Wednesday, April 13, 2011

V&V A to Z: Khronos

Character Name: Khronos     Secret ID: Thomas Sheffield     Side: Evil
Gender: Male     Height: 5'11"     Weight: 190 lbs     Age: 28? (hard to say, really)
        
Physical Description: A Caucasian male of average build with short, curly blond hair and blue eyes. He will usually be wearing whatever clothing his current time-period dictates.

STR: 11     END: 24     INT: 17     AGL: 15     CHA: 16

Level: 9th     XP: 45,323     Basic Hits: 4     Hit Points: 28     Healing Rate: 2.8/day
Movement: 50" (560”)    Power: 67  Carrying Capacity: 354 lbs     HTH Damage: 1d6
Damage Modifier: +2     Accuracy: +2     Detect Hidden: 12%     Detect Danger: 16%  
Inventing Points: 3.3     Inventing: 51%     Reaction Modifier: -2 good/+2 evil
Training: Intelligence  

Powers/Talents
Dimension Travel (Time Travel – see below)
Heightened Endurance B: +13
Heightened Speed: +510 move, +17 Initiative – unlike the default model for this power, using Heightened Speed costs Khronos PR =1 per turn used
Mutant Power: Immunity to Disease

Time Travel for Khronos
Khronos' use of Time Travel is different from the standard rules in many ways. The most important is that he actually does travel up and down the same timeline (usually), as opposed to visiting an alternate timeline that just happens to resemble his own. While making major changes in the timestream will usually have some sort of self-correcting response (usually involving other time travelers showing up), minor changes can usually be made without overt repercussions.

The 'wrong world' result in this case indicates travel to an alternate timeline, one with a significantly different history (i.e. Nazis won WWII, the South won the American Civil War, etc). Note that, no matter what other modifiers may be in play, a roll of '00' always indicates travel to an alternate timeline.

Khronos gets to add his level to his base success chance while using this power (therefore his current base chance to successfully time travel is 60%). This assumes he gets to concentrate for a full turn before attempting to travel time; if this is not the case (i.e. in combat), his base success chance is halved.

Other factors may modify the chance of success. For every point of damage to his Hit Point score, he suffers a -2 % penalty. For every point of Power spent beyond the base cost, he gets a +1 % bonus.  If he is trying to travel to one of his 'anchor points' (see below), he gets a bonus based on his Intelligence score (+17%). If he is deliberately trying to cross from one timeline into an alternate one, he suffers a -20% penalty.

There is a period of time following a timejump that ideally he should allow to pass until attempting further timetravel. This 'rest period' is equal to the square root of the number of years traveled, expressed in hours. For example, if Khronos traveled 900 years into the past, he should ideally wait 30 hours before his next timejump. If he has crossed from one timeline into an alternate one, that number is multiplied by 2d4. Should he attempt to time travel before the 'rest period' ends, the base Power cost is doubled to PR=20, and he suffers an additional -20% penalty on his success roll.

Anchor Points
If Khronos has traveled to a specific time/place more than a dozen times, and if it can function as a home (or at least, a home-away-from-home) for him, it acts as an anchor point, giving him a bonus on his time travel roll based on his Intelligence score. He currently (from the modern day frame of reference) has four such locations; a villa outside of Paris in the 1630's, a manor house outside Chicago in the 1920's, a country home outside the campaign city in the modern day, and an abandoned U.N. fortification/research facility in the Antarctic in the latter days of the 21st century (as one might imagine, all of these locations are heavily fortified and protected). As he continues his journeys through time, he will no doubt acquire more anchor points as it serves his purpose.

Equipment
A/O Pistol - can act as either a Disintigration Ray or a Paralysis Ray – 24 shots.
Force Field Belt – duplicates the Force Screen function of the Force Field power, putting a protective field around the wearer (about two inches out). Can block up to 25 points of damage per attack, but can not use the A/O Pistol (or other physical attacks) while this is in use – 10 minutes of continual use.
Goggles - provides IR and UV vision, as well as a 'radar sense' within 6” - 18 hours of continual use
Chameleon Suit – a black bodysuit that provides a Hologram as per the Illusions power, which duplicates the indigenous clothing of a particular time and place. Can run for up to 24 hours. Also includes a language translator, which knows and translates most major and many minor languages of Earth's past and present. Takes 2d6 hours to learn a new language, half that if the unknown language has similarities to a known one. A truly alien language would take at least 3d6 days.
Psi-Screen – looks like a high-tech headband, helps to block telepathy (wearer's Power score is effectively doubled for this purpose), and provides defense as per Willpower vs Mind Control and other psychic attacks. Can be used up to 12 hours at a time.

(Khronos may have other high-tech pieces of equipment that he has picked up through his travels, at the GM's discretion and amusement)

Areas of Knowledge
Physics, History, Crime

Character Notes/Origin/Personality: Thomas Sheffield was a lab assistant at a high-tech firm (a subsidiary of Ikol Enterprises) that was attempting to study a piece of alien technology that they had managed to acquire. The testing had gone on for months, with little to show for it, until one fateful day a certain combination of lasers and sonics was attempted.

The explosion killed most everyone in the area. Sheffield, however, was subjected to a burst of tachyon radiation from the alien artifact, which flung him backwards in time. He found himself off the coast of England, in the year 937. He almost died during his first few days there, but he eventually learned that he could project himself through time and space by the power of his will.

After getting the hang of his abilities, Thomas acquired some gold from an about-to-be-sunken galleon, and then invested that throughout several banks in the early 20th century, giving him a large fortune to draw off of in the modern day, thanks to the wonders of accrued interest. From there, he traveled where and when it suited him, often 'acquiring' various curios along the way (most notably various high-tech pieces of equipment from the future). Over time, he also learned that he could temporarily speed up his personal timeframe compared to those around him, effectively giving himself super-speed for short periods of time.

Somewhere (and somewhen) along the way, Khronos encountered the wizard Zarthwyn. The exact details are not known to anyone else, but whatever the cause, a bitter and deadly feud resulted from their altercation, one that has spanned the centuries. Khronos has tried without success to track the secretive magician's history back to his birth, so that Khronos could strangle the wizard in the crib. Both have used other superhumas as pawns in their deadly shadow war against each other.

Outside of his ongoing battles with Zarthwyn, Khronos is not an overly malicious figure. He thinks of himself as a thief, not a killer. However, he has little regard for how his actions in a certain time period might affect others. As the saying goes, the universe is his oyster, and he likes it raw.

Campaign Use: If at any point the PCs are traveling in time, or though alternate dimensions, Khronos would be a logical figure for them to encounter. He may be trying to 'acquire' an object of interest, or he may just be in the area because he wants to witness something for its own sake (i.e. Woodstock, seeing one of Shakespeare's plays debut at the Globe, etc).

In the modern day, Khronos might attempt to manipulate the PCs into attacking Zarthwyn, assuming he can find the latter's location. Alternatively, he might try to get the PCs to track down the wizard for him.

At some point, Khronos might seriously screw up the base campaign timeline; if the PCs are somehow unaffected (for whatever reason), Khronos might try to get them to somehow set things right.  

No comments:

Post a Comment