Ticktockman Minuteman: Difference between revisions

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==Powers==
==Powers==
;<nowiki>Extra Actions</nowiki>
:Quick action, Self-only
;<nowiki>Haste</nowiki>
;<nowiki>Haste</nowiki>
:Standard action, Self-only
:Standard 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-running</nowiki>
:Move action, Self-only


==Equipment==
==Equipment==
Line 128: Line 128:
|- class="bb3_tr"  
|- class="bb3_tr"  
! align="left" | Run
! align="left" | Run
| align="right" | 13 m
| align="right" | 2 m
| align="right" | 26 m
| align="right" | 4 m
| align="right" | 78 m (47 km/h)
| align="right" | 12 m (7 km/h)
|- class="bb3_tr"  
|- class="bb3_tr"  
! align="left" | Swim
! align="left" | Swim

Revision as of 13:55, 10 September 2020

Ticktockman's hired henchmen

File:Ticktockman Minuteman.jpg
Ticktockman Minuteman
Quotation ""
First Appearance Astonishing Outsiders #281, 1991
Real Name
Identity Secret ID
Player NPC
Origin Equipped
Archetype Pawn
Team Affiliation Ticktockman's Minutemen
Base Of Operations New Orleans, LA, USA
Range Of Operations National

Description

Age Nationality
Height Hair
Weight Eyes
Gender Sexuality

A Minuteman wears a dark jumpsuit with a large mechanical clock face on the chest, and heavy boots and gloves. When their time belt is active, the clock hands spin furiously, and their outline and features appear blurry and indistinct.

Attributes

Agility 1
Brawn 2
Endurance 2
Presence 2
Reason 1
Power Level 3
  • Normal Lift: 55 kg (pony keg of beer)
  • Max Lift: 120 kg (heavy adult)
  • Throws (25 kg): 2 m
  • Max Range: 10 m
  • Max Area: 1 m radius

Skills

  • Athletics
  • Hand-to-hand Combat
  • Ranged Combat
  • Stealth
  • Survival

Powers

Extra Actions
Quick action, Self-only
Haste
Standard action, Self-only
x80 multiplier
Intangibility
Quick action, Self-only
"Out of phase" with the timestream
Strike
Standard action, Hand-to-hand, Normal
Compressed-time punch

Equipment

Heavy Ballistic Armor (PL 3)
not concealable
Sporting Rifle (PL 2)
two-handed, bonus die if attacker does not move

Movement

Base Move Double Move All-out Move
Run 2 m 4 m 12 m (7 km/h)
Swim 1 m 2 m 6 m (4 km/h)
Jump 1 m

Motivations

Materialism
The character wants to amass great wealth.

History

Ticktockman's Minutemen are just hired thugs. Most have criminal records.

Powers and Abilities

Ticktockman's Minutemen are all fluent in American English. Individual Minutemen may be fluent in additional languages.

Summary

Character Points Spent: 20
Unspent Experience: 0
Attributes 11 + Skills 5 + Gifts 0 + Powers 4 + Modifiers 0 = 20 / 20