Character Name: Doc
Alternate Identities: J Watson III, J
Player Name: NPC
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
23 DEX 10 39 23 14- OCV 8 DCV 8
25 CON 10 30 25 14-
11 BODY 10 2 11 11-
23 INT 10 13 23 14- PER Roll 14-/19-
21 EGO 10 22 21 13- ECV: 7
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
6 PD 6 0 6/34 6/34 PD (0/28 rPD)
5 ED 5 0 5/33 5/33 ED (0/28 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
11 REC 11 0 11
50 END 50 0 50
39 STUN 39 0 39
8" Running 6 4 8"
2" Swimming 2 0 2"
6" Leaping 6 0 6" 155 Total Characteristics Points
"J, not J A Y, just the letter J, no period, just J"
Off Rating: Def Rating: Move Rating:
Total earned: 136
Spent: 136
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 486
Type Total
Run 8"
Swim 2"
H. Leap 6"
V. Leap 3"
Type Amount
Physical Defense 6/34
Res. Phys. Defense 0/28
Energy Defense 5/33
Res. Energy Defense 0/28
Mental Defense 14
Res. Mental Defense  
Power Defense 0
Flash Defense
OCV: 8 DCV: 8
Combat Skill Levels:
Maneuver Phase OCV DCV Effect
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
20 Hunted: HARP 11- (Mo Pow; Harshly Punish)
Notes: This has increased from 8- after a character becomes known to the Media but the character is keeping a low profile i.e. no publicity stunts, no interviews, avoiding pictures, etc.
20 Psychological Limitation: Abides by the Hypocratic Oath (Common; Total)
20 Psychological Limitation: Code Vs. Killing: Will Not Kill (Common; Total)
10 Psychological Limitation: Fear of Being Kidnapped (Uncommon; Strong)
0 Psychological Limitation: Pacifist (Common; Total)
15 Social Limitation: Secret ID (Frequently; Major)
0 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: Unless there is a huge uptick in metahuman crime, the usual calls are for assistance in emergencies such as ships sinking, skyscraper fires, earthquakes, flooding, etc.
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
0 Watched: U.S. Government 8- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: While the Government isn't specifically Watching, they are aware of where to find and how to contact.
100 Total Disadvantages Cost

Character Name: Doc
Alternate Identities: J Watson III, J
Player Name: NPC
Cost  Name
2 AK: Local Rock Faces 10-
2 AK: The Rock Face of El Capitan 10-
3 Acrobatics 14-
3 Acting 12-
5 Breakfall 15-
0 CK: Los Angeles 8-
3 CK: San Diego 14-
7 Climbing 16-
1 Computer Programming 8-
2 Concealment 10-
2 Conversation 10-
0 CuK: California Culture 8-
2 Deduction 10-
0 Language: English (idiomatic)
3 Language: Japanese (fluent conversation; literate)
0 Language: Mandarin (idiomatic; literate)
1 Navigation (Land) 8-
3 PS: Physician 14-
3 Paramedics 14-
2 Persuasion 10-
3 Research 14-
3 Scientist
1) SS: Combat Medicine 14-
2) SS: Emergency Medicine 14-
3) SS: Medicine 14-
4) SS: Metahuman Biology 14-
5) SS: Metahuman Genetcs 14-
6) SS: Surgery 14-
7) SS: Toxicology 14-
8) SS: Virology 14-
2 Shadowing 10-
2 Stealth 10-
3 Scholar
1) KS: Anatomy 11-
2) KS: Criminal Law 8-
3) KS: Federal Law Enforcement Procedures 11-
4) KS: Federal Meta-Human Regulations 8-
5) KS: Metahuman History 11-
6) KS: Rock Climbing 14-
3 Survival (Mountain, Temperate/Subtropical Forests) 14-
5 TF: Hanggliding, Parachuting, Advanced, Parachuting, Basic, Skiing (snow), Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Tactics 14-
3 Teamwork 14-
0 Trading 8-
94 Total Skills Cost
Cost  Name
0 Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Law Enforcement Rank: U.S Marshall
0 Police Powers: Federal
0 Weapon Permit: Licensed Superpowers
0 Total Perks Cost
Cost  Name
2 Resistance (+3 to roll); vs. Pain only (-1/2)
2 Total Talents Cost
Cost  Power END
Healing Powers
10 Empathic Healing Powers: Elemental Control, 60-point powers, all slots Side Effects, Side Effect occurs automatically whenever Power is used (-2)
Notes: Her Empathic powers transfer any injury, poison, disease, deafness or blindness to J. It can take up to 7 hours for her body to recover and this precludes her from doing it repeatedly.
1) Cure Blindness: Major Transform 4d6 (Blind to Sighted)
2) Cure Deafness: Major Transform 4d6 (Deaf to Hearing)
3) Cure Disease: Major Transform 4d6 (Sick to Well)
4) Cure Poison: Major Transform 4d6 (Poisoned to Unpoisoned)
5) Regenerative Healing: Healing BODY 5 1/2d6, Can Heal Limbs
Notes: This power will 'transfer' the missing body part from J to her patient, so yes, she litterally loses a limb or body part. It is very creepy to watch. Even though she, herself, can regenerate from death, this does not give her the power to 'raise' the dead.
12 Restore: Aid Physical Characteristics 2d6, any Physical Characteristic except BODY, one at a time (+1/4); Only Restores to Starting Values (-1/2), Costs Endurance (-1/2)
Notes: Unlike her Empathic Healing Powers, use of this power does not in any way effect J physically. It is considerably less effective than her Empathic Healing.
22 Detect Physical Condition: Detect the physical conditions of the target 14- (Unusual Group), Discriminatory, Analyze, Microscopic: x10, Range, Targeting; Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4)
Notes: J does not automatically 'sense' a problem in everybody she sees, she must intentionally concentrate of a target. She sometimes will do this without thought and this is what brought her to the attention of her kidnappers. Physical conditions include the standard medical data, BP, heart rate, temperature, as well as injuries, illness, diseases, poisons, and any other physical condition. This makes her especially adept at reading a person's more subtle emotional state based on physical reactions i.e. lying, aroused, etc.
10 Sense for Details: +5 PER with Unusual Group0
Body Renewal
22 Regeneration: Healing 2d6 (standard effect: 6 points), Can Heal Limbs, Resurrection, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Hour, -3), Self Only (-1/2)
Notes: J heals at a rate of 3 BODY per hour. Thus it will take her at least 7 hours to completely heal from any injury/disease/poison/missing limb/blindness/death. Yes, she will revive even from death.
15 Rapid Healing: Energy Damage Reduction, Resistant, 25%0
15 Rapid Healing: Physical Damage Reduction, Resistant, 25%0
10 Strong Willed: Mental Defense (14 points total)0
5 Constant Body Renewal: Life Support (Longevity: Immortal)0
2 Life Support (Immunity All terrestrial poisons and chemical warfare agents); Extra Time (6 Hours, -3 1/2)
Notes: It takes her body about 7 hours to remove any poisons or chemical agents. During that time she must suffer the effects though her Regeneration prevents most things from killing her.
2 Life Support (Immunity All terrestrial diseases and biowarfare agents); Extra Time (6 Hours, -3 1/2)
Notes: It takes her body about 7 hours to remove any diseases. During that time she must suffer the effects though her Regeneration prevents most things from killing her.
30 Doc's Origami Armor Mk. 2: Multipower, 75-point reserve, Extra Time (1 Turn (Post-Segment 12), Only to Don The Armor, -3/4); all slots OIF (-1/2), Requires Maintainance After The Hospital Form Has Been Used Three Time (-1/4)
Notes: This combat suit weighs 300 kg and requires a STR of 18 just to move it but at least a STR of 28 to move without restriction.
1) Combat Form: Armor (18 PD/18 ED) plus Life Support (Self-Contained Breathing) plus Sight Group Flash Defense (10 points)
Notes: This is a folded suit of armor that the user must move with her own STR much like an ancient suit of armor.
2) Hospital Form: Force Wall (9 PD/9 ED; 2" long and 1" tall) (Opaque Sight Group); 3 Continuing Charges lasting 20 Minutes each (-0) plus Life Support (Self-Contained Breathing), Area Of Effect (One Hex; +1/2)
Notes: Armor unfolds similarly to a pop-up tent, instantly englobing the wearer and anyone else within that hex. Provides all-around coverage plus life support for those inside. Once actived as the Dome it will be able to maintain that shape for only 20 minutes at which time it will return to the Combat form requiring a full turn to re-don. The can be done three times in a day before maintainance must be performed.
[3 cc]
22 Q Costuming Armor Mk 2.0: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold)
Notes: Provides insulation against cold.
235 Total Powers Cost
Equipment END
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2)

Character Name: Doc
Alternate Identities: J Watson III, J
Player Name: NPC
Hair Color: Black
Eye Color: Brown
Height: 5' 6"
Weight: 110 lbs
J is an attractive Chinese-American girl of 19 with long black hair, dark brown eyes and a slender figure that belies her physical strength.
J is currently in residence at Naval Medical Center San Diego
While J has inherited some of her great, great, grandfather's meta-human strength she has made no effort to learn what to do with it so she is limited to opening tight lids on pickle jars.

Her real powers are in her unique healing abilities. She can cure disease, blindness, detoxify poisons, close open wounds and even re-attach severed limbs. These all come at a great price to her personally in that she must take all of these on to her own body in order to cure them. She suffers each and every one for the seven hours or so it take her body to heal.

J is extremely fragile and could be killed very easily with a handgun. This does not deter her in the least and she will run into the midst of battle to help whoever is in need. Her ability to Detect Physical Condition allows her to stand back and ascertain the condition of anyone who goes down at range. Should an injury be life threatening, she will go in without hesitation. It is for this reason that Nathaniel has requested Q make it a priority to develop an armored suit to project J in battle. Further, Nat has presented a concept to Q of an armor that will unfold around J and her patient to provide them both with projection as she helps them. The current Doc Armor Mk.1 is the prototype. It is heavy, at 600 pounds but J's superior strength overcomes any difficulties inherent in that kind of weight. She has been training to move in to battle, and straight to her target. Once there, she falls forward over the target and the armor unfolds, anchoring itself to the ground.

Because of her abilities she recognizes the fragility of life and has vowed to 'do no harm'. For this reasson she is a pacifist and will use her powers on any that need it, regardless of that person's moral leaning. The one thing that her grandfather has always feared was to have her held in secret to cure the rich and powerful.

J has one 'hidden' ability, a powerful will, i.e. EGO. It is this that has allowed her to move on after the torture inflicted upon her during her captivity. She simply knows that nothing that can be done to her is permanent including psycholgically.
J is friendly and open but tends to offer medical observations on people around her. Just as Deb (Seer) has to refrain from 'reading' others, J is trying to learn not to diagnose everyone she meets especially when she is dealing with non-metahumans. She has begun to worry others might see her as intruding or meddling. If what she finds is something minor, a cold or a splitter, she can easily keep it to herself, but, should discover something serious, she feels that it is her duty to inform whoever it might be. This tendency was what got her into trouble with Perseverance when she diagnosed a member with stage 4 cancer. Her Grumpus insists in the future that it might be wiser in the future to pass someone a note advising they seek medical help.

J is very aware of her powers and knows what can happen is someone decides they want to control her. She is afraid of letting anyone else outside the Minuteman teams know about what she can do. She really fears being kidnapped again but not for the reasons one would expect.. She desparately wants to help as many people as she can but people have to understand that she has limits though no one in the government believes her, except Nat.

One of her biggest regrets was not being able to save her father after his fall. She is aware that it was not her fault but still, she could have saved him.

She like Film Noir and Detective novels with strong female leads. Her favorite authors are Sue Grafton and Marcia Muller.
J is the budding expert in meta-human medicines. It helps that she can diagnose and heal just about anything.
Created: Wed, 10 May 2023 11:25:39

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