Doctor Fate
Hector Sanders Hall
F) Rm30
A) Rm30
S) Gd10
E) Rm30
R) In40
I) In40
P) Am50
Health: 100 Karma: 130
Resources: Ty Pop: 0
Known Powers:
None, all of Dr. Fate's powers are derived from the Helmet of Nabu and the Amulet of Anubus.
Equipment:
The Helmet of Nabu: Un strength mystical material, Unlike other Fates, Hector Hall retains control of its mental faculties while it uses the helmet of Nabu, which whispers to him constantly. The helemt provides Hector with the following abilities:
-All Personal spells of Am
-All Universal spells of In
-All Dimensional spells of In
-The Helmet also provides the following powers:
--Cosmic Awareness: Dr. Fate has Am connection with the Universe.
--Magic Detection: Un
--True Flight: Sh-X
--True Invulnerability: Am
--Immortality: When wearing the Helmet of Nabu Hector's body cannot die.
Amulet of Anubus:
-Reality Perception: Dr. Fate can see the network patterns of matter and energy that form the universe with Un ability. This enables the following:
--Extradimensional Detection
--Cosmic Perception
--Penetrate illusions by focusing on the true energy patterns;
--Perceive the physical and mental condition of a being
--Perceive the occurrences in other realities
--Penetrate concealment and disguises, and see the true nature of matter
--Perceive occurrences beyond the barrier of dimensions
--See through matter.
--True Sight.
-Aura Perception: Dr Fate can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
--The Karma of a character or object
--The Popularity of a character or object
--The Resource rank number of a character or object
--The Health of a character or object
--The rank number of a pronounced ability or object
--The rank number of a pronounced power or object
--The Physical Form of a character or object
-Ability Boost: Dr Fate may double any one ability or power cast in the same round by making a Psyche FEAT roll. The color result indicates the duration. Red: 10 rounds; Yellow: 8 rounds; Green: 5 rounds; White: 3 rounds. Dr Fate must then make another Psyche FEAT roll or rest for one minute.
Talents: Acrobatics, Repair/tinker, Martial Arts A and B, Occultist, Weapons Master, Marksman
Contacts: JSA, Sentinels of Magic, Hawkman