Doctor Kill-O-Hurts
Advent v1
Character Info
Class: Brainiac
Level: 4
V1: Need 0 more missions to reach level 5
Completed Missions: 14
Commissary Reward: 3
Personality
Recent Missions
-
Balls and Thrusters
Apr 18, 2026 - pending -
The Mirrors are Due in TPC
Jan 24, 2026 - success
Stats
Class Abilities
Pitch a physical weakness or character flaw in an enemy.
Essence Cost: Mid
Cooldown: Mid
Paired Action: Announce the weakness and monologue at length upon how you learned of it and how you plan to exploit it.
- The targeted enemy cannot interrupt you during the Paired Action and their attention will be forcibly held. If you are interrupted or their attention is broken before you finish the Paired Action in full, this ability may have a much weaker result or fail outright.
- If the weakness you Pitch would logically apply to other enemies, you may target up to a small group of them with this ability, increasing its Cooldown to High.
Reveal and activate a complex mechanical contraption that you somehow created and placed in advance.
Essence Cost: Mid
Cooldown: Low-High
Paired Action: Gleefully introduce the contraption, explaining at length how it works; activate it only after you finish doing so.
- The contraption’s capacities and location are both Pitched. Unlike normal, plausibility does NOT determine success— the contraption’s presence can be unlikely past the point of absurdity so long as it can be revealed from a hidden location and it fits your character’s established theming.
≫ Eg. Opening a closet door to reveal a dangerous robot is completely valid, even if there’s no possible way the robot could logically have gotten there beforehand. - The contraption’s theoretical potency scales on the size of the audience you introduce it to; it’s actual effectiveness scales on the length of your Paired Action, as does its Cooldown.
≫ Eg. A giant death laser could be revealed to a crowd of hundreds but not to a few dozen, and, unless monologued about at about for a few minutes, it would be likely to break, misfire, or similar almost immediately.
Order a subordinate to perform a mundane task for you.
Essence Cost: Low
Duration: Low
Cooldown: MidPaired Action: Issue your command in a smug or belittling fashion, reinforcing your position above your target.
- Imposes an Altered State (pg31) of untroubled compliance in the target, making them go along with the command even if normally they’d be opposed to it (or even an outright enemy of the user). The target of this ability is rendered notably less competent and intelligent than normally while this lasts.
≫ Scales in potency on how much lower the target’s status is than the user and on how seemingly inconsequential the order is.
≫ Ends the moment the task is performed or once the Duration elapses if still unaccomplished. - The user may Pitch away in which the target’s tasked action wildly backfires; the target themselves will always emerge completely unscathed from this.
Ability Perks
Hey You! Behold! :
Irritable, sparks shoot from Khz's head and gain the attention of bystanders for the duration of the behold.
Do the thing! Listen to your doctor!
When phrased as medical advice, the duration of Do the Thing! extends to mid.
Signature Gear
Handheld gizmo, reminiscent of an everyday machine. Holds a different supernatural function each mission, relevant to the task at hand, with 1-3 uses depending on impact. This function is unknown to the owner, discovered through experimentation & Insights.
Full-body suit of mechanized armor, offering High physical protection. Light weight to the user and boosts their strength, powered by a battery with Mid Duration (ejecting the user when depleted). Has an obvious weak spot that, if struck heavily, will break the suit.
Small implant in a finger that allows the user to interface with objects through prolonged contact, with potency scaling upon more complex targets. Mid max Duration. Especially vast, hostile, or protected objects may eject and/or mentally strain to the user.
Set of 5 single-use rockets, rapidly accelerating to dangerous speeds and flying for a Low duration. Prone to misfiring, altering course, or even exploding, particularly if damaged or handled carelessly.
Highly-caffeinated beverage, drinkable 5x per mission. Negates ALL Stamina Exhaustion and grants a substantial speed boost for a Low Duration; afterwards, user’s Stamina Exhaustion is INTENSIFIED for a Mid Duration (unless they drink again).
Handheld tool resembling a stud finder. Affix to an inanimate object to dismantle it over up to a Mid Duration, with up to a High Cooldown, scaling on size and complexity. Cannot affect anything larger/more complex than a bank vault.
Appearance
A bald man with a goatee in an elaborate red chest-piece with shoulder-mounted van Der Graaf generators, a cape, a large belt buckle with the letter "K", thick rubber gloves, and thigh-high black rubber platform boots. He carries a pole with a gold ring with gold foil thunderbolts & the letter K: the thunderhammer.
Background
Mild-mannered college student Randy Kilowatt was struck by lightning during his mandatory psych 101 experiment, gaining 800 IQ points, debilitating migraines, and a disregard for human flourishing, becoming DOCTOR KILL-O-HURTS!
Level Up — Doctor Kill-O-Hurts
Current level 4. Promoting to level 5 requires -4 more successful missions (14 / 10). You can backfill missions here if needed.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.