Ticktockman: Difference between revisions

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*Master Plan
*Master Plan
*Minions
*Minions
*Pro From Dover: Methods engineering


==Powers==
==Powers==
;<nowiki>Agility Drain</nowiki>
:Standard action, Hand-to-hand, Alteration
:Time Dilation
;<nowiki>Agility Drain Ray</nowiki>
:Standard action, Ranged, Alteration
:Time Dilation Ray
;<nowiki>Danger Sense</nowiki>
;<nowiki>Danger Sense</nowiki>
:Free action, Self-only
:Free action, Self-only
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:Standard action, Hand-to-hand, Normal
:Standard action, Hand-to-hand, Normal
:Compressed-time punch
:Compressed-time punch
;<nowiki>Super-reason</nowiki>
:Constant, Self-only
;<nowiki>Super-running</nowiki>
;<nowiki>Super-running</nowiki>
:Move action, Self-only
:Move action, Self-only
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Character Points Spent: 50<br />
Character Points Spent: 50<br />
Unspent Experience: 0<br />
Unspent Experience: 0<br />
Attributes 28 + Skills 9 + Gifts 3 + Powers 10 + Modifiers 0 = 50 / 50
Attributes 28 + Skills 9 + Gifts 2 + Powers 11 + Modifiers 0 = 50 / 50


{{DEFAULTSORT:Ticktockman}}
{{DEFAULTSORT:Ticktockman}}

Revision as of 11:29, 11 September 2020

The Master Of Time

Ticktockman
Quotation "Repent, harlequins!"
First Appearance Astonishing Outsiders #281, 1991
Real Name Gerald Gearman
Identity Public ID
Player NPC
Origin Equipped
Archetype Elemental
Team Affiliation Solo
Base Of Operations New Orleans, LA, USA
Range Of Operations National

Description

Age 47 Nationality American
Height 178 cm (5' 10") Hair Brown
Weight 82 kg (180 lbs) Eyes Brown
Gender Cis Male Sexuality Heterosexual

Ticktockman is a fit Caucasian man with tan skin, brown eyes, and brown hair. Ticktockman wears a dark jumpsuit with a large mechanical clock face on the chest, and heavy boots and gloves. When his time belt is active, the clock hands spin furiously, and his outline and features appear blurry and indistinct. When stealing, Ticktockman prefers to get in and get out in the most efficient manner possible. When acting to punish wastrels and the inefficient, he takes more time in order to ensure that his message has been received and understood.

Attributes

Agility 3
Brawn 2
Endurance 3
Presence 3
Reason 4
Power Level 7
  • Normal Lift: 55 kg (pony keg of beer)
  • Max Lift: 120 kg (heavy adult)
  • Throws (25 kg): 2 m
  • Max Range: 1 km
  • Max Area: 100 m radius

Skills

  • Computing
  • Engineering (+)
  • Finesse
  • Hand-to-hand Combat
  • Investigation
  • Perception
  • Ranged Combat
  • Science

Gifts

  • Master Plan
  • Minions

Powers

Agility Drain
Standard action, Hand-to-hand, Alteration
Time Dilation
Agility Drain Ray
Standard action, Ranged, Alteration
Time Dilation Ray
Danger Sense
Free action, Self-only
Probability prediction
Duplication
Quick action, Self-only
Temporal "glitch"; 125 duplicates
Extra Actions
Quick action, Self-only
Force Field
Quick action, Self-only
Haste
Standard action, Self-only
x1,250 multiplier
Intangibility
Quick action, Self-only
"Out of phase" with the timestream
Regeneration
Standard action, Self-only
Strike
Standard action, Hand-to-hand, Normal
Compressed-time punch
Super-running
Move action, Self-only

Equipment

Cell Phone (PL 1)
Commlink (PL 1)

Movement

Base Move Double Move All-out Move
Run 13 km 26 km 78 km (47,000 km/h)
Swim 3 m 6 m 18 m (11 km/h)
Jump 1 m

Personality

Ticktockman rarely commits crimes simply for the money. He usually is either making a point by disrupting the activities of people who are wasting time frivolously, or he is stealing some piece of technology required for his research. When he is acting to punish those who waste time and impede efficiency, he often stops to make a speech, condemning wasteful activities. He begins such speeches with the command, "Repent, harlequins!"

Motivations

Control
The character detests the chaos of human society, and seeks to impose order.
Vengeance
The character seeks revenge for some past wrong done to them or their loved ones.

History

Gerald Gearman was a time and motion studies expert, working to increase the efficiency of business processes for his clients. Gearman was also a science fiction fan and closet inventor, who had spent the last several decades working on a device to enhance human efficiency by altering the flow of time around the body in the same way that the warp engine of the Enterprise permits the ship to exceed the speed of light on Star Trek. Surprisingly, Gearman succeeded, and his invention worked. However, when he tried to get business leaders to look at his invention and evaluate it for inclusion in their processes, people laughed at him and assumed he was a crackpot.

Determined to prove that his time belt could increase the efficiency of business processes, Gearman began appearing in public places and demonstrating his ability to stack boxes, sort forms, and perform other business related tasks. To his surprise, he was accused of being a vandal and of being disruptive, the exact opposite of what he wanted to achieve. Bitter and angry, Gearman adopted the identity of Ticktockman, and began attacking organizations that he deems inefficient and short-sighted. A frequent target of his attacks has been Zanni’s casino: with its Mardi Gras theme and focus on leisure, Gearman believes that Zanni's embodies everything that he opposes.

Powers and Abilities

Ticktockman can generate and control time-manipulation fields. This allows him to move more quickly than his surroundings, punch with staggering speed, or even appear to become insubstantial. He also has a team of professional mercenaries who are equipped with gear similar to (but not as advanced as) his own, which he calls his “Minutemen”.

Ticktockman is fluent in American English and numerous computer programming languages.

Summary

Character Points Spent: 50
Unspent Experience: 0
Attributes 28 + Skills 9 + Gifts 2 + Powers 11 + Modifiers 0 = 50 / 50