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Doctor Tomorrow II
DOCTOR TOMORROW II
Tamara Lee
 
Cost

Characteristic

Value Roll Notes
3 STR 13/25 14- Lift: 800kg; 5d6; [½]

24 DEX 18/23 14- OCV: 8   DCV: 8
6 CON 13 12-
0 BODY 10 11-
13 INT 23 14- PER Roll 14-
2 EGO 11 11- ECV: 4
3 PRE 13 12- PRE Attack: 2½d6
0 COM 10 11-
0 PD 3   Total: 3/30 PD (0/27 rPD)
0 ED 3   Total: 3/30 ED (0/27 rED)
2 SPD 4   Total: 0 MD (0 rMD)
0 REC 6   Phases: 3, 6, 9, 12
0 END 26   Running: 6" / 12"
0 STUN 24   Flight: 15" / 60"
 

Cost

Powers

END

42 Gadgets of Tomorrow: Variable Power Pool, 35 base + 7 control cost, (52 Active Points); VPP Powers Can Be Changed Only In A Laboratory (-½), Adding A Power To The Pool List Requires A Successful Inventor Skill Roll (-¼); all slots All Gadgets Must Be Purchased With OIF Or OAF (-½)
0 1) Chem Sniffer: (Total: 10 Active Cost, 4 Real Cost) Discriminatory with Normal Smell (5 Active Points); OAF (Sniffer; -1), Requires A Systems Operation Roll (-½), plus Tracking with Normal Smell (5 Active Points); Requires A System Operation Roll (-½) Real Cost: 4 0
0 2) Fabricator: Major Transform 1d6-1 (Scrap Plastic And Metal Into Copy Of Pre-Existing Object), Improved Target Group (Any One Commerical Item) (+¼), Continuous (+1) (22 Active Points); OAF Bulky (Fabricator; -1½), Requires A Forgery (Commercial Goods) Roll (-½), Extra Time (Full Phase, -½), 1 Recoverable Continuing Charge lasting 1 Minute (-½)  Real Cost: 5 [1 rc]
0 3) Gremlin Microbot: Suppress Electronic Devices 4d6, any Electronic Device power one at a time (+¼), Personal Immunity (+¼) (30 Active Points); OAF (Microbot; -1), Requires Analyze Technology Roll (-½), Range Based On Strength (-¼), 4 Continuing Charges lasting 1 Minute each (-¼) Real Cost: 8 [4 cc]
0 4) Holoprojector Shells: Sight Group and Normal Hearing Images 1" radius, +/-7 to PER Rolls, 6 Continuing Charges lasting 1 Minute each (+0) (34 Active Points); OAF (Projector Shells; -1), Requires A Systems Operation Roll (-½) Real Cost: 11 [6 cc]
0 5) HUD Targeting: +2 with Blaster of Tomorrow (10 Active Points); IIF (Faceplate; -¼) Real Cost: 6
0 6) Hyper-Polarizing Filters: Sight Group Flash Defense (8 points) (8 Active Points); IIF (Faceplate; -¼) Real Cost: 4 0
0 7) Light And Sound Warping Harness: Invisibility to Sight Group and Normal Hearing (23 Active Points); OIF (Harness; -½), Requires A Systems Operation Roll (-½), 1 Continuing Fuel Charge lasting 20 Minutes (-¼) Real Cost: 8 [1 cc]
0 8) Night Eyes: Nightvision (5 Active Points); IIF (Faceplate; -¼) Real Cost: 3 0
0 9) Panoramic View: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); IIF (Faceplate; -¼) Real Cost: 6 0
0 10) Retriever Bot: Telekinesis (15 STR), Line Of Sight (+½) (34 Active Points); OAF (Sniffer; -1), Requires A Systems Operation Roll (-½), Only To Grab Something And Bring It Back To Doctor Tomorrow (-½), Extra Time (Delayed Phase, -¼) (uses Personal END) Real Cost: 9 3
0 11) SigDeck: Detect Computers and Artificial Intelligences 14- (Unusual Group), Discriminatory (10 Active Points); OAF (Detector; -1), Requires A Science Skill (Computer Systems Engineering) Roll (-½) Real Cost: 3 0
0 12) Software Worm Microbot: Suppress Software-Based Powers 2d6, all software-based powers simultaneously (+2), Personal Immunity (+¼) (32 Active Points); OAF (Microbot; -1), Requires An Analyze Technology Roll (-½), Range Based On Strength (-1/4), 4 Continuing Charges lasting 1 Minute each (-¼) Real Cost: 9 [4 cc]
0 13) Xenon Arclight: Sight Group Images Increased Size (8" radius; +¾) (17 Active Points); Only To Create Light (-1), OIF (Belt Light; -½), 1 Continuing Charge lasting 20 Minutes (-½) Real Cost: 5 [1 cc]
32 Blaster of Tomorrow: Multipower, 65-point reserve, (65 Active Points); all slots OAF (Blaster Pistol; -1)
2u 1) Gas Blast: Energy Blast 6d6 (vs. ED), No Normal Defense (Self-Contained Breathing or Immunity to Anesthetics; +1) (60 Active Points); 4 Charges (-1), Reduced By Range (-¼) [4]
3u 2) Goop Projector: Entangle 5d6, 8 DEF (65 Active Points); 8 Charges (-½) [8]
2u 3) GWatt Blast: Energy Blast 8d6 (vs. ED), Sticky (+½) (60 Active Points); 6 Boostable Charges (-½) [6 bc]
2u 4) Laser: Killing Attack - Ranged 4d6+1 (vs. ED) (65 Active Points); 8 Charges (-½), No Knockback (-¼), Beam (-¼) [8]
2u 5) Lume Pellet: Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); 6 Charges (-¾) [6]
2u 6) Micromissiles: Energy Blast 8d6 (vs. PD), Line Of Sight (+½) (60 Active Points); 8 Charges (-½), Extra Time (Delayed Phase, -¼) [8]
2u 7) NeuRay: Drain DEX 4d6, Ranged (+½) (60 Active Points); 6 Charges (-¾) [6]
3u 8) Paze Blast: Energy Blast 13d6 (vs. ED), 16 Charges (+0) (65 Active Points) [16]
2u 9) Shriek MiniGrenade: Energy Blast 5d6 (vs. ED), Area Of Effect (One Hex; +½), No Normal Defense (Defense Is Hearing Flash Defense or Hardened Ear Covers; +1) (62 Active Points); 6 Charges (-¾) [6]
2u 10) Transdermal Nano-Surgical Bots: Healing BODY 4d6, Ranged (+½) (60 Active Points); 6 Charges (-¾), Gradual Effect (1 Turn (Post-Segment 12); -¼) [6]
17 Doctor Tomorrow's Battlesuit: Elemental Control, 52-point powers, (26 Active Points); all slots Battlesuit (-½)
17 1) Boot Jets and Directional Thrusters: Flight 15", x4 Noncombat, Usable Underwater (+¼), Reduced Endurance (½END; +¼) (52 Active Points) 2
23 2) Protective Force Field: Force Field (24 PD/24 ED), Reduced Endurance (½END; +¼) (60 Active Points) 2
7 Ceramic Plating: Armor (3 PD/3 ED) (9 Active Points); Only In Heroic Identity (-¼) 0
9 Datajack Implants: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x2) (20 Active Points); No Range (-½), Only One Datajack is Available if Any Battlesuit or Only in Hero Identity Power is in Use (-½), Cybernetics (-¼) 0
6 Environmental Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); Battlesuit (-½) 0
2 Math Chip: Lightning Calculator (3 Active Points); Cybernetics (-¼), Components Are Extremely Difficult To Repair Or Replace (-¼) 0
6 Memory Metal Servos: +12 STR (12 Active Points); No Figured Characteristics (-½), Battlesuit (-½) (uses Personal END) 1
14 Microfusion Power Plant: Endurance Reserve (90 END, 12 REC) (21 Active Points); Battlesuit (-½) 0
7 Neural Response Controls I: +5 DEX (15 Active Points); Battlesuit (-½), No Figured Characteristics (-½) 0
7 Neural Response Controls II: +1 SPD (10 Active Points); Battlesuit (-½) 0
7 Rebreathing System: Life Support (Self-Contained Breathing) (10 Active Points); Battlesuit (-½) 0

Cost

Skills

10

+1 Overall

3

Analyze: Technology 14-

3

Computer Programming 14-

3

Cryptography 14-

3

Electronics 14-

0

Everyman Skills

Acting 8-

AK: San Francisco, California 11-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic)

Paramedics 8-

Persuasion 8-

PS: Cyber-Investigator 11-

Shadowing 8-

Stealth 8-

TF: Everyman, Small Motorized Ground Vehicles

2

Forgery (Commercial Goods) 14-

4

Hero City Team Package

AK: Company Theme Parks 11-

Contact: Hero City Staff (Contact has access to major institutions, Contact has significant Contacts of his own, Contact: Hero City Staff (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 11-
[Notes: Staff includes Dr. Mike Bowman, Josiah Gold, Pix'l, Troff, Yvonne Ridley-Swank, Lloyd Baumler, Mister Toad, Minnie, and Daisy.]

Fringe Benefit: Hero City Team Member

Hero City Communicator: Mind Link, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x16) (45 Active Points); Only With Others Who Have Mind Link (-1), Flashed As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)

Reputation: True-Blue Corporate Heroes (A large group) 11-, +1/+1d6

Reputation: Cool Heroes (Among Kids) (A small to medium sized group) 11-, +2/+2d6

TF: The Rail

Monitored: Media 8- (More Pow, NCI, Watching)

Social Limitation: Celebrity

Social Limitation: Subject to Orders (Frequently, Minor)

3

Inventor 14-

3

Mechanics 14-

14

Scholar

KS: 21st Century Earth 11-

KS: Media Relations 11-

KS: Research Methods (INT-based) 14-

KS: Robots, Androids, and Cyborgs (INT-based) 14-

KS: Technology (INT-based) 14-

KS: Temporal Logic 11-

KS: The Corporation (INT-based) 14-

-14

Scientist Package

Fringe Benefit: Doctorate in Computer Engineering

PS: Academic Researcher 11 or less

PS: Computer Engineer 14-

Social Limitation: Occupation

Social Limitation: Publish or Perish

21

Scientist

SS: Computer Science (INT-based) 14-

SS: Computer Systems Engineering (INT-based) 16-

SS: Electrical Engineering (INT-based) 14-

SS: Mathematical Modeling and Analysis (INT-based) 14-

SS: Mathematics (INT-based) 14-

SS: Physics (INT-based) 14-

SS: Robotics (INT-based) 14-

SS: Temporal Engineering (INT-based) 14-

3

Security Systems 14-

3

Systems Operation 14-

2

TF: Science Fiction & Space Vehicles
200+ Disadvantages

5

Dependent NPC: Harry Kruger 8- (Normal; Useful Noncombat Position or Skills)

25

Hunted: Mystery Hunted 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

25

Hunted: Witch Doctor 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

15

Physical Limitation: Amnesia Due To Time Travel (All the Time, Slightly Impairing)

15

Psychological Limitation: Fearless (Common, Strong)

10

Psychological Limitation: Wary of Paradox (Common, Moderate)

20

Psychological Limitation: Will Not Kill (Common, Total)

1

Quirk: Calls 21st Century Technology (Including Dr. Tomorrow’s Armament) ‘Ancient Technology’

1

Quirk: Changes Hairstyles, Eye Colors, and Temporary Tattoos Often

1

Quirk: Fascinated by Old (Black and White) Movies

1

Quirk: Hunting Someone from the Future, But Doesn’t Remember Who

1

Quirk: Occasionally Uses Strange (22nd Century) Slang Words and Phrases

5

Rivalry: Professional (Other High Technologists; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15

Social Limitation: Public Identity (Tamara Lee) (Frequently, Major)
18 Experience Points
 
Characteristics Cost 53 Base Points 200
Powers Cost 218 Disadvantages 140
Talents Cost 0 Experience Points 18
Perks Cost 0 Total Points 358
Martial Arts Cost 0
Skills Cost 63
Total Cost 334
 
Concept Gadgeteer Hair Colour Brown
Nationality American Eye Colour Brown
Place of Birth San Francisco, California Height 1.75m
Date of Birth 4 November 2133 Weight 66kg
 
Background

The Future (Or at least A future)

"He went." It was a simple statement, but everyone on the team knew what it meant. Further explanation followed, but Keith’s already noisy signal was drowned out once again by background electromagnetic scatter.

For over five minutes, only the low hum of the ventilation system could be heard along with the cackle/spatter of the radio noise. No one dared say anything in case he tried to transmit again. But, finally, a sound broke through the low din. Dr. Tamara Lee reported, "Burst trans-miss, encrypted. It’s from Keith. A set of temp co-ords, space co-ords, divergence factors, and his sign off sig-nat. That’s it."

She unplugged the linkwire from the receiver mini-comp and let it retract into the spool implanted in the base of her skull. Walking briskly over to Toby’s console, she realized that she smelled of at least two days of low-level sweat—but then again, so did everyone else. It had been that long that Keith was gone, on the risky surveillance mission to determine what the enemy was up to. A day ago, Keith determined the gist of it, so they recruited Toby. Now everything was coming to a total spratz.

"Here it is," Tamara muttered as she pulled the linkwire and jacked in. The data from Keith’s trans-miss downloaded to Toby’s console. Tamara wasn’t an expert in temporal engineering, but she wasn’t exactly clueless either. "I’d guess by the low tolerance of temporal divergence that we don’t have much time."
Toby keyed in some functions with a few quick strokes and confirmed, "Yeah, with my gear, accuracy goes to TDLN after 1 hour—best in, say, within 15 minutes."

"Not much time." Jenai said. "And you know, Tama, that device is untested. Can’t tell if it’ll spratz."

"Of course I know that," she said. She’d done the reverse engineering on the parts that they could replicate, and she’d helped them make educated guesses on the parts that they had only partial knowledge of. Tamara sighed as she jacked out. "And, yes. I know that what that means." Everyone knew it was likely to be a one-way trip, even if it worked correctly.

Silence resounded in the room. There was no other way. Keith was still in the field. Since he was primarily a field agent, he was actually the best choice. He knew the most about history. Toby—well, he was the only one who could operate the device. And somebody had to do that. Besides, Toby was zilko on field knowledge. Jenai could go, but Tamara was still more qualified. Besides, Jenai had the twins to take care of. Tamara had no one, at least not anymore. "It’ll have to be me." Tamara announced, stepping to the empty space next to the console. "It’ll have to be me."

She clapped her hands quickly twice and the lights went out. Why wasn’t anybody moving? They stood, or sat, like stone. "C’mon guys. There isn’t much time. Toby, grid up. Jenai, get me the field pack and the sig-dec."

The short, stout man with the pink mohawk hairstyle seemed to snap out of his daze. He flipped a handful of toggles while watching the play of laser lines going across Tamara’s worksuit. He quickly worked his stylus over the hu-dis in front of him until the lines matched that shown. He again readjusted it after Jenai helped Tamara into the field pack and put the sig-dec in the holster.

"Tama, do be careful," Jenai waved, then sobbed in her hands as if Tamara had died. Even Toby’s eyes watered.

Tamara took it all in, trying to remember everything that had happened in her life: her teammates, her friends, even her ex-friends, even Lon. She’d never see them again; it was a one-way trip. As the hum of the device crescendoed, she’d never felt lonelier.

The Present

Tamara left Kennedy Space Center willing her memory to return, but to no avail. At least these men and women didn’t laugh outright at her. They tried to maintain something of professional composure, but she could tell by the way they held their smirks that they thought her fit for a SycHouse. Surely someone must realize that time travel was theoretically possible even in physics as understood in the 21st century.

Perhaps they would believe her if she fixed their control systems and increased their data transfer efficiency by three orders of magnitude. But that would be too large a step in collective technology gain for a civilization and that would surely skew events to cause harm to the timeline. No one here would think anything of it, but it would affect the people in her own past—possibly killing them or rendering them inexistent.

Perhaps they would believe her if her memory was whole and she could provide them evidence. But then she wouldn’t need them in the first place. As she stepped into the fossil fuel–driven ground vehicle, Tamara noticed that one of the group of NASA engineers was running toward her rather than walking away from her.

"Dr. Lee," he said, "I’m Harry. Harry Kruger. Here’s my card."

Tamara took the proffered card and examined it curiously. Information on who he was and, presumably, contact information. "Thanks Harry. Please, I’m Tamara."

"I believe you," he said. "You have to keep your mind open, after all, and such. Stranger things have happened." Harry smiled as if he said something witty, then continued, "In any case, I think that I know someone—a college buddy of mine—who might be able to help you. And, at the same time, maybe you can help him."

An Hour Later

The tower standing amidst all the scattered construction debris and equipment seemed as out of place as Tamara felt in the 21st century. The large structure that was surely more than the concrete, glass, and steel that it appeared to be was definitely unfinished. Yet it seemed that at least the first few floors of the building were already functioning even while contractors continued to build the top floors and finish the rough-looking exterior.

Well, an amusement park seemed an unlikely place for a superhero to maintain a base. But, who else would Tamara look up for help on this matter? All the others she’d contacted were either "too busy to help her" or thought she was nuts for claiming to be from the future. Well, it might be her best and last chance and Harry Kruger seemed to think that this was the right place. After all, how could this man, using a superhero name like that one, not believe her?

The door opened and a smallish woman stood there with a smile. Tamara took her hand and shook it in the 21st century fashion, "Hi!" she said. "I’m looking for Doctor Tomorrow."

Synopsis

Tamara Lee was born in San Francisco in the early-mid-22nd century. Intrigued early on with electronics of various sorts, she eventually received a doctorate of the philosophy of electrical engineering at American Lunar University. She joined the TempScex team soon after her graduation, specializing in system analysis and reverse engineering. On one mission, she was transported through time from the 22nd century to the present.

Personality
Truly a woman from the future or at least A future, Tamara finds this time archaic in many ways. Technology is less advanced—she even calls her Doctor Tomorrow suit and blaster "old tecken." She finds the slight social disparities between men and women a bit disturbing. Even more than that, she is more accustomed to the ethnic homogenization that is true of the United States in the 22nd century.

The travel through time and effects of paradox and time dimensional separation have caused some holes in Tamara’s memory. And she knows that some of these are important. For example, she knows that she came back on a mission to stop someone or something that also went back in time. However, she can’t remember who it was or why he did so. Tamara also remembers that she is here to stay since time travel is a one-directional movement, so she is trying to make the best of her life here to help her friends in the future and the good people of the present.

She wishes that she could remember more, because she doesn’t want to cause any major paradoxes herself to alter her future past. This is also the reason for her aloofness, at times, with other people in the 21st century, and the reason for her near-fatalistic fearlessness that comes out from time to time.
Quote
“You just wizzed me, you buss. I’m gonna paze you with some very gadge stuff now.”
Powers

Dr. Tamara Lee is an elite scientist from the future. An expert in computers, robotics, and technology, she was transported to the present with her plain laboratory jumpsuit, her implanted data jacks, and her electronic signature detector.

Realizing that being part of a superhero team would help in her quest to regain her memories and carry out whatever mission it was, Tamara accepted the role of the new Doctor Tomorrow. Along with the name came the suit and blaster taht make up the bulk of her powers. She has a pool of high-tech equipment: some re-engineered from parts of the Doctor Tomorrow suit to make them smaller, others she designed herself.

Appearance

Tamara is of very mixed ethnic origin, at least by the standards of today. She likes to change her hairstyle and color often, as well as her temporary tattoos, which were a fashion trend in the future. Her attire ranges from modern conservative dresses and suits to far-future avant garde belt unis and hide-o slicks. As Doctor Tomorrow, her suit is a re-tailored version of the original Doctor Tomorrow suit. Basically, it is decorated with a “futuristic” art deco look, resembling the company’s popular spaceman toy character, especially because of the transparent, retractable helmet. Although to her it looks a bit quirky and nothing like anything that she’s seen in her future past, Tamara’s gotten accustomed to it.