4d6 (Locked Door into Open, Unlocked Door, Locking Door) (40 Active Points); 2 Charges (-1½), OAF (-1), Can Only Be Used After an Unsuccessful Lockpick or Security Systems Roll (-½) | 0 | |||||||
| 1u | 6) Labyrinthine Walls: Entangle 5d6, 5 DEF (Stops A Given Sense Group: Sight Group) (60 Active Points); Only To Form Barriers (-1), OAF (-1), Susceptible INT-5 Roll (-½), 12 Charges (-¼) | 0 | |||||||
| 1u | 7) No Eyes Puzzle: Darkness to Sight Group 1" Radius, Difficult To Dispel (x2 Active Points; +½), Usable As Attack (+1) (25 Active Points); OAF (-1), Susceptible (-½), 4 Continuing Charges lasting 1 Minute each (-¼) | 0 | |||||||
| 2u | 8) Puzzle: Entangle 4d6, 8 DEF (60 Active Points); OAF (-1), Susceptible INT-5 Roll (-½), 8 Charges (-½), Cannot Form Barriers (-¼) | 0 | |||||||
| 2u | 9) Puzzling Confusion: Drain DEX, INT, PRE, SPD 2d6, Based On EGO Combat Value (Mental Defense applies; +1), DEX, INT, PRE, SPD simultaneously (+1) (60 Active Points); OAF (-1), Susceptible (-½) | 6 | |||||||
| 2u | 10) Word Puzzle: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Physical (+¼), Affected by EGO Not STR (+¼), Reduced Endurance (0END; +½), Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points); OAF (-1), Susceptible INT-5 Roll (-½), Does Not Provide Mental Awareness (-¼) | 0 | |||||||
| 8 | The Amazing Escape: Teleportation 5", Position Shift, Armor Piercing (+½) (22 Active Points); Only to Escape Grabs and Entangles (-1), Requires A Deduction Roll (-½), Must Pass Through Intervening Space (-¼) | 2 | |||||||
| 16 | Puzzle Staff: Stretching 2" (10 Active Points); OIF (-½), No Noncombat Stretching (-¼) (Real Cost: 6) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), OIF (-½) (Real Cost: 10) | 3 | |||||||
| 34 | Puzzling Cloak: +3 with DCV (15 Active Points); OIF (-½) plus Armor (12 PD/12 ED) (36 Active Points); OIF (-½) | 0 | |||||||
| 5 | Strange-Looking Goggles: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) | 0 | |||||||
| 12 | Teaching Puzzle: Aid INT 3d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (60 Active Points); Requires An INT Roll by the Recipient (Active Point penalty to Skill Roll is -1 per 5 Active Points -1¼), 1 Recoverable Charge (-1¼), OAF (-1), Others Only (-½) | 0 | |||||||
|
Cost |
Talents | ||||||||
|
22 |
Danger Sense: Immediate vicinity, Out of combat, Function as a Sense, Intuitional 13- | ||||||||
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Cost |
Perks | ||||||||
|
7 |
S.A.G.E. Contact: Doctor Topa Ga-Gan of S.A.G.E. (Very Good Relationship) 11- | ||||||||
|
4 |
Sidekick Contact: Hella Chill (Good Relationship) 8- | ||||||||
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Cost |
Skills | ||||||||
|
10 |
+1 Overall | ||||||||
|
10 |
+2 with Puzzles and Contraptions Multipower | ||||||||
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-7 |
Academy Teachers Package | ||||||||
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Contact: Dr Saul Numen 11- (Good Relationship) | ||||||||
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Fringe Benefit: Passport | ||||||||
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Monitored: Numen-Kami Institute 11- | ||||||||
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Power Skill: Puzzle Powers 13- | ||||||||
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Social Limitation: Occupation | ||||||||
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Staff Communicator: High Range Radio Perception (12 Active Points); IIF (-¼) | ||||||||
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Teamwork 13- | ||||||||
|
3 |
Cryptography 13- | ||||||||
|
11 |
Deduction 17- | ||||||||
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0 |
Everyman Skills | ||||||||
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Area Knowledge: Lauterbrunnen, Switzerland 11- | ||||||||
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Acting 8- | ||||||||
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Climbing 8- | ||||||||
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Concealment 8- | ||||||||
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Conversation 8- | ||||||||
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Deduction 8- | ||||||||
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Professional Skill: Sculptor 13- | ||||||||
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Paramedics 8- | ||||||||
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Persuasion 8- | ||||||||
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Shadowing 8- | ||||||||
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Stealth 8- | ||||||||
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Transport Familiarity: Small Motorized Ground Vehicles | ||||||||
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3 |
Inventor 13- | ||||||||
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13 |
Jack of All Trades | ||||||||
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Professional Skill: Engineer 13- | ||||||||
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Professional Skill: Mathematician 13- | ||||||||
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Professional Skill: Professor 13- | ||||||||
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Professional Skill: Teacher 13- | ||||||||
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Professional Skill: Watchmaker 13- | ||||||||
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12 |
Linguist | ||||||||
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Language Skill: English (completely fluent) | ||||||||
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Language Skill: French (completely fluent) | ||||||||
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Language Skill: German (idiomatic) | ||||||||
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Language Skill: Latin (completely fluent) | ||||||||
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Language Skill: Sign Language (basic conversation) | ||||||||
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Language Skill: Spanish (completely fluent) | ||||||||
|
3 |
Lipreading 13- | ||||||||
|
3 |
Lockpicking 13- | ||||||||
|
3 |
Mechanics 13- | ||||||||
|
27 |
Scholar | ||||||||
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Knowledge Skill: Ethics 13- | ||||||||
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Knowledge Skill: Known Superhuman Users of Magic 13- | ||||||||
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Knowledge Skill: Known Superhuman Users of Technology 13- | ||||||||
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Knowledge Skill: Known Uberhumans 13- | ||||||||
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Knowledge Skill: Magic 13- | ||||||||
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Knowledge Skill: Mechanical Clocks 14- | ||||||||
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Knowledge Skill: Numen-Kami Institute 13- | ||||||||
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Knowledge Skill: Puzzles 16- | ||||||||
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Knowledge Skill: Student Psychology 11- | ||||||||
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Knowledge Skill: Superhuman Law 11- | ||||||||
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Knowledge Skill: Technology 13- | ||||||||
|
8 |
Scientist | ||||||||
|
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Science Skill: Engineering 13- | ||||||||
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Science Skill: Mathematics 13- | ||||||||
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Science Skill: Physics 13- | ||||||||
|
1 |
Transport Familiarity: Puzzle Ball | ||||||||
| 200+ | Disadvantages | ||||||||
|
10 |
Dependent NPC: Mitra Nejad (Teaching Assistant) 8- | ||||||||
|
5 |
Distinctive Features: Magic Aura | ||||||||
|
10 |
Hunted: Contraption 8- | ||||||||
|
10 |
Hunted: Seiche 8- | ||||||||
|
10 |
Physical Limitation: Allergic to Cats (Hives) | ||||||||
|
10 |
Psychological Limitation: Absent Minded | ||||||||
|
20 |
Psychological Limitation: Code vs Killing | ||||||||
|
15 |
Psychological Limitation: Humble/Self-Effacing | ||||||||
|
15 |
Psychological Limitation: Optimist | ||||||||
|
15 |
Psychological Limitation: Protective of His Students and Normals of the Academy | ||||||||
|
1 |
Quirk: Challenges Students To Achieve More Than Their Potential | ||||||||
|
1 |
Quirk: Often Has to Run to the Class to Make It on Time | ||||||||
|
1 |
Quirk: Puzzles (non-Magical) and Mechanical Clocks All Over His Office and Condo | ||||||||
|
1 |
Quirk: If The Contraption is Ever Spotted or in the News, He Feels Like He Must Go There and Turn It Off | ||||||||
|
1 |
Quirk: Tries to Keep Track of His Former Students | ||||||||
|
10 |
Social Limitation: Bad Fashion Sense | ||||||||
|
15 |
Social Limitation: Secret Identity | ||||||||
| 4 | Experience Points | ||||||||
| Characteristics Cost | 104 | Base Points | 200 | ||||||
| Powers Cost | 116 | Disadvantages | 150 | ||||||
| Talents Cost | 22 | Experience Points | 4 | ||||||
| Perks Cost | 11 | Total Points | 354 | ||||||
| Martial Arts Cost | 0 | ||||||||
| Skills Cost | 101 | ||||||||
| Total Cost | 354 | ||||||||
| Concept | Gadgeteer | Hair Colour | Black and Gray | ||||||
| Nationality | Swiss | Eye Colour | Brown | ||||||
| Place of Birth | Lauterbrunnen, Switzerland | Height | 1.7m | ||||||
| Date of Birth | September 20, 1969 | Weight | 75kg | ||||||
| Background | |||||||||
|
"Puzzling... Very puzzling..." muttered Wilbert Spiel. Through the lenses of the binocular headband magnifier, he could see brass gears turning in increments. The spring seemed to also be releasing tension and then tightening... by itself, seemingly. It was not driven by a pendulum, and there was no winding device and balance wheel either. And, most curiously, it carried the precise time without an escapement. |
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| Personality | |||||||||
|
Colleagues and students all consider Wilbert Spiel to be an eccentric. His office and condominium are decorated with puzzles and mechanical clocks from around the world. And, in his spare time he always seems to be working on a puzzle or a clock. At times he seems to be lost in a world of a puzzle in his mind and his concentration and attention to other things slip. Still, his pleasant demeanor and cheerfulness endear him to most of the teachers and students. As a teacher, Wilbert believes in challenging students with high expectations, allowing them their own attempts at solving problems, and helping them overcome obstacles with hints rather than answers. At the Angelus Academy, he teaches college Math 101, high school Geometry and Trigonometry, and Special Class Uberhuman Ethics (as well as the occasional seminar: An Uberhuman Perspective on Magic and Technology). He also serves as advisor to the Metal Arts Club and frequently judges at Science Fairs around the city. He loves to teach and believes that it is the greatest calling. |
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| Quote | |||||||||
| "Once you figure out the puzzle, you will be better off for it. But, beware, the fun is in the figuring out, not the solving of the thing." | |||||||||
| Powers | |||||||||
|
Using the formulae of the book that came with the clock, Doctor Puzzle has created magical mechanical devices. He wears a Puzzling Cloak which both confuses attackers and entraps attacks. For close work he uses a staff made up of puzzle block links that can connect to each other in a variety of ways. But, for the most part, he uses a variety of Puzzles and Contraptions - including Word Puzzles and Puzzle Men - to confound villains. However, nearly any of these can be defeated if the puzzle is solved. |
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| Appearance | |||||||||
|
Dr. Spiel is one of the few people, even in academia that wear a bow tie; his usually has some sort of puzzle theme. The rest of his outfit is fairly typical, though, sweater, longsleve shirt, slacks, and tweed jacket. As Doctor Puzzle, he wears tights that have a jigsaw puzzle appearance. On his chest is a large 'DP' that has been stylized to look like an interlocking ring puzzle. To go along with this, he has a cloak that also looks like a dynamically shifting jigsaw puzzle and some strange-looking goggles. Attached at various places on his costume are a variety of miniature magical puzzles and contraptions that he uses to fight criminals. |
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