Doctor Simian
 
Cost Characteristic Value Roll Notes  
3 STR 13 12- Lift: 150  Damage:  2 1/2d6  END: 1
20 DEX 20 13-  
8 CON 18 13-  
30 INT 40 17- PER Roll: 17-
10 EGO 20 13- Mental Defense: 4
5 PRE 15 12- PRE Attack: 3d6
5 OCV 4 ---  
10 DCV 5 ---  
0 OMCV 3 ---  
21 DMCV 10 ---  
20 SPD 4 --- Phases: 3, 6, 9, 12
2 PD 4/14 --- Resistant PD: 10
2 ED 4/14 --- Resistant ED: 10
8 REC 12 ---  
4 END 40 ---  
0 BODY 10 ---  
5 STUN 30 ---  
-3 Running 9m --- END: 1
-2 Swimming 0m --- END: 0
2 Leaping 8m --- Forward: 8m  Upward: 4m  END: 1
 
Character Summary      
Real Name: None Played By: NPC
Concept: Gadgeteer Nationality: American
Hair/Eye Color: Graying Black/Gold Date of Birth: 11 January 1965
Height/Weight: 4' 2" / 119 lbs Place of Birth: Marshall's Creek, Pennsylvania
 
Cost Powers END
169 Casual Technology: Variable Power Pool (Gadgets), 150 base + 75 control cost, (188 Active Points); all slots All Slots Must Take A Focus (-1/2), Can Only Be Changed Between Adventures (-1/2)  ---
    
--- Unfathomable Intelligence, all slots Unified Power (-1/4)  ---
22 1) Amazing Insight: Precognitive, Retrocognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (90 Active Points); Precognition/Retrocognition Only (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Time Modifiers (-1/2), Only To Predict The Actions Of Others/Determine The Past Actions Of Others (-1/2), Unified Power (-1/4)  0
8 2) A Well-Organized Mind: Mental Defense (10 points total) (10 Active Points); Unified Power (-1/4)  0
13 3) Brainstorming: Luck 6d6 (30 Active Points); Only to Make Impossible Deductions (-1), Unified Power (-1/4)  0
26 4) Intuitive Instincts: Danger Sense (immediate vicinity, any danger, Function as a Sense) (32 Active Points); Unified Power (-1/4) 22-/17-  0
4 5) Perfect Memory: Eidetic Memory (5 Active Points); Unified Power (-1/4)  0
48 6) Perfect Planning: +5 Overall (60 Active Points); Unified Power (-1/4)  0
36 7) Reading People: Telepathy 12d6, Reduced Endurance (0 END; +1/2), Area Of Effect (5m Radius; +1/2), No Normal Defense (EGO 20+; +1) (180 Active Points); Only For Discovering Target's Intentions, Determining Their Truthfulness, or Discovering Things They Are Trying To Hide (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), No Range (-1/2), Must Be Able to Observe Targets During Activation Time (-1/2), Receive Only (-1/2), Unified Power (-1/4)  0
12 8) Super-Observant: +5 PER with all Sense Groups (15 Active Points); Unified Power (-1/4)  0
2 9) Thinks Much Faster Than You: Lightning Calculator (3 Active Points); Unified Power (-1/4)  0
8 10) Reads Faster Than You Do, Too: Speed Reading (x10,000) (10 Active Points); Unified Power (-1/4)  0
    
5 Ape Feet: Extra Limbs (Feet Can Be Used As Hands) (2)  0
5 Bite: Killing Attack - Hand-To-Hand 1 point (1d6 w/STR)  1
15 Doesn't Scare. At All: +30 PRE (30 Active Points); Only To Defend Against Presence Attacks (-1)  0
15 Last Minute Insurance Policy: Killing Attack - Ranged 2d6, Armor Piercing (+1/4) (37 Active Points); OAF (Blaster Pistol; -1), 12 Charges (-1/4), Beam (-1/4)  [12]
2 Life Extension Treatment: Life Support (Longevity: 400 Years)  0
15 Stay-Tight Vest: Resistant Protection (10 PD/10 ED) (30 Active Points); Requires A Roll (10- roll; -3/4), IIF (Body Armor; -1/4)  0
 
Cost Skills
3 Acrobatics 13- 
3 Analyze: Technology 17- 
3 Breakfall 13- 
3 Bugging 17- 
3 Climbing 13- 
3 Computer Programming 17- 
3 Concealment 17- 
3 Conversation 12- 
3 Cryptography 17- 
3 Deduction 17- 
3 Demolitions 17- 
3 Electronics 17- 
--- Everyman Skills
0 Acting 8-
0 Area Knowledge: Marshall's Creek, Pennsylvania 8-
0 Climbing 8-
0 Concealment 8-
0 Computer Programming 8-
0 Conversation 8-
0 Deduction 8-
0 Language Skill: English (Idiomatic)
0 Paramedics 8-
0 Persuasion 8-
0 Professional Skill: Circus Animal 11-
0 Shadowing 8-
0 Stealth 8-
0 Transport Familiarity: Small Motorized Ground Vehicles
3 Forensic Medicine 17- 
3 Forgery 17- 
3 Interrogation 12- 
3 Inventor 17- 
3 KS: General Knowledge and Current Events 17- 
3 KS: The Superhuman World 17- 
3 Lipreading 17- 
3 Mechanics 17- 
3 Navigation 17- 
3 Oratory 12- 
3 Paramedics 17- 
3 Persuasion 12- 
3 Power: Super-Intelligence Tricks 17- 
3 Power: Jury-Rigged Technology Tricks 17- 
3 PS: Chess Player 17- 
3 PS: Scientist 17- 
2 PS: Ukelele Player 11- 
3 Security Systems 17- 
3 Sleight Of Hand 13- 
3 Stealth 13- 
5 Streetwise 13- 
3 Systems Operation 17- 
3 Tactics 17- 
17 Weaponsmith (Arrows, Bolts, And Darts, Axes And Picks, Biological Weapons, Bows, Chemical Weapons, Crossbows, Energy Weapons, Firearms, Flails, Incendiary Weapons, Maces And Hammers, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Spears And Polearms, Swords And Daggers) 17- 
 
Cost Talents
20 Universal Scholar 17- 
20 Universal Scientist 17- 
20 Universal Tradesman 17- 
20 Universal Translator 17- 
 
Cost Perks
100 Bases (One 500-Point Base) 
75 Follower: 400 Followers Of Up To 150 Points Apiece 
11 Money: Filthy Rich 
6 Positive Reputation: One of the Smartest Beings on Earth (A large group) 8-, +6/+6d6 
 
400+ Complications
25 Enraged: When Humiliated or Laughed At By Humans (Uncommon), go 14-, recover 8- 
25 Hunted: Checkmate Frequently (Mo Pow; NCI; Harshly Punish) 
10 Physical Complication: Nearsighted (Infrequently; Slightly Impairing) 
20 Psychological Complication: Considers Humans To Be Either Lab Animals Or Moving Targets (Common; Total) 
20 Psychological Complication: Driven To Establish Ape Supremacy (Common; Total) 
 
Character Point Summary      
Characteristics Cost: 150 Base Points: 400
Powers Cost: 405 Total Matching Complication Points: 100
Martial Arts Cost: 0 Total Experience Points Earned: 450
Skills Cost: 123 Experience Points Spent: 450
Talents Cost: 80 Experience Points Unspent: 0
Perquisites Cost: 192 Total Points: 950
Total Cost: 950    
 
Background:
Later, he would come to the conclusion that all apes suddenly thrust to greater levels of intelligence by their inborn metagene "woke up" with the same thought: "I've been stupid!" It felt as if some great, divine simian had reached into his braincase and removed the cotton. Everything became clear as a bell. For the chimpanzee called Bobo, the initial moment of brilliant clarity came while he was standing on a circular stool, wearing a grass skirt, a blonde wig, and a lei of plastic flowers.

Bobo stared at the crowd of pink, fleshy, hairless faces, all laughing at his humiliation. Pointing and laughing and jeering at him. And the anger began to burn. He lept from his stool and hurled himself at the crowd, ukulele raised above his head like a samurai's sword. His scream burned up out of the depths of his shame and his hatred, and his vision blurred with the urge to kill every one of the fat, stupid creatures who dared look on him with derision.

The ukulele shattered ineffectively upon impact with his target, and he howled again in anger at the cruel joke that was fate. And it was in this moment of precise rage that his "trainer"... his enslaver, and tormenter, and nemesis... shot him in the back with a tranquilizer dart. Just like the pink numbskull to use a cowardly tactic... they could only beat him if they cheated. Bobo came to back in his cage, brought back from unconsciousness by shouting voices. Two humans were arguing using that bababababababa language of theirs. It took mere minutes of listening to figure out they were discussing him. Most likely thinking up the means of his torturous death. Well, if he had anything to do with it, their plans would come to naught. Escaping the cage was easy. So was evading capture. In the weeks that followed, the supergenius chimpanzee researched the treatment of apes by human society. The knowledge he gained only confirmed his worst fears, and made his anger that much deeper and hotter. He knew what he needed to do, and knew he would be able to do it when the time came.

He'd make sure of it. Leaving the "slave name" of Bobo behind, the chimp rechristened himself Doctor Simian, and embarked on his quest to overthrow humanity.
 
Personality/Motivation:
To his fellow apes, Doctor Simian often comes across as a friendly, affable... even likeable... soul whose primary interest are his orchids and painting landscapes. He's generous to a fault, and yearly spends millions of dollars to support ape-run charity organizations that assist apes in need. He has sponsored several scholarship programs for "right-thinking" apes, finding fine humor in the thought that these "children" of his are using the pinkskin's own system against them. To those who oppose his goals (meaning all of humanity and those apes who have been "duped" into thinking that humanity isn't a race of evil oppressors), he brings only terror and death... preferably in that order. He has no patience or use for any human except as test subjects or as moving targets.
 
Quote:
"The time for our blessed race to eclipse the pinkskins is nigh! Arise, my fellow apes!"
 
Powers/Tactics:
Doctor Simian is one of the two or three most intelligent beings on the planet, hands down. This intelligence allows him to often out-think and out-plan his enemies. He always seems to be one step ahead of everyone, mainly because he has planned for nearly every contingency. In addition, he has used his intelligence to create technology that is decades if not centuries ahead of that used by common humanity. Doctor Simian realized that he had a time limit to achieve his mission, and that time limit was too soon for realistic projections. To that end... and after years of genetic research... he created a chemical treatment which permanently retarded his aging. (Unfortuantely, it permanently retarded his aging on the far side of middle age...) He has since administered this treatment to the other members of Prime 8 as well.

Doctor Simian rarely enters combat if he can help it, but just in case has reinforced the clothing he wears to offer some protection from attack. In addition, he always carries what he calls his "last minute insurance policy", a small x-ray laser.
 
Appearance:
Doctor Simian is a chimpanzee. His hair (thinning on top, now that he's entered late middle age) is black with gray streaks, and his skin (where bare) is the cool brown of cafe au lait. For his age, he's in great shape, and endeavors to keep himself so. Normally, Doctor Simian wears only a pair of shorts (he prefers denim, for the comfort and the fit) and a vest that seems to be made totally of pockets, over which is usually added a white lab coat that has had extra pockets added to it. Gadgets, gizmos, notes, and tools bulge from this plethora of pockets, ready to be used at a moment's notice.