An Evil Experimenter for Cryptworld
STR: 3 (45) --- WPR: 5 (75)
DEX: 5 (75) --- PER: 3 (45)
AGL: 4 (60) --- PCN: 6 (90)
STA: 3 (45) --- PWR: 80
ATT: 1/53% --- WND: 12
MV: L 75†
There are indeed "things man was not meant to know." When a doctor, surgeon, scientist, or other learned individual unlocks the secrets or life and death, or stares into the abyss and sees something staring back, that person's mind could snap, creating a mad scientist. Harnessing his incredible knowledge and talents, the mad scientist begins an evil quest for knowledge. The world is his Petri dish, and humanity are his lab rats.
A mad scientist will first find a secluded location where he can work in solitude: an abandoned hospital, a neglected university building, an isolated observatory or warehouse, etc. Once he has established his lair, the mad scientist will get to work, attempting to unlock the Mysteries of the Universe by any means necessary. Although many mad scientists prefer to delve into medical experimentation on unwilling (or possibly willing) subjects, they are also quite adept at inventing horrible devices and world-shattering weapons. Mad scientists also dabble in esoterics in an attempt to bridge science with magic.
Fortunately, mad scientists are physically weak. Unfortunately, their experiments are well under way by the time they are discovered, so the players will have to deal with all manners of monsters and things under the mad scientist's control before they reach the evil genius himself.
Mad Scientist Powers
Master of Life: With this power, a mad scientist harnesses the ability to give a thing the gift of life. The thing will be completely under the control of the mad scientist and will obey his commands without question. To create a thing, the mad scientist must spend one month stitching together parts, mixing strange and forbidden elixirs, and/or harnessing the energies of the cosmos. Each week of the thing's creation requires an expenditure of 40 WPR and a successful PWR check. After 4 consecutive successful weeks, the thing is finished. Any failed check means the mad scientist must start over again at the beginning. Some things a mad scientist is capable of creating include revenge golems, composite men, space blobs, and zombies.
Inventor's Spark: Although a mad scientist can create nearly anything, building complex devices takes time and effort. However, under duress, a mad scientist can create nearly any machine, device, or weapon that he can imagine very quickly using his inventor's spark power. If he has access to raw materials (parts, supplies, tools), a mad scientist can intuitively cobble together nearly anything: a vehicle, a weapon, a source of power, etc. The mad scientist must spend 40 WPR and make a specific PWR check to determine how long it takes for him to create his new device:
S = It will take the mad scientist 1d10 hours to assemble his device.
L = It will take the mad scientist 1d10/2 hours to assemble his device.
M = It will take the mad scientist 1d10 minutes to assemble his device.
H = It will take the mad scientist 1d10 rounds to assemble his device.
C = The mad scientist can assemble his device almost instantaneously.