| Value | Characteristic | Cost | Base | Pts |
| 18 | Strength | x1 | 10 | 8 |
| 19 | Dexterity | x3 | 10 | 27 |
| 22 | Constitution | x2 | 10 | 24 |
| 11 | Body | x2 | 10 | 2 |
| 17 | Intelligence | x1 | 10 | 7 |
| 10 | Ego | x2 | 10 | 0 |
| 10 | Presence | x1 | 10 | 0 |
| 10 | Comeliness | x1/2 | 10 | 0 |
| 10 | Physical Defense | x1 | 4 | 6 |
| 10 | Energy Defense | x1 | 4 | 6 |
| 4 | Speed | x10 | 2.9 | 11 |
| 20 | Recovery | x2 | 8 | 24 |
| 60 | Endurance | x1/2 | 44 | 8 |
| 31 | Stun | x1 | 31 | 0 |
| Char. | Cost: | | | 123 |
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| Char. | Disadvantages | Base: | 125+ | pts |
| Secret ID | Warren Rider | | | 15 |
| Hunted | Time Lord, as powerful, harsh, appear 11- | | | 15 |
| Hunted | the Justice Gang, more powerful, harsh, non-combat influence, appear 8- | | | 20 |
| Psych Lim | Wants revenge on Evil Elite, infrequent, full | | | 15 |
Psych Lim | Fear of being stranded in another era, uncommon, strong | | | 10 |
Vuln: | EGO attacks, uncommon, x2 STUN | | | 10 |
| Disadvantages Total: | | | 85 |
| Experience Spent: | | + | 65 |
| Total Points: | | = | 275 |
| Rolls: | STR: 13 DEX: 13 PER: 12 |
| INT: 12 EGO: 11 |
| CVs: | OCV: 6 DCV: 6 ECV: 3 |
| Phases: | 3 6 9 12 |
|
| Pts | Powers | END |
| 67 | Multipower - Time Related 100 pts, OIF costume, personal focus |
| 4m | 2D6 Drain SPD, fade rate: per 5 minutes | 3 |
| 6m | 2D6 Transfer SPD, fade rate: per 5 minutes | 4 |
| 7u | Time Teleport, 20", x8 inc mass, x8 inc range, 5 fixed loc., 5 floating loc. | 4 |
| 30 | Time Qualifier roll (for time travel location accuracy) 13- |
| 13 | 50% Damage Reduction (PD), OIF costume(personal) |
| 13 | 50% Damage Reduction (ED), OIF costume(personal) |
|
| 6 | Science: Chronology (time travel) 15- (INT based) |
| 6 | Prof. Skill: Historian 15- (INT based) |
|
| 152 | : Powers Total |
| 123 | + Characteristic Total |
| 275 | = Total Cost |
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Note On Time Travel: when travelling through time, a 3d6 roll must be made. The more experienced the traveller, the better is chances are to succeed in reaching the desired time period. If the player fails to roll his qualifier or less, 3D6 are rolled to determine how far off the date he and his party will land. Use the following chart for results:
- 9 to 12: one day
- 8, 13: one week
- 7, 14: one month
- 6, 15: one year
- 5, 16: one decade
- 4, 17: one century
- 3, 18: GM's choice
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