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Revision as of 11:08, 5 December 2014
The Master Of Time
- Character sheet: PDF, accessible , 3-column
- Character Sheet Helper file (LibreOffice)
Quotation | "Repent, harlequins!" |
---|---|
First Appearance | Astonishing Outsiders #281, 1991 |
Real Name | Gerald Gearman |
Identity | Public ID |
Player | NPC |
Team Affiliation | Solo |
---|---|
Base Of Operations | New Orleans, LA, USA |
Range Of Operations | National |
Origin | Equipped |
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Archetype | Elemental |
Description
Age | 47 | Nationality | American | |
---|---|---|---|---|
Height | 5’ 10” | Hair | Brown | |
Weight | 180 lbs. | Eyes | Brown | |
Gender | Cis Male | Sexuality | Heterosexual |
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
Brawn 2 |
Agility 4 |
Reason 3 |
Perception 3 |
Willpower 2 |
Prowess 8 |
Accuracy 4 |
Ticktockman’s Agility, Prowess, and Accuracy are rank 2 when his time belt is inactive.
Endurance: 4
Plot Points: 1
Character Points Spent: 60
Unspent Experience: 0
Advantages
- Master Plan
- Minions
- Mental Calculator
Skills
- Combat
- Computing
- Engineering
- Temporal +3
- Investigation
- Legerdemain
- Sleight Of Hand +3
- Science
- Physics +3
- Social
- Efficiency +3
Powers
Communication 1 |
(Radio) |
Danger Sense 3 |
Probability prediction |
Force Field 5 |
Force field generator |
Time Mastery [Ultra-power] 6 |
Time control belt |
Time Mastery
Extra Attacks 6 |
Intangibility 6 |
“Out of phase” with the timestream |
Regeneration 6 |
Strike 6 |
Super-running 6 |
Super-speed 6 |
Time Control 6 |
Equipment
- Cell Phone
- Tablet
Movement
Base Move | Double Move | All-out Move | |
---|---|---|---|
Run | 5 miles | 10 miles | 30 miles (20,000 mph) |
Swim | 8 feet | 16 feet | 48 feet (5 mph) |
Jump | 6 feet | 6 feet | 6 feet |
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.
- Glory: The character wants fame and acknowledgment of their greatness.
Complications
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”.
Summary
Attributes 26 + Skills 4 + Advantages 3 + Powers 27 = 60 / 60