Malcom "Temporus" Young, Rising Star SPC (Phase World)

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Malcom Young
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Joined: Sat Sep 29, 2018 12:26 pm

Malcom "Temporus" Young, Rising Star SPC (Phase World)

Post by Malcom Young »

Character Sheet

Player Name: Derrick Smith
Google Handle: DSmith8807
Malcom “Temporus” Young
Rank: Novice Experience: 11 Advances Left: 1
Race: Human
Iconic Framework: Rising Star SPC IF
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6-1
Charisma: -2; Pace: 6; Parry: 8; Toughness: 12(6); Strain: 0/6
Skills
  • Fighting d12
  • Investigation d6
  • K/Electronics d8+2
  • K/Science d8+2
  • Notice d12+2
  • Repair d6
  • Shooting d12
  • Stealth d6+2
  • Streetwise d6
  • Survival d4
  • Throwing d4
Hindrances
  • Allergy (Minor; IF): Allergic to sunlight which inflicts a -2 penalty to all Trait rolls in its presence.
  • Frail (Major; IF): With his translucent skin and to lesser extent muscles, Malcom stays away from sunlight. His body isn't as hearty as other humans and he is at -1 to toughness and suffers from a -1 penalty to all Vigor rolls.
  • Heroic (Major): Never says no to a person in need. Easily dragged into others problems.
  • Outsider (Minor): Due to his alien appearance, he suffers a -2 charisma except when amongst similar outcasts.
  • Quirk (Minor): Malcom was recreated from all the fragments of himself across the multiverse. Sometimes the personalities of alternate Malcoms bleed through from scene to scene.
  • Weakness (Major; IF): +8 damage when hit by a sunlight attack, or -4 to resist other SL effects.
Edges
  • Alertness (HJ): +2 to Notice rolls to hear, see or otherwise sense the world around him.
  • Ambidextrous (Free): Ignore the -2 offhand penalty.
  • Elan (HJ): When spending a Benny on a trait roll (including Soak rolls) add +2 to the final total.
  • Improved Frenzy (I1, HJ): Extra Fighting attack per round. Must be taken at the same time as another Fighting attack, though it may target any two foes adjacent to the hero. (Wild Cards roll two Fighting dice and one Wild Die). A character armed with two weapons still only makes one extra attack.
  • Quick (N1): When dealt a 5 or lower in combat, discard and draw again until higher than 5. Works with (I)LH.
  • Scholar (I2): +2 to Knowledge (Electronics) and Knowledge (Science).
Last edited by Malcom Young on Sun Sep 30, 2018 4:34 pm, edited 8 times in total.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
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Malcom Young
Posts: 36
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Re: Malcom "Temporus" Young, Rising Star SPC

Post by Malcom Young »

Powers
Arcane Background: SPC Super Powers
PP: 40/40

Master of Space and Time
Malcom's powers resulted from his disastrously failed attempts at time travel. He can teleport across vast distances, see the immediate future, and even tamper with the flow of time.

Teleport [13 PP] (3 PP; Rapid Teleport +3 PP, Range +4 PP, Traverse +3 PP)
  • Disappear and instantly reappear up to 48” distant; Counts as movement for the round and is a free action.
  • Adjacent enemies do not get a free withdrawal attack, but first strike applies if teleporting next to an enemy with that edge.
  • Must be able to see the destination. If not, it may be attempted with a Smarts roll at -2 if the place has been previously seen or -4 if not. Failure means the teleporter hit an object and returns to original location shaken. 1 on the Smarts die results in 3d6 damage regardless of the wild die. Teleport may never enter a solid space, even intentionally.
  • Take others by touching them (up to 6 unless GM says otherwise), but it requires a Smarts roll with a -1 penalty per rider.
  • Teleport rapidly around a foe attacking. Divide multi-actions or extra attacks over the teleportations. The foe is treated as if he were being ganged up by as many different foes as the teleporter’s attacks. (3 attacks = Gang Up +2)
  • Teleport further at the cost of extreme concentration. Focus on destination for at least one full round. Take no other actions (including free) and teleport at the beginning of her action on the next turn. While concentrating, anyone attacking the porter effectively has The Drop on her, and if she is Shaken, the teleport attempt fails. Maximum range is determined by the number of rounds of concentration. One round can teleport up to 100 miles. For two rounds, she can travel 1000 miles, and with the maximum of three rounds, she can travel up to 15,000 miles (anywhere on the planet). With the GM’s permission, and generally only in campaigns with high power levels, a full minute’s concentration allows the character to teleport anywhere in the multiverse.

Pathwalking [14 PP total; No relevance to PL]
Awareness [2 PP] (3 PP / 5 PP; Requires Activation -1 PP, Limitation -2)
  • Ignore any and all obscurement penalties (darkness, fog, invisibility, etc). Cover penalties for solid objects still apply.
  • The character can sense all around him, negating all attacker’s Gang Up bonuses against him.
  • Pathwalking is so distracting outside of combat that it imposes a -1 penalty to all Smarts or Smarts-linked skill rolls while active.
Uncanny Reflexes [8 PP] (4 / 8 PP; Blinding Reflexes +2 PP, Requires Activation -1 PP, Contingent - 1PP)
  • If aware of an incoming attack, it suffers a -4 penalty. This applies to both melee and ranged attacks, but doesn’t stack with penalties from other powers (use the highest).
  • Against AoE, unless caught unaware, make an Agility roll vs the attack result. If successful, move just outside the closest edge of the explosion (as long as it is within normal movement).
Heightened Senses 2 [2 PP] (1 PP; Spatial Sense +2 PP, Requires Activation -1 PP, Contingent -1 PP)
  • Character can see details twice as far as most. Range penalties are halved (-1 Medium/-2 Long/-4 Extreme)
  • Can perceive through solid objects and even other characters. As an action, make a Notice roll at -2 through up to six feet of almost any material. If attacking a target through an object, he suffers the same -2 penalty to his attack roll as well as the standard MAP.
Malcom can open his mind to the diverging paths of the future. It’s a jarring experience seeing all possible options laid out before you, and keeping yourself grounded in the present while being guided by the (immediate) future is no mean feat. It takes a moment for him to adjust.

Once Malcom is pathwalking, he can see the results of any action he takes, or doesn’t take, in real time. He can see which shot in the dark hits the enemy before he fires a weapon. He knows which long distance shot will be blown off course by wind. He experiences his own death when he is stabbed in the back by a hidden enemy. He then adjusts his actions in the present accordingly.

Pathwalking has another nifty advantage. It effectively allows him to see through or around any barriers or obstacles. He follows a future path in which he goes around the object or opens a door and sees what is on the other side. This has a severe limiting factor: if there is no future in which Malcom can open a locked door for example, then he can not use pathwalking to see into the room behind the locked door.

Danger Sense [2 PP]
  • Character gets a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold. (Does not stack with the Danger Sense Edge)
Even when not pathwalking, Malcom is subconsciously always aware of the paths. When something alarming occurs he gets an extreme feeling of unease which alerts him to danger.

Time Dilation
Extra Actions [3 PP]
  • Take one additional action per round with no MAP. GM has final say on how it can be used; a device, for example, may not be able to work as fast as the hero. (Though the hero might use multiple devices, of course). For weapons with a RoF, most can only be doubled in a single round regardless of the user’s abilities. Melee weapons and most powers can be used every action.
Malcom is able to shift time slightly in short bursts, giving him a slight edge in battle. He seems a blur to others when he dilates time, but he from his perspective he is moving at normal speed. This is because he is essentially hitting the “fast forward” button on the flow of his personal time relative to everyone else's.

Super Agility 1 [2 PP]
  • +1 die type to Agility, and its maximum is increased by 1 step.

Super Smarts 1 [2 PP]
  • +1 die type to Smarts, and its maximum is increased by 1 step.

Super Skill 6 [6 PP]
  • +2 die types to Fighting, and its maximum is increased by 2 steps.
  • +2 die types to Notice, and its maximum is increased by 2 steps.
  • +2 die types to Shooting, and its maximum is increased by 2 steps.
Last edited by Malcom Young on Sun Sep 30, 2018 4:35 pm, edited 2 times in total.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
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Malcom Young
Posts: 36
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Re: Malcom "Temporus" Young, Rising Star SPC

Post by Malcom Young »

Background
Temporus Suited Up
Temporus Suited Up
Malcom Young should not exist. He was a scientist working on time travel experiments. No one, himself included, really believed he would accomplish it within his lifetime. The science just wasn’t there.

Malcom succeeded after a fashion. He didn’t travel backwards or forwards in time. He removed himself from time completely. Across the multiverse, Mark Young vanished as if he never was. Versions of him not born yet, those already dead, and those living their life just ceased to exist even in memory.

He flipped the switch and then nothing. He couldn’t see anything, or everything was pitch black. He couldn’t feel anything, or he was numb. No smells, sounds or tastes existed either. He spent what could have been an eternity, or maybe just minutes, there, or nowhere, trying to figure out where he went wrong and how his state was even possible.

Eventually, feeling and sensation began to return. He felt pain first. It was all he remembers initially. A period of no thought, just pain. Then sound returned - he could hear himself scream. When he opened his eyes, and his sight returned, he was in his hometown of New York City. But it was different. It was more advanced, and the buildings were different. Some were the same. The Empire State Building, it turns out, is quite common across the multiverse.

Malcom believes that he was rebuilt by the universe, or something, from the remaining fragments of the countless Malcom Youngs that were deleted. The process wasn’t perfect. At first glance his skin seems red, but it's actually translucent. You can see the muscles underneath, and if you look closely the slightest shadow of bones are visible too.

The process imbued him with temporal particles and energy which grant him limited control over space and time. Space is easier. Whether it is a mental block or inability to do so, Malcom has never traveled through time. He does, however, have the ability to peer into the future and tamper with the flow of time to a limited degree.

Since then, Malcom settled into the New York City that he awoke in. It was rife with crime, and he made a name for himself as Temporus. A group of like minded individuals inspired by Temporus began working together with Malcom, calling themselves superheroes. It turns out the villains did the same as Super Villains.

During his last battle there, he attempted to teleport away to bring an ally back and turn the tides - but instead he found himself on Rifts Earth.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
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Malcom Young
Posts: 36
Joined: Sat Sep 29, 2018 12:26 pm

Re: Malcom "Temporus" Young, Rising Star SPC

Post by Malcom Young »

Gear (35/42)

Vibro-Sword
  • Str+d10 Mega Damage, AP 4
  • Weight: 9 lbs
  • Cost: 11,000
Molecular Edged Katana
  • Str+d6+4 Mega Damage, AP 5
  • Weight: 6 lbs
  • Cost: 15,000
Wilk’s 237 Laser Pistol
  • 2d6+1 Damage, AP 4
  • 15/30/60
  • RoF 1
  • Shots 16/16
  • Weight: 3
  • Cost: 24000
  • Notes: Semi-Auto
Wilk’s 447 Laser Rifle
  • 3d6 Damage, AP 2
  • 40/80/160
  • RoF 1
  • Shots 20/20
  • Weight: 5
  • Cost: 18000
  • Notes: Semi-Auto
Temporus’ Super Suit (Retrapped Supai Stealth Suit Patron Item)
Image
Temporus designed his super suit himself. His primary concern was avoiding exposure to the sun during daytime operations. He factored in potential environmental threats into the design too. It is lightweight but utilizes advanced construction techniques to make it sturdy. Electronic systems make him invisible to mechanical sensors. Dark coloration, a revolutionary adaptive paint job and noise dampening boots round out the design.
  • +6 Armor and +2 Toughness
  • Full Environmental Protection
  • Built-in mini-computers for basic functions
  • Communications system with a 10 mile range
  • Public-address loudspeakers
  • Night and thermal vision mode for vision
  • No Strength Minimum. (12 lb)
Features:
  • Experimental Cloaking Technology powered by an experimental self charging battery.
  • Functional equivalent of the Invisibility power, but it is only effective against any technological sensor (including cybernetics, body armor optics, power armor, vehicle, and robot sensors).
  • The battery holds the equivalent of 10 PP, and recharges at a rate of 1 PP per hour. If plugged into a major energy source (generator, city power grid, etc) it can recharge 4 PP per hour instead, but must remain immobile.
  • In addition, the armor grants a +2 bonus to stealth in any setting due to a computer controlled adaptive paint job and padded boots and joints.
  • Weight: 12 lbs.
SFD Huntsman Lightweight Personal Armor (24000 Credits)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features
  • 12 attachment points
  • Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
  • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
    • Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
      Attachments
      • Attachment:
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NG-S2 Survival Pack

Credits: [dice:arh4u99y]42822:0[/dice:arh4u99y]. 7x100 = 700

Contacts

Eventual Sig Item Suggestion
Paradox (Eventual Sig Super Tec Item proposal)
Paradox
Paradox
Webp.net-resizeimage.png (13.86 KiB) Viewed 7910 times
Paradox is a katana that Malcom has been designing for years. It passively absorbs the energies responsible for Temporus’ abilities and uses them itself. Quantum computing and AI technology from Rifts Earth makes his dream at last possible.
Paradox searches for a future where it cuts or pierces its user’s target. Then it makes that future a reality for itself. It also helps that the blade is crafted by a master, reinforced with the strongest M.D.C materials and honed to a molecular edge.
Paradox is linked intrinsically to Temporus. When he chooses to do so, he can dual wield Paradox. A future or past version of Paradox appears in Temporus’ offhand from a point in time when it is not needed by Temporus. This weakens the abilities of Paradox somewhat, and it loses its ability to Focus while Twin Paradox is active.
The AI, electronic components, and auto sharpening functions require a battery to function.
  • Str+3d6+2 Mega Damage, AP 4
  • Focus: By taking no other actions (including movement), the super may bypass and ignore the Armor of inanimate objects and vehicles (not people or the armor they wear).
  • +2 die types to Fighting.
  • Twin Paradox (Dual Wielding Paradox)
    • Str+3d6+2 Mega Damage, AP 4
    • Multiple Attacks: Paradox’s damage may be applied to all Fighting rolls made in a round.
    • +2 die types to Fighting.
    • Two Fisted
  • Battery with 96 hours of life before needing to be charged for at least 2 hours.
Base Item: SWD Katana (Str+d6+2 Damage, AP 2, 6 lbs)
Super Skill +2 [1 PP; Fighting x2] (1 PP; Power Source -1 PP, Device -2 PP)

Attack, Melee 2 [7 PP] (2 PP; Heavy Weapon +1 PP, AP +1 PP, Focus +3 PP, Switchable +2, Lethal -1 PP, Power Source -1 PP, Device -2 PP)
Positive
  • 4 PP - 2 Levels
  • 1 PP - Heavy Weapon
  • 1 PP - AP
  • 3 PP - Focus
  • 2 PP - Switchable
  • 11 PP
Negative
  • -1 PP - Lethal
  • -1 PP - Power Source
  • -2 PP - Device
  • 7PP
Attack, Melee 2 [5 PP] (2 PP; Heavy Weapon +1 PP, Armor Piercing +1 PP, Multiple Attacks +2 PP, Lethal -1 PP, Power Source -1 PP, Device -2 PP)
Super Two Fisted [1 PP] (2 PP; Power source -1 PP, Device -2 PP)
Positive
  • 4 PP - 2 Levels
  • 1 PP - Heavy Weapon
  • 1 PP - AP
  • 2 PP - Multiple Attacks
  • 1 PP - Super Two Fisted
  • 9 PP
Negative
  • -1 PP - Lethal
  • -1 PP - Power Source
  • -2 PP - Device
  • 5PP
Last edited by Malcom Young on Sun Sep 30, 2018 9:50 pm, edited 3 times in total.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
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Malcom Young
Posts: 36
Joined: Sat Sep 29, 2018 12:26 pm

Re: Malcom "Temporus" Young, Rising Star SPC

Post by Malcom Young »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d8 (1, 1 AB)
Smarts: d8 (1, 1 AB)
Spirit: d6 (1)
Strength: d6 (1)
Vigor: d6 (1)

Skills (15/15 +5/5 +5/5)
  • Fighting d12 (3 HJ, 2 AB; Ag)
  • Investigation d6 (2; Sm)
  • K/Electronics d8 (1, 2 HJ; Sm)
  • K/Science d8 (3 HJ; Sm)
  • Notice d12+2 (3, 2 AB; Sm)
  • Repair d6 (2; Sm)
  • Shooting d12 (1, 2 HJ, 2 AB; Ag)
  • Stealth d6+2 (2; Ag)
  • Streetwise d6 (2; Sm)
  • Survival (1; Sm)
  • Throwing d4 (1; Ag)
Savage Rifts Superhero Iconic Framework
  • Abilities and Bonuses
    • Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character is a Heavy Hitter Rising Star, and starts with 40 Power Points with a power limit of 30 points in any single power, after any modifiers.
    • Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or purchase new ones (there is no New Power Edge) These points may be saved, but must be recorded clearly on the advancement record.
  • Complications
    • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. The character however does not receive any points for these additional Hindrances or Negative Racial Traits.
      The player must chose 6 points of Hindrances or Negative Racial Traits as follows
      1-point:
      • All Thumbs
      • Anemic
      • Bad Eyes--Minor (Requires Glasses)
      • Hard of Hearing--Minor
      • Obese
      • Pacifist--Minor
      • Phobia--Minor
      • Poverty
      • Environmental Weakness
      • Frail -1
      • Non-Standard Physiology
      • Poor Parry -1
      • Small Racial -1
      • Slow -2"
      • Others as approved by the GM
      2-point:
      • Arrogant
      • Bad Eyes--Major (Cannot be corrected)
      • Bad Luck
      • Blind
      • Clueless
      • Elderly
      • Habit--Major
      • Hard of Hearing--Major
      • Lame
      • One Arm
      • One Eye
      • One Leg
      • Pacifist--Major
      • Phobia--Major
      • Small
      • Yellow
      • Young
      • Attribute Penalty -1
      • Dependency
      • Frail -2
      • Poor Parry -2
      • Small Racial -2
      • Slow -4"
      • Monologuer
      • Mania--Major
      • Others as approved by the GM
      3-point:
      • Attribute Penalty -2
      • Poor Parry -3
      • Others as approved by the GM
    • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
    • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
    • Restricted Paths: Supers cannot take any other Arcane Background. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
    • Special Hindrances Available to Super Powered Heroes: The following are additional Hindrances available for selection that have special application to Super Powered Heroes.
      OOC Comments
      • Allergy (Major/Minor) Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance. As a Major Hindrance, your hero suffers a –4 penalty to all Trait rolls and his Pace is halved. This continues while exposed and for 2d6 rounds after the substance is removed or shielded somehow.
      • Dependency (Major): The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
      • Weakness (Major/Minor): Your character is more susceptible to a specific Power Trapping (see below), such as ice and cold, fire and heat, radiation, magic, darkness, light, air, sound, and so on. He suffers +4 damage when hit by an attack of that type, or –4 to resist other types of effects. As a Major Hindrance, the hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
        Energy: Cold, Darkness, Electricity, Fire/Heat, Kinetic, Light, Magnetism, Mental, Radiation, Sound, Wind.
        Matter: Air, Biological (Animal/Human tissue), Earth/Stone, Force or Solid Light, Metal, Plant, Water.
Hero’s Journey
(Three rolls on Education, Experience & Wisdom, Training or Underworld & Black Ops. Two rolls on any tables except those dealing with Cybernetics, Magic and Psionics.)
  • Education (17-18): Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
  • Experience & Wisdom (1-2): Your hero knows how to make the most of second chances. He has Elan.
  • Experience & Wisdom (10-11): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. Alertness.
  • Training (1-3): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training (15-16): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first). Improved Frenzy.
Advances
  • Initial Advances 1: Frenzy
  • Initial Advances 2: Scholar
  • Free Edge (Human): Ambidextrous
  • Novice 1 Advance: Quick
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
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Malcom Young
Posts: 36
Joined: Sat Sep 29, 2018 12:26 pm

Re: Malcom "Temporus" Young, Rising Star SPC (Phase World)

Post by Malcom Young »

+1 XP from Interlude
+1 XP from Prelude
+4 XP from Q4 2018
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 1/3; Golden Bennies: 1/1
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