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MIND CONTROL (All Incarnations): The Doctor has learned a special form of Gallifreyan Hypnotism. All he needs to do is make eye contact with the intended target, make a sucessful Psyche FEAT, and that target is hypnotized. This is boosted by his Telepathy, and is so strong that it is the equivelant of Mind Control (He can make others do things that would be completely against their nature; something that can;t be done with mere hypnotism (ex. He once made a pacifistic Gallifreyan communications officer build a Demat Gun, the most powerful outlawed weapon on Gallifrey, to get rid of Sontarans invaing Gallifrey). He can continue to control those under his control up to the distance of his Telepathy power. He will not maliciously use this power, although he will sometimes use it on his companions to keep them from asking (or even thinking about asking) questions about his past, questions that would undermine his authority in dangerous situations, to place subconconscious thoughts that can be put into effect at a later time in a targets head, or something else along this line. Due to his general good nature, every time he uses this ability, he loses Karma equal to his current Psyche rank. (A side effect of this power is that companions can't remember what color the Doctor's eyes are.)
VENUSIAN AIKEDO (All Incarnations have this Talent, but the first incanation was too old to employ it, and, although the other incarnations employed it from time to time, only the third incarnation employed it on a regular basis due to his incarceration on Earth and his need to defend himself without resorting to the use of weapons or deadly force.): After making friends twith the inhabitants of Venus (before their extinction), the Doctor proved himself to be one of the only two armed beings to be able to use this difficult form of martial arts. This grants the Doctor the equivelant of Martial Arts A, D, and E. It also gives the Doctor the ability to employ the power Paralyzing Touch, although he could keep the target from falling unconcious if he wanted.
The target has to be humanoid in build, as the Doctor has to pinch a nerve on the neck for this Power to work (Grappling FEAT needed. Yellow FEAT needed for unknown lifeforms). If he wants, he can either change his grip to permanently paralyze a target, or kill a target (-ALL Karma for either) (It is doubtful that he would ever use this technique to kill).
TUMBLING (All Incarnations. Due to his age, the first incarnation needs to mke a Yellow FEAT.): The Doctor has a unique Tumbling technique that he employs for falling. He can employ Tumbng as per the normal Talent for falls that don't inflict damage. If he starts falling from a great hight, he can relax his body and soften his bones. He can drop a height rank equal to his Endurance rank and only half damage done to him for the fall.
SCIENCE (All Incarnations): The Doctor knows Chemistry, Biology, Geology, Genetics, Archaology, Physics, Computers, Electronics, Botany, Exobiology, Zoology, Mathematics, Cybernetics, and Robotics.
BUILDING (All Incarnations): The Doctor has the Engineering Talent and the Repair/Tinkering Talent. He uses these Talents to build items and to repair his outdated Type 40 TARDIS. (He knows the basics of Block Transfer Computations (mathematical equations that are so complex that the take on physical form). These BTC's are what makes up a TARDIS (although it looks solid, all of the wood, metal, crystal, circuitry, etc. is actually composed of a complex series of mathematical equasions). The Doctor can use the Repair/Tinkering Talent to repair his TARDIS, but cannot build a new one.)
RESISTANCE TO PAIN (All Incarnations. Due to the age of the first incarntion, a Yellow FEAT is needed): Due to all of his experiances in his long life time, the Doctor has extensive experiance in resisting pain (from torture, wounds, etc.). This power is more of a Talent. He can resist pain on a sucessful Psyche FEAT +1CS. This Power is lowered by -3CS if the attacker knows Gallifreyan anatomy and/or has Martial Arts D (Gallifreyans have a large bundle of sensitive nerves (known as a ganglion) under their left collar-bone. If an attack is made against this area, an Endurance FEAT must be made or the Gallifreyan will fall unconscious for 1-10 turns.).
GALLIFREYAN, GALACTIC, AND EARTH LORE (All Incarnations): The Doctor has a knowledge of Gallifreyan, Galactic, and Earth societies, antiquities, runes (including ancient High Gallifreyan writing), and a general understanding of forgotten lore (such as tales heard of Omega, Rassilon, Space Vampires, the Fendal, etc.). The Doctor gains a +1CS to Reason FEATs involving items of a Gallifreyan nature.
LUCK (All Incarnations): The Doctor always seems to have an equal tendancy to get himselfino ad out of rblesoe situations. When arriving at a new destination, or when things seem to be going too well for him, any FEAT rolls are considered lowest number first (ex. a 9 and a 0 would be 09) (This applys for first contact with unknown individuals, early victories, etc.). However, when in life or death situations, all FEAT rolls are highest number first (ex. A 2 and 8 would be 82) (This applys for weapons fireing at him at point blank range, attempts to bring good unnown individuals who are hostile towards him into Friendly contacts, his needing to sever the right wire to defuse a nuclear bomb, victories later on in the game, etc.). Through his TARDIS's Artificial Intelligence knowing that he wishes excitement in his life, it almost aways lands him right into the heart of dangeous situations in an attempt to please him.