DOCTOR PUZZLE
Dr. Wilbert Spiel
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift: 150kg; 2½d6; [1]

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

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-

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-

Cost

Skills

10

+1 Overall

10

+2 with Puzzles and Contraptions Multipower

-7

Academy Teachers Package

Contact: Dr Saul Numen 11- (Good Relationship)

Fringe Benefit: Passport

Monitored: Numen-Kami Institute 11-

Power Skill: Puzzle Powers 13-

Social Limitation: Occupation

Staff Communicator: High Range Radio Perception (12 Active Points); IIF (-¼)

Teamwork 13-

3

Cryptography 13-

11

Deduction 17-

0

Everyman Skills

Area Knowledge: Lauterbrunnen, Switzerland 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Professional Skill: Sculptor 13-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles

3

Inventor 13-

13

Jack of All Trades

Professional Skill: Engineer 13-

Professional Skill: Mathematician 13-

Professional Skill: Professor 13-

Professional Skill: Teacher 13-

Professional Skill: Watchmaker 13-

12

Linguist

Language Skill: English (completely fluent)

Language Skill: French (completely fluent)

Language Skill: German (idiomatic)

Language Skill: Latin (completely fluent)

Language Skill: Sign Language (basic conversation)

Language Skill: Spanish (completely fluent)

3

Lipreading 13-

3

Lockpicking 13-

3

Mechanics 13-

27

Scholar

Knowledge Skill: Ethics 13-

Knowledge Skill: Known Superhuman Users of Magic 13-

Knowledge Skill: Known Superhuman Users of Technology 13-

Knowledge Skill: Known Uberhumans 13-

Knowledge Skill: Magic 13-

Knowledge Skill: Mechanical Clocks 14-

Knowledge Skill: Numen-Kami Institute 13-

Knowledge Skill: Puzzles 16-

Knowledge Skill: Student Psychology 11-

Knowledge Skill: Superhuman Law 11-

Knowledge Skill: Technology 13-

8

Scientist

Science Skill: Engineering 13-

Science Skill: Mathematics 13-

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.

Lifting the magnifier from his nose and into his hair, Wilbert, closed the box and turned his head. The woman had a pleasant look upon her face, but with a hint of sadness which was understandable. After all, the items laid out on the tables upon the lawn were belongings of her late uncle. That it was a nice, sunny day with little wind may have comforted her slightly, but it was clear that she felt a loss. "There are some curiosities about it and I very much enjoy learning things mechanical and mathematic. I'd like to buy this one, fraulein, if you are certain that you want to sell it... "

"Ja. Uncle Franz has left quite a bit of debt and Josef and I, well we already have three clocks and our own house is decorated in a more modern fashion. This one wouldn't fit in our house." She fixed her hat to adjust the angle of the brim. When the sun no longer struck directly in her eyes she gave a momentary smile and then said, "Two hundred Francs would be a reasonable amount."

"Very well, I agree." Wilbert was never one to dicker over prices and he had a certain amount of money that he set aside for his hobby of horology. He retrieved his wallet and pulled out two bills that bore the likeness of the architect Francesco Borromini. "Two hundred Francs."

After putting the money in a small metal safe, the woman placed the box that contained the clock into a sturdy paper bag and handed it to Wilbert. Then, as if an afterthought, she placed a book, covered in the same green cloth-covered cardboard as the clock's box, into the bag as well, saying, "Oh, yes, I almost forgot, the book goes with the clock."

"Danke, fraulein," Wilbert said. He turned and walked down the cobblestone path to his car, leaving the estate sale behind.

For nearly two hours he had been sitting at the desk, parts of the clock lay on the counter lined up in order of their removal. Already, he had taken it apart and restored it together twice. Wilbert knew how the parts fit together, but he was still baffled with what made the clock, well, tick.

The book lay open on the desk. It was tinged with acid stain on the edges and the binding seemed frail, but the writings and diagrams were still quite legible. It was clear that the book had to do with the clock, but it was equally clear that the book was even more of a puzzle than the clock.

There were no words in the book. None at all, neither German nor Latin nor any other recognizable language. There were plenty of number of the Arabic style used throughout Europe. And there were plenty of symbols - some recognizable to a mathematician, and some that seemed to be entirely contrived.

"Oh, my," exclaimed Wilbert. Lost in the challenge of the puzzle, he had forgotten about the soup that he had heating on the stove. So entranced was he that event he smell of burned cream of mushroom had not been noticed until that moment. He rushed to the kitchen, turned off the stove and threw the windows wide open.

After that Wilbert returned to the desk. "Best to start at the begining and work my way to the end."

Interestingly, the first thing that he determined was that the first page was the last and the last, the first. For two days, he worked through the book, deciphering the symbols from context and syntax. There was a certain mathematical logic to it. Theorems, proofs, geometry, probability, algebra, and calculus were all there.

As he delved further, the theorems and proofs became substantially more complicated and, well, even seemed magical. He began to test them by creating mechanical constructs. Using these formulae, the constructs could move of their own volition with no seeming source of power. They were perpetual motion machines. Further into the book, the formulae imbued machines with unusual properties. And, when he at last reached the end, he completely understood the New Math of the book although it was completely different from Mathematics as Mathematicians understood it to be.

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.
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.

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.