Dr. Glass

Name: Dr. Simon Glass

Position: Head of Psychology Department

Skills

Smile like the Sun: 12
Saw Right Through That: 9
Ach! Glass, Run! It's the-: 11
FYI, I am Doctor: 8

Pawns

Dr. Glass' consummate professionals.

Polite and Professional
Charming Diplomats
Mentally Stable
Search for the Peaceful Solution
Track them Down: 5
Chat them Up: 5
Knock them Out: 5

Equipment:

Scarf
Taser
Sedatives
White Suit

Perks

  • Switzerland: Usually ignored when the violence breaks out.
  • Golden Tongue: High persuasive and diplomatic force. Can be used once per day to grant an ally an extra die for any action with a word of encouragement.
  • Mental Clarity: Dr. Glass is immune to becoming suggestible and enraged, and is resistant to memetic hazards.
  • Evasive Reflexes: Dr. Glass is adept at ducking behind overturned tables and out of windows, just in time to avoid grievous bodily harm.
  • Counselor: With a small chat, can remove stressed, suggestible, rage, and depression.
  • Jedi Mind Trick: With a diplomacy check may choose to make others Suggestible or Confused.
  • Push the Button: Can attempt to make others Enraged, Aroused, or Depressed. Suggestible and Confused subjects may not resist.

Hooks

  • Non-threatening: Dr. Glass rolls 2 less dice for any intimidation attempts, and is generally unwilling.
  • Switzerland: Dr. Glass rolls 5 less dice for any actions that could kill another, and becomes depressed if he succeeds in doing so. Generally resists entering combat if at all possible.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License