Emanuel Dougal Kendal Character in Dawn of Others | World Anvil

Emanuel Dougal Kendal

Attending Physician of Research Emanuel Dougal Kendal (a.k.a. Doug)

Race: Human

Genetic Shortcoming: Bad Eyes.

It happens to everyone. He needs glasses. Without them, he has disadvantage with Wisdom (Perception) checks when using sight.

Genetic Benefit: Night Eyes.

He has superior vision in dark and dim conditions. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. He can’t discern color in darkness, only shades of gray.

Genetic Benefit: Disease Protection.

He rarely gets sick. He has advantage on saving throws against disease.

Genetic Benefit: Light Sleeper.

It’s been a positive and a negative, but he cannot be surprised by sleeping. Alas, it can also be challenging to get a decent night’s sleep

Ladder: Born Leader

He has always displayed confidence in the way he talks and presents himself. He simply projects a presence that encourages followers. Thankfully, beyond the simple aura of his charisma, he also is clever enough to know what to say at the right times to have the greatest effect. He knows that how you speak means more than the words themselves. Even if he's not the leader of the group, he often does most of the talking when the need arrives. In his spare time, he socializes with others.
Key Abilities. Charisma, Intelligence

Brains and Good Looks

He can always choose to use Intelligence instead of Wisdom for Insight and Perception checks. Additionally, after taking a long rest, if he wears no armor and wields no weapons, he gains a +2 bonus to Charisma or Intelligence (select one) until he makes an attack roll or casts a spell.

Compelling Directive

+1 Intelligence
After he finishes a long rest, roll a d20, and put the result aside. He can swap out any roll he or an ally that can communicate with him makes for that result. He should always have a d20 result put aside this way, but after swapping four die rolls, he cannot swap another until he finishes a short or long rest. After he finishes a long rest, he always rolls a new d20.

Social Sciences

+1 Intelligence

Presence of Leadership

+1 Intelligence
After taking a long rest, if he wears no armor and wields no weapons, he has advantage with Intelligence skill checks until he makes an attack roll or casts a spell.

Ladder Gains

  • +2 bonus to any Charisma or Intelligence skill of your choice. (Persausion)
  • +1 bonus to AC.

Class: Medic

The medic’s job is to keep people alive, usually after they’ve been shot, stabbed, trampled, gored, poisoned, infected with an unknown disease, or some combination of the above. For those operating in the field, this requires extensive knowledge of biology, chemistry, and pharmacology. As a medic, he is not some faith healer or medicine man. He doesn't rattle chicken bones or blow moon dust over open wounds. He doesn't ignore the basics of his profession—splints and braces—but he also doesn't ignore the benefits of the scientific process and the by-products of thousands of years of trial and error. These are modern practitioners of an evolving and every advancing science.

Proficiencies

Armor. Light armor
Weapons. Simple weapons, one-handed small arms
Tools. Poisoner’s kit, all ground vehicles and aircraft
Skills. Medicine, Computer Use, Insight, Investigation, Nature, Perception, and Sciences

Medical Exploits

As a medic, he gains exploits he can use to aid allies or hinder enemies. Mechanically, these are identical to spells. Exploits require both the use of his hands and appropriate materials to perform. Unlike spells, medical exploits require neither contemplation nor studying each morning; he regains the use of them each day without effort. He does not need to choose which exploits to prepare ahead of time. He can employ any exploit on the list of a level that he can use.

He also knows six medical applications from the medical application list. These are at will abilities she can use as long as she has the necessary materials and action to perform them.

Intelligence is his medic ability. It is used when setting the saving throw DC for a medical application he uses and when making an attack roll with one. Exploit save DC = 19

Target Avoidance

He can make a dash or disengage action as a bonus action.

Primary Target

if he doesn't make an Attack action on his turn, he gains a +3 bonus to AC until the start of his next turn.

Medical Emergency

Once per turn (on his turn), he can activate one medical application requiring an action or bonus action as a free action.

Risk an Aneurysm

Instead of using his Hit Dice to recover hit points during a short rest, he can expend them on his turn to recover a medical exploit of any level he can use. He must employ that exploit within 1 minute or it is lost. He regains one level of exploit slot for each Hit Die sacrificed, but he can only recover one slot per turn. For example, if he spends 4 Hit Dice, he can recover a 4th level slot.

Archetype: Authority

He is the best in his field. Among the esteemed elite, he considers himself an equal.
Proficiencies: History

PHD

Select one Intelligence skill (persauion). He can set his d20 roll to 20 when he really needs a roll to succeed. When he uses this ability, he cannot use it again until he finishes a long rest.

Resident Expert

Instead of using his Hit Dice to recover hit points, he can spend an action and expend one hit die to gain a +10 bonus to any failed Intelligence skill check.

Second Nature

When attempting any Intelligence skill, it only takes a bonus action instead of an action. Additionally, if he rolls less than 10 for an Intelligence check, increase the result to 10.

Sherlock

He can use the Search action as a bonus action. he also gains half his proficiency bonus (round down) to every Intelligence skill he is not already proficient in.

Physical Description

Specialized Equipment

Playing Card Set

He can add his proficiency bonus to ability checks he makes to play a game of cards.

Cybernetics: Implanted Computer

Has an implanted computer with 2 upgradees. +6 Intelligence.

Medical Kit.

The formidable medical kit holds bandages, pills, trauma shears, ointments, and basic stitching implements for basic injuries. They also have eye pads and cooling gel pads for burns. Along with wound irrigation. Other implements include splints, alcohol pads, an epinephrine injector, hemostatic pads, and various scalpels and scissors for emergency surgical procedures. Trained medical professionals can pull off miracles with a medical kit. A medical kit has enough supplies to perform 50 actions(regardless of how many targets are affected by said action).

Drug Kit.

Along with syringes required to deliver various medications, the drug kit offers standard chemicals medical professionals use to create various drugs. Additionally, this kit also includes tools enabling one proficient in its use to extract needed medications from natural sources. Like the medical kit, the drug kit has enough supplies to perform 10 actions (regardless of how many targets are affected by said action).

Posioner's Kit

A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows him to apply poisons and create them from various materials. His knowledge of poisons also helps her treat them.
Components. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
History. His training with poisons can help him when he tries to recall facts about infamous poisonings.
Investigation, Perception. His knowledge of poisons has taught him to handle those substances carefully, giving him an edge when he inspects poisoned objects or tries to extract clues from events that involve poison.
Medicine. When he treats the victim of a poison, his knowledge grants him added insight into how to provide the best care to his patient.
Nature, Survival. Working with poisons enables him to acquire lore about which plants and animals are poisonous.
Handle Poison. His proficiency allows him to handle and apply a poison without risk of exposing himself to its effects.

ActivityDC
Spot a poisoned object 10
Determine the effects of a poison 20

Mental characteristics

Personal history

Background: Smooth Talker

He finds interacting with people thrilling. They invigorate him, and he finds confidence and motivation when surrounded by those paying attention. He is often the leader in a situation, or he desires to be said leader. In school, he quickly found that words and actions would gather the interest of others, encouraging him to continue the practice. He can’t stand remaining still in front of a computer, or in isolation. He has to get out.
Skill Proficiencies. Persuasion
Tool Proficiencies. Playing Card Set.
Languages. Spanish

Life Events

1. Windfall: Recognition

He received acknowledgment for a peer reviewed paper that has advanced his field. He have advantage on Charisma (Persuasion) checks with other Doctors.

2. Enemy: Levi

He considers it a sin to be dealing drugs within the camp. He considers Levi Aislin Power to be the lowest type of human that preys on other people. He will do what he can to see him fall.

3. Tragedy: Illness

He cannot fully recover from his condition and must manage it with medication. If properly dosed, no one notices his situation. If he is denied his injection he does not recover any Hit Dice after a long rest. He has diabetes and is insulin dependant.

4. Windfall: Earned Favor

He saved Lisha Eryka Keys from dying from an infection. She is grateful for his care and will come to his aid a total of six times. She will bring in dozens of people if necessary, calling on the right people for the right job.

5. Windfall: Reputation

He has been given more authority and influence over other Doctors. He has advantage on Charisma (Intimidation) checks with other Doctors that are working in Research Department.

Relationships

Emanuel Dougal Kendal

Husband (Vital)

Towards Esther Anita Kendal

3
3

Honest


Esther Anita Kendal

Wife (Vital)

Towards Emanuel Dougal Kendal

4
4

Honest


Current Location
Species
Year of Birth
70 SE 43 Years old
Birthplace
Family
Spouses
Siblings
Current Residence
Housing District
Pronouns
He/His/Him
Sex
Male
Gender
Male
Presentation
Male
Eyes
Brown
Hair
Black
Skin Tone/Pigmentation
Fair
Height
4' 11"
Weight
132#
Belief/Deity
Aligned Organization
Other Affiliations
Known Languages
English, French, Spanish

Education and Employment

He went through the Doctorate program and then has spent his dault life working as a Doctor in Camp Hope. He has slowly worked his way through the ranks, earning respect from his fellow Doctor's along the way.

His Father's Shadow

He has spent his entire life living in his father's shadow. Since he works in the same profession as his father, he finds that he is often compared to him. He loves and admires his father, but also resents that he can never escape him. Everything that he has ever done sits in comparision with his father's achievements. It is impossible for him to be judged solely on his own merit. He has struggled to prove to himself that he has earned his place within the ranks of Doctors and has allowed nothing to be handed to him. He has gained a reputation for being a willful and independant.

Intellectual Characterstics

  • he believes that anything worth doing is worth doing right. He can’t help it—He's a perfectionist.
  • Generosity. He believes that his talents were given to him so that he could use them to benefit the world. (Good)
  • He feels that he owes the Doctorate Program a great debt for forging him into the person he has become.
  • He is never satisfied with what he has—he always wants more.

Biases

Positive Biases

Favors Humans over other races.

Negative Biases

Considers The Awakened and The Others to be lesser races.

Motivation

His primary motiviation is to help the people of Camp Hope. He sees all of them as friends and family. He believes that it is only together that they will save Humanity. His secondary motivation is to prove that he is better than his father. He hopes that his father will live to witness his son surpass him in every way.

Family

His family is central to his life. He believes that he is very lucky to have found a partner that loves him and is also a Doctor and thus can understand what drives him. His wife and children are the only things that can keep him from his research. Because without his family, he is nothing.

The Cure

He has spent his life working on finding the Cure. What he has instead come to understand is how little they know about genetics and microbiology. Realizing how much they have lost with the Fall, he has done his best to restore this knowledge. He has accepted that he will not be the one to find the Cure, but hopes that he will be able to lay the foundation for those who come after him.

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