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Doctor Parick Kennedy
Cost Characteristic Value Roll Notes
0 STR 10 11- Lift: 100.0kg; HTH: 2d6; END: [1]
24 DEX 18 13- OCV: 6  DCV: 6
20 CON 20 13-
4 BODY 12 11-
8 INT 18 13- PER Roll: 13-
16 EGO 18 13- ECV: 6; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
0 COM 10 11-
3 PD 5   Total: 28 PD (23 rPD)
1 ED 5   Total: 28 ED (23 rED)
12 SPD 4   Phases: 3, 6, 9, 12
0 REC 6   Running: 6" / 12"
0 END 40   Swimming: 2" / 4"
3 STUN 30   Flight: 10" / 20"
Shillelagh | Summary
Real Name: Doctor Parick Kennedy Hair Color: Brown
Concept: Mystic Eye Color: Brown
Affiliation: Provos Height & Weight: 5' 7" (1.70 m) / 155 lbs (70 kg)
Played By: NPC Nationality: American
Created By: Noah Thorp Place of Birth: Boston, Massachusetts
GM: NPC Date of Birth: April 15, 1947
Cost Powers END
107 Druidic Magic: Variable Power Pool (Magic Pool), 80 base + 27 control cost, (120 Active Points); all slots Requires A Skill Roll (Magic; -1/2)
0 1) Barkskin: Armor (15 PD/15 ED) (45 Active Points); Requires A Skill Roll (Magic; -1/2), Visible (-1/4) Real Cost: 26
0 2) Calling Down Lightning: Energy Blast 10d6, Indirect ( Any origin, always fired away from attacker; +1/2) (75 Active Points); Requires A Skill Roll (Magic; -1/2) Real Cost: 50 7
0 3) Commune with Nature: Telepathy 10d6 ( Plants class of minds) (50 Active Points); Requires A Skill Roll (Magic; -1/2) Real Cost: 33 5
0 4) Fiery Acorns: Energy Blast 10d6, 16 Charges (+0), Explosion (+1/2) (75 Active Points); Requires A Skill Roll (Magic; -1/2), Range Based On Strength (-1/4), IIF (-1/4) Real Cost: 37
0 5) Plant Control: Mind Control 10d6 ( Plant class of minds) (50 Active Points); Requires A Skill Roll (Magic; -1/2) Real Cost: 33 5
0 6) Plant Door: Teleportation 20" (40 Active Points); Only Through Plants (-1), Requires A Skill Roll (Magic; -1/2) Real Cost: 16 4
0 7) Spray of Thorns: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); Requires A Skill Roll (Magic; -1/2), No Knockback (-1/4) Real Cost: 26 4
0 8) Sky Walking: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Requires A Skill Roll (Magic; -1/2) Real Cost: 20
0 9) Sticky Sap: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); Requires A Skill Roll (Magic; -1/2) Real Cost: 40 6
0 10) Tree: Shape Shift (Sight , Hearing , Touch and Smell/Taste Groups), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (38 Active Points); Requires A Skill Roll (Magic; -1/2) Real Cost: 25
16 Enchanted Robes: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
4 Innured: Life Support (Safe in Intense Cold; Safe in Intense Heat)
10 Protected from the Elements: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only Works Against Limited Type of Attack (Fire or Electrical Attacks; -1/2)
18 Shillelagh: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (45 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
Cost Talents
3 Find The Path: Environmental Movement (no penalties in undergrowth)
3 Never Lost: Bump Of Direction
Cost Perquisites
5 Hidden Assets: Money: Well Off
1 Medical Doctor: Fringe Benefit: License to practice a profession
2 Robert Murdoch: Deep Cover
Cost Skills
3 Acting 13-
3 Analyze: Magic 13-
3 Concealment 13-
3 Conversation 13-
3 Deduction 13-
0 Everyman Skills
AK: Boston, Massachusetts 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
2 Gambling (Card Games) 13-
0 IRA Operative Package
Breakfall 13-
Climbing 13-
Demolitions 13-
Disguise 13-
Hunted: MI5 8-
Survival (Urban) 13-
WF: Common Melee Weapons, Small Arms
9 Jack of All Trades
PS: Bartender 11-
PS: Doctor 11-
PS: Druid 11-
PS: Herbalist 11-
PS: Hippie 11-
PS: Mystic 11-
PS: Terrorist 11-
2 AK: Belfast, Ireland 11-
3 Language: Gaelic (completely fluent)
3 Paramedics 13-
11 Power: Druidic Magic 17-
16 Scholar
KS: Arcane and Occult Lore 13-
KS: Celtic Mythology 13-
KS: Druidism 13-
KS: Herbology 13-
KS: Sidhe 13-
KS: The IRA 11-
KS: The Mystic World 13-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
8 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Mountain) 13-
3 Tactics 13-
200+ Disadvantages
20 Hunted: FBI 8-
20 Hunted: Knightwatch 8-
10 Monitored: Pentagram 8-
20 Normal Characteristic Maxima
15 Psychological Limitation: Anarchist
15 Psychological Limitation: Deceptive
15 Psychological Limitation: Methodical Planner
15 Social Limitation: Secret Identity
15 Social Limitation: Wanted Criminal
5 Vulnerability: 1 1/2 x STUN Cold Iron
0 Experience Points
Shillelagh | Points Summary
Characteristics Cost: 99 Base Points: 200
Powers Cost: 155 Disadvantages: 150
Talents Cost: 6 Total Experience: 0
Perks Cost: 8 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 82 Total Points: 350

Doctor Patrick Kennedy, yes he’s related to those Kennedy’s, had just graduated from medical school in Boston when he fell in with radicals protesting the war in Vietnam. Patrick found himself in total agreement with the others, and on a cold morning in February, he along with three others planted a bomb at the federal courthouse. Fortunately nobody was killed in the blast, but the building suffered major damage.

Patrick the next day went to the hospital where he was working as an intern, and happened to see a couple of FBI agents talking to the staff. He then knew the gig was up. Trying to be nonchalant Patrick made his way out of the hospital to the airport. Patrick was quickly on a flight to Ireland, just one step ahead of the FBI.

In Ireland Patrick did his best to blend in. He took to backpacking and hitchhiking all over the country. There would be no way for the FBI to find him because he never stayed in one place for long.

One night lost in a glen, with a pint of whiskey quickly being drunk, Patrick stumbled into a Fairy Ring. Not knowing what it was Patrick tried to stumble out of the ring. That was when the Sidhe came for him. On that night Patrick Kennedy was gone from the world, as if he never existed. Patrick was to be missing for another thirty years.

In the mound of the Sidhe was kept as an oddity to amuse the Sidhe. While imprisoned in the mound, Patrick became aquatinted with the Three. The Three were the last three druids in Ireland after the Romans had killed off the rest. From the Three Patrick learned druidical magic.

Since the Three were in the Fairy Mound voluntarily they could return to the real world if they chose, but they had been in the Fairy Mound for so long that they had even forgotten their names. However, the Three took pity on Patrick and showed him a way to escape from the Fairy Mound. Patrick thanked his mentors profusely before returning to modern day Ireland.

Patrick was shocked how much the world had changed. The Vietnam war was over, and things were so different. However, Patrick knew that the FBI was probably still looking for him. A week after his return, Robert Murdoch opened up a pub in Belfast which he simply named “Murdoch’s”. Robert attracted a clientele that was radical in nature. Thirty years in a Fairy Mound hadn’t changed him in the least.

One night while searching for some herbs that could only be found by moonlight, Robert heard an explosion high overhead. Somewhere high in the sky an airliner had just exploded. Robert rushed to the scene of where he thought the crash would be. He still was a doctor after all. Robert saw a green ball of fire come crashing into a nearby hay field setting it all ablaze. Not worried about fire Robert rushed in.

He was really surprised to find a naked woman in the center of the conflagration. Robert took her back to his apartment over his pub and nursed her back to health. The woman turned out to be Eileen Flannigan. It also turned out that Eileen shared his political beliefs as well. Both were watching the tele while Eileen was healing from her wounds and saw the IRA making peace with the English. That night the two talked into the next morning. They couldn’t let the English keep the part of Ireland that they had stolen from the Irish people. They had to do something. Eileen knew that somehow she had gained powers to create fire, and Robert revealed to her his knowledge of magic. Together the two, who took on the names of Emerald Fire and Shillelagh founded a group of super powered terrorists known as the Provos.


Patrick has always distrusted governments. His stay in the Fairy Mound hasn’t changed his perspective in the least. Patrick will do his utmost to bring down the English government that is subjugating Northern Ireland.

Years among the Sidhe has taught Patrick how to be deceptive. Deception is the meat and bread of the Sidhe, and Patrick quickly learned how to master the art. This knowledge has helped Patrick since being freed. There is almost no one that Patrick wouldn’t lie to, and do it convincingly.

Magic takes a lot of concentration and planning. Patrick applies this to his life as well. His plans are always well thought through, allowing for interference from super-heroes and allowing a quick getaway for Patrick and his compatriots.


"Time tae crack some skulls."


Patrick is a master of druidical magic, which is very elemental in nature. His masters were the Three who were the last three druids in Ireland when the Romans slaughtered the druids. Patrick has learned a lot from them, and since returning to the real world had expanded his knowledge of magic.

In addition to his magical training, Patrick carries a magical shillelagh. The shillelagh looks like any other, but when someone is struck with it, they’re generally thrown backwards for quite a distance. Due to his training under the Three, Patrick is protected from fire and electrical attacks. Patrick also wears a suit of magical robes that protects him from most attacks.


Patrick looks like a man in his thirties, even though he was born in the late forties. As Shillelagh, Patrick doesn’t really wear a costume as such. His magical robes are green and look more like a large cloak or coat. Under this Patrick usually wears a light brown tunic along with slightly darker slacks. Patrick has light brown hair along with a beard. He sometimes wears glasses, even though he doesn’t need them. Patrick thinks the glasses makes him look more serious. At his side he usually carries his shillelagh which looks like an average cudgel.