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Not a chapter. Someone asked to see the whole character sheet, so here is how it stands at the moment, complete with his vehicle and mansion.


Character Sheet

Mutants & Masterminds 2e

Name

Remington   Livingston

Alias

Chronos

Sex

Male

Age

38 (officially)

Height

5’10”

Weight

180 bs

PL

12

PP

181

XP

2

XP remaining

1

Attributes (24   PP)

Attribute

Base (Total)

Mod

PP

STR

10

+0

0

DEX

12

+1

2

CON

10

+0

0

INT

16

+3

6

WIS

16

+3

6

CHA

20

+5

10

Saves (9 PP)

Save

Base

Total

PP

Toughness

+0

+12

0

Fortitude

+3

+8

3

Reflex

+4

+9

3

Will

+6

+11

3

Combat (10 PP)

Attack Bonus: +5 (10 PP)

Melee Attack Bonus: +8

Ranged Attack Bonus: +5

Grapple: +8

Defense Bonus: +12

Knockback Resistance: -9

Sixe

Medium

Initiative

+5

Carrying   Capacity

33 lbs (Light),   66 lbs (Medium), 100 lbs (Heavy), 200 lbs (Lift), 500 lbs (Drag)

Skills (20 PP,   80 Ranks)

Skill

Attribute

Rank

Total

Acrobatics

+1

1

+2

Bluff

+5

4

+9

Climb

+0

2

+2

Computers

+3

3

+6

Concentration

+3

1

+4

Craft (Mystical)

+3

15

+18

Diplomacy

+5

5

+10

Disable Device

+3

2

+5

Disguise

+5

+5

Drive

+1

1

+2

Escape Artist

+1

+1

Gamble

+3

+3

Gather Information

+5

3

+8

Handle Animal

+5

+5

Intimidate

+5

1

+6

Investigate

+3

5

+8

Knowledge   (Arcane Lore)

+3

17

+20

Knowledge   (History)

+3

6

+9

Medicine

+3

3

+6

Navigate

+3

+3

Notice

+3

+3

Pilot

+1

1

+2

Ride

+1

1

+2

Search

+3

3

+6

Sense Motive

+3

4

+7

Sleight of Hand

+1

1

+2

Stealth

+1

1

+2

Survival

+3

+3

Swim

+0

+0

Feats (13 PP)

Artificer – Craft Magical Inventions, using Knowledge (Arcane   Lore) and Craft (Mystical) skills.

Attack Focus (Melee) 3 – +3 bonus to Melee Attacks

Ritualist – Craft Magical Rituals, using Knowledge (Arcane Lore)

Equipment 8 – Rank x5 Equipment Points to buy equipment,   vehicles, and headquarters.

Feats from powers:

Dodge Focus 12 – Gain +12 dodge bonus to Defense

Eidetic Memory – Gain perfect recall. +4 to remember things,   including saves vs. powers that alter memories. Can use any Knowledge skill   untrained.

Elusive Target – While fighting in melee, others trying to make   ranged attacks against you take -8 penalty instead of -4.

Evasion 2 – When making a Reflex save against Area Effect, take   no damage on successful save, and half damage on a failed one.

Improved Initiative – Gain +4 on Initiative checks.

Powers (117 PP)

Power

Description

Linguistic   Studies

Comprehend 3 – 2PP/Rank

Action: None (Passive)

Range: Personal

Duration: Continuous

Descriptors: Training

Cost: 6 PP

Through long study during periods of stopped time, Chronos has   learned to read, speak, and understand all languages in existence, past,   present, and future.

Magi-Temporal   Senses

Super-Senses 12 – 1PP/Rank

Action: None (Passive)

Range: Personal

Duration: Continuous

Drawback: Focus (Precognition and Postcognition require   divination materials)

Descriptors: Training

Cost: 11 PP

Chronos’s senses have been heightened through long training,   allowing him to sense magic, and have a perfect idea of the flows of time.   This includes the Detect Magic, Postcognition, Precognition, and Time Sense   Super-Senses. His connection to time also gives him Uncanny Dodge against   anything not shielded from Time Sense.

Timelocked

Immunity 2 – 1PP/Rank

Action: None (Passive)

Range: Personal

Duration: Permanent

Descriptors: Time

Cost: 2 PP

Because of his deep connection to Time, Chronos has become immune   to aging, and shrugs off all time powers save those that he allows to affect   him.

Autorestoration

Regeneration 10 – 1PP/Rank

Action: None (Passive)

Range: Personal

Duration: Permanent

Extras: True Resurrection

Descriptors: Magic, Time

Cost: 20 PP

Chronos’s ability to manipulate time is so instinctual that, even   if he is killed, he will automatically rewind his personal timeline to a   point before he was killed, reviving instantly.

Untethered Time

Linked Power

Quickness 20 – 1PP/Rank

Action: Free (Passive)

Range: Personal

Duration: Continuous

Cost: 20PP

Concealment 10 – 2PP/Rank

Action: Free (Active)

Range: Personal

Duration: Continuous

Feats: Close Range

Extras: Duration (Continuous)

Flaws: Distracting

Drawbacks: Power Loss (Does not work against Time Sense)

Cost: 20 PP

Feats: Alternate Power 9 (Compressed Time, Entropic Touch, Freeze   Time, Stasis Touch, Temporal Copies, Temporal Mobility, Temporal Reversion,   Timeshades, Timeskip)

Descriptors: Magic, Time

Total Cost: 49 PP

By accelerating his personal time, Chronos can act five million   times quicker than a normal person. While accelerating in this way does not   allow him to run faster, his body does move quickly enough that he becomes   effectively invisible to all senses. Only those with Time Sense can perceive   him normally while he is accelerated like this. Unfortunately,   self-acceleration like this makes it difficult to concentrate on the real   world, leaving him vulnerable to attacks if anyone can see him.   Alternatively, he can forgo using this power and use one of the alternate   powers, each having up to 40PP available to them.

**Compressed   Time

Fatigue 12 – 2PP/Rank

Action: Standard

Range: Touch

Duration: Instant

Saving Throw: None (Fortitude)

Feats: Accurate 2, Incurable

Extras: No Saving Throw

Flaws: Distracting

Descriptors: Magic, Time

Cost: 39 PP

With a touch, Chronos can inflict compressed time upon a victim.   A victim must make a Fortitude Saving throw, but even if they succeed, they   gain one level of fatigue. If they fail by 5 or more, they gain two levels of   fatigue. If they fail by 10 or more, they are unconscious. This fatigue is   cumulative with itself, and with fatigue from other sources. This fatigue   must be recovered normally unless a Persistent Energizing Healing effect is   used.

**Entropic Touch

Corrosion 12 – 3PP/Rank

Action: Standard

Range: Touch

Duration: Instant

Saving Throw: Fortitude/Toughness

Feats: Accurate 2, Incurable

Drawback: Lethal Damage Only

Descriptors: Magic, Time

Cost: 40 PP

With a touch, Chronos can speed the flow of time for an   individual or an object, throwing the weight of years at them until they   become nothing but dust.

**Freeze Time

Time Stop 1 – 7PP/Rank

Action: Standard

Range: Touch

Duration: Sustained

Saving Throw: None

Feats: Progression (Increase Area) 26

Extra: No Saving Throw

Flaws: Range

Descriptors: Magic, Tme

Cost: 34 PP

With a thought, Chronos can stop the flow of an area with a   radius anywhere from 5 feet to 3,125,000,000 feet. There is no save against   this effect, though creatures immune to Magic or Time descriptors are   unaffected. All creatures unaffected by the magic are able to move around as   normal, but those caught by the magic are frozen in place and unaware of what   is happening.

**Stasis Touch

Paralyze 12 – 2PP/Rank

Action: Full

Range: Touch

Duration: Continuous (Lasting)

Saving Throw: Will (Staged)

Feats: Accurate 2, Reversible

Extras: Duration 3 (Continuous)

Flaws: Action (Full), Feedback

Drawbacks: Full Power

Descriptors: Magic, Time

Cost: 38 PP

With a touch, Chronos can slow a target’s time, reducing their   speed and slowing their reaction time. On a failed save, the target is   slowed, and can only take a standard or move action each round (not both), their   speed is reduced by half, and they take a -1 penalty on attack rolls,   Defense, and Reflex saves. If the save fails by 5 or more, or on a second   failed save, the target is paralyzed: helpless and unable to move or take any   actions. The slowed or paralyzed effect persists until it is either negated   by an outside source, or Chronos releases it, even if he is no longer   maintaining the power. If a target is attacked while suffering from this   effect, Chronos feels the backlash from the attack, needing to make a Will   Save against the damage DC, with an additional bonus to his save equal to the   target’s Toughness Save.

**Temporal   Copies

Duplication 12 – 2PP/Rank

Action: Full

Range: Personal

Duration: Sustained

Feats: Absorption Healing, Mental Link, Progression (Number of   Duplicates) 4, Sacrifice

Extra: Horde

Flaw: Action (Full)

Descriptors: Magic, Time

Cost: 31 PP

By reaching into past, present, and sideways timestreams, Chronos   can bring copies of himself into being. These copies are unstable, and   dissipate when damaged, but can be used for a variety of effects, since they   possess all of Chronos’s own powers. As a full action, he can call up to 25   copies of himself into being, and can communicate with them telepathically.

**Temporal   Mobility

Super-Movement 13 – 2PP/Rank

Action: Move

Range: Personal

Duration: Sustained

Feats: Progression (Temporal Move Weight) 5

Descriptors: Magic, Time

Cost: 31 PP

By focusing his powers towards mobility, Chronos is able to   adjust the way time flows around him. While using time in this way, he has   perfect balance, can fall from any height without harm, move through any kind   of terrain at full speed, leave no tracks behind as he moves, and even pas   through solid objects at full speed, as his body briefly moves to times when   those objects are not there. In addition, he can move through time as he   pleases, and carry up to five thousand pounds of equipment or people with him   as he does so.

**Temporal   Reversion

Healing 20 – 2PP/Rank

Action: Full

Range: Touch

Duration: Instant

Saving Throw: Fortitude (Harmless)

Feats: Persistent, Regrowth

Extras: Restoration, Total, Affects Objects

Flaws: Check Required (Knowledge: Arcane Lore), Distracting,   Side-Effect (Pain)

Descriptors: Magic, Time

Cost: 22 PP

Chronos is able to ‘heal’ creatures and objects by rolling back   their personal time to a point before they were injured or damaged. However,   doing this for living creatures causes him to experience all the pain they   suffered from the injury, condensed and magnified into a single instant.

**Timeshades

Confuse 13 – 1PP/Rank

Action: Full

Range: Ranged

Duration: Continuous (Lasting)

Saving Throw: Will

Feats: Accurate 3, Reversible, Subtle 2

Extras: Duration 3 (Continuous), Insidious

Flaws: Action (Full), Check Required (Knowledge: Arcane Lore),   Distracting

Descriptors: Magic, Time

Cost: 32 PP

Chronos can inflict jumbled visions of different timelines upon   an individual. These images are so real that the victim struggles to   differentiate between what is real and what is not. The visions, once   inflicted, do not stop until either Chronos removes them, or another party   manages to undo his spell. Unfortunately, the spell is very subtle, making it   hard for either the victim or their friends to know that they are not simply   insane.

**Timeskip

Teleport 30 – 2PP/Rank

Action: Move

Range: Personal

Duration: Instant

Saving Throw: Reflex (Harmless)

Feats: Change Direction, Change Velocity, Easy, Turnabout,   Progression (Teleported Mass) 6

Extras: Accurate

Flaws: Check Required (Knowledge: Arcane Lore), Limited (Prior Knowledge)

Descriptors: Magic, Time

Cost: 40 PP

With a twist of time, Chronos can teleport from one location to   another, provided he’s been there before. He can move up to 3000 feet as a   move action, or anywhere in the universe as a full action. Of course, he   hasn’t left the Solar System before, making this less useful than it might   be. He can carry up to 10000 pounds of material with him when he teleports.

Bag of Holding

Device 1 – 3PP/Rank

Action: None

Range: Touch

Duration: Special

Feat: Indestructible

Descriptors: Magic

Cost: 4PP

This magic messenger bag has been expanded with a dimensional   pocket, increasing its utility. This bag cannot be damaged or destroyed.   Provides 5PP for the bag’s powers.

**Dimensional   Pocket

Dimensional Pocket 4 – 2PP/Rank

Action: Move

Range: Touch

Feats: Time Passage Slower 4 (No time passes)

Flaws: Storage Only, Distracting

Drawbacks: Anchored (Bag)

Descriptors: Magic

Cost: 5 PP

This dimensional pocket is capable of holding up to 1000 pounds   of material. Retrieving or placing an item in the bag is a move action, and   is distracting. Living creatures cannot be stored or trapped in the bag.

Teldranath, The   Sorcerer’s Blade

Device 3 – 3PP/Rank

Action: None

Range: Touch

Duration: Special

Feats: Arcane Flame, Indestructible

Flaws: Arcane Signature, Mystic Knowledge (Arcane Lore)

Drawbacks: Normal Appearance

Descriptors: Magic

Cost: 4 PP

Teldranath is an ancient artifact from a kingdom long since lost   to all but the most learned scholars. The blade’s powers are many and varied,   but the current wielder has not yet unlocked all of them. In its hidden form,   the blade appears to be a cane or walking stick. However, one with the   correct knowledge can say a command word, and reveal the blade for what it   is. Revealing the blade sends out a pulse of magic that can be felt by anyone   with the ability to detect magic within 12 miles of the blade. The blade cannot   be damaged or destroyed. Provides 15PP for the blade’s current powers.

**Blade’s Ward

Immunity 1 – 1PP/Rank

Action: None (Passive)

Range: Personal

Duration: Permanent

Descriptors: Magic

Cost: 1 PP

The wielder of Teldranath is immune to the blade’s powers, to the   point where it cannot even draw blood against its wielder.

**Slashing Blade

Damage 12 – 1PP/Rank

Action: Standard

Range: Touch

Duration: Instant

Saving Throw: Toughness

Feats: Accurate 2, Alternate Power (Demolition Blast)

Drawbacks: Full Power

Descriptor: Magic, Slashing

Cost: 14 PP

The magic blade of Teldranath is wickedly sharp, cutting through   flesh, bone, and armor with ease. Chronos has also unlocked one of the   blade’s secondary powers.

****Demolition   Blast

Blast 12 – 2PP/Rank

Action: Full

Range: Touch

Duration: Instant

Saving Throw: Reflex/Toughness

Feats: Affects Insubstantial 2, Incurable

Extras: Area (Burst)

Flaws: Action (Full), Range (Touch)

Drawbacks: Full Power, Power Loss (Must Say Incantation)

Descriptors: Fire, Magic

Cost: 13 PP

By speaking the incantation, Teldranath’s wielder can summon a   burst of flame to strike down all in his area, even ghostly figures. The   blade’s protections prevent the wielder from being harmed by the flames.

Timekeeper’s   Amulet

Device 9 – 3PP/Rank

Action: None

Range: Touch

Duration: Special

Feat: Indestructible, Restricted 2 (Only Usable By You)

Flaw: Corrupting

Descriptor: Magic, Time

Cost: 21 PP

This amulet was forged for Chronos as a tribute by a   long-forgotten foe. Though it is a powerful protective item, it still retains   the defeated foe’s malice, making it difficult for Chronos to rise above his   normal abilities. Any time he wishes to use a Hero/Villain point, the action   costs him an additional point for the same effect. The amulet provides 45 PP   for powers.

**Temporal Buffering

Mind Shield 6 – 1PP/Rank

Action: Free

Range: Personal

Duration: Continuous

Extra: Duration (Continuous)

Flaw: Distracting, Side-Effect (Sometimes, Stun)

Drawbacks: Power Loss (Does Not work while Time Stopped)

Descriptors: Magic, Time

Cost: 2 PP

The amulet’s first ability is to fortify the wearer’s mind   against outside influence. +6 of his Will Save bonus is Impervious, allowing   him to ignore lesser effects. However, this protection causes a backlash,   making him lose his dodge bonus to Defense for that round. Also, any time he   fails a will save despite this protection, he must make a separate save to   resist a Stun effect at the same rank. This power does not function while   time is stopped.

**Temporal   Fortification

Protection 12 – 1PP/Rank

Action: None (Passive)

Range: Personal

Duration: Permanent

Extra: Impervious (6/12 ranks)

Drawbacks: Power Loss (Does not work while Time is Stopped)

Descriptors: Magic, Time

Cost: 17 PP

The amulet provides the wearer with protection from harm,   fortifying their body with instances of time where they were uninjured to   prevent future injuries. The effect is powerful enough that attacks under a   certain threshold are completely negated. This effect does not work while   time is stopped.

**Temporal   Lensing

Enhanced Trait 32 – 1PP/Rank

Action: None (Passive)

Range: Personal

Duration: Sustained

Flaw: Duration (Sustained)

Descriptors: Magic, Time

Cost: 16 PP

Through temporal lensing, Chronos can use the amulet to know how   attacks will land an instant before they do. This gives him several enhanced   traits and bonus feats while the effect is maintained, including: +5 Fort, +5   Ref, +5 Will, Dodge Focus 12, Eidetic Memory, Elusive Target, Evasion 2, and   Improved Initiative.

**Temporal   Safeguard

Immunity 10 – 1PP/Rank

Action: None (Passive)

Range: Personal

Duration: Permanent

Descriptors: Magic, Time

Cost: 10 PP

Chronos’s Amulet fortifies his current temporal state with echoes   of himself from other times. This provides him with the full suite of Life   Support immunities, as well as immunity to Starvation and Thirst.

Equipment (40   EP)

Cell Phone – 1 EP

PDA – 1 EP

Vehicle: Skybike – 17 EP

HQ: Sanctum Sanctorum – 21 EP

Complications

Secret Identity – Dr. Remington Livingston is not known to be   Chronos.

Reputation – Chronos has an extremely negative reputation with   female superheroines and supervillains, for a good reason.

Drawbacks (+12   PP)

Disability – Uncommon, Minor. Bad Leg forces Chronos to walk with   a cane most of the time, and reduces him to 3/4 his normal speed when not   using a cane. (+1 PP)

Geas – Uncommon, Major. Cannot Change Past. Chronos is bound by   magical contract not to change the past. (+3 PP)

Geas – Very Common, Minor. Cannot Tell Lies. Chronos is bound by   magical contract not to say anything that is knowingly untrue. (+3 PP)

Low Pain Threshold – When Injured or Bruised, suffer penalty on   all dice rolls equal to 1/3 the total penalty to Toughness saves. (+2 PP)

Vulnerable – Uncommon, Major. As part of a magical bloodline,   Chronos is extremely allergic to silver, taking 2x damage from Silver   weapons. (+3 PP)

Skybike

Mutants &   Masterminds 2e

Vehicle

Modified THX-1138 Skybike

Total EP

17

EP Shared from others

0

Abilities (2 EP)

Size

Medium

Defense

+0

STR

20

Toughness

+5

Features (2 EP)

Feature

Description

Alarm

Has a basic   alarm system. Disable Device DC 20 to bypass it.

Navigation System

Has a basic   navigation system, giving +5 to all skill checks related to navigation.

Powers (13 EP)

Name

Description

Sky Drive

Flight 6 – 2 EP/rank

Feats:   Alternate Power (Space Travel, Speed, Swimming)

Drawbacks: Runway   Required, Wide Turns

Descriptors:   Technology

Cost: 13 EP

The THX-1138’s   primary means of travel is it’s flight systems. This bike has been modified   for greater power, but at the expense of certain features. At top speed, it   can reach up to 500 MPH. However, its turn radius is limited to 45 degrees,   and it lacks VTOL capabilities, making a flat space to use as a runway   necessary. The necessity for forward motion to remain aloft also makes   hovering impossible.

**Space Drive

Space Travel 8 – 1 EP/Rank (Max   14 EP)

Descriptors:   Technology

Cost: 8 EP

An illegal modification   to the THX-1138, this Skybike has been modified for FTL travel outside of an   atmosphere. The Space Drive booster is rated for 250c, or 250 times light   speed. Note that the drive does not provide any life support functions to   allow the driver to live in space.

**Ground Drive

Speed 5 – 1 EP/Rank   (Max 14 EP)

Descriptors:   Technology

Cost: 5 EP

The secondary drive   system of the THX-1138 is the ground drive, using wheels. The drive has been   modified for greater speed, capable of going up to 250 MPH.

**Aqua Drive

Swimming 5 – 1 EP/Rank   (Max 14 EP)

Descriptors:   Technology

Cost: 5 EP

An illegal modification   to the THX-1138 allows this skybike to travel underwater at speeds of up to   50 MPH. It does not, however, give any protection to the rider to keep them   from drowning.

Sanctum Sanctorum

Mutants &   Masterminds 2e

Name

Sanctum Sanctorum

Total EP Spent:

21

Shared EP from others:

0

Combat & Saves (4 EP)

Toughness

+15

Size

Large

Features

Name

Description

Computer

State-of-the-art mini-frame computer allows people to make full   use of Computers skill. Computer can monitor defenses and phone lines as   well.

Defense System

Hidden weapon emplacements inside and outside the building   attempt to disable or restrain invaders. PL 12, and +12 to attack.

Fire Prevention System

System works to smother any open flame. Nullify 5 for Fire.   Computer control can keep a white-list of approved flames.

Gym

Weight-training and other equipment available, with the normal   amenities.

Personnel

Staff takes care of maintaining the facilities. Live-in maids   tend to the house, and a contracted grounds crew tends the lawn.

Pool

House has a large heated pool.

Power System

A magic-to-electric converter allows the mansion to be powered by   the Earth’s ambient magical field. Solar panels on the roof and battery   backups cover for any shortfalls, up to 12 hours runtime without magical input.

Self-Repairing 2

If damaged, the building will repair itself over time. Even if it   is completely destroyed, it will rebuild itself within 1 week. If it cannot rebuild   on its former site, it goes to the nearest available location.

Concealed 2

A glamour surrounds the mansion’s grounds. All Search, Knowledge,   and other such checks to find the mansion have the DC raised by +15.

Laboratory

A fully stocked alchemical laboratory, perfect for conducting   experiments.

Library

A well-stocked library, allowing those researching subjects to   take 20 on any Knowledge check unless the topic is particularly obscure.

Living Space

Living space for up to 12 residents, including bedrooms,   kitchens, facilities, etc.

Security System

Locks and alarms protecting the building. DC 20 Disable Device   check to bypass them.

Workshop

A fully stocked artificer’s workshop, this also serves as a   ritual space. Perfect for creating artifices, or conducting rituals

Powers (1 EP)

Name

Description

Glamour

Blur – 4 EP

Flaw: Passive,   Permanent

Drawback: Focus   (Glamour Stone)

Descriptors: Magic

Cost: 1 EP

The entire   estate is surrounded by a low-level glamour. While it does not render the   mansion invisible, it makes it hard for those outside the field to focus on   anything inside. Even photographs taken through the field become blurry and   out of focus. This glamour is anchored by a specially enchanted stone on the   roof of the mansion.

Comments

dakota downey

Suprising there's not a debuff because of the knee or did I miss that somewhere

Mirikon

Disability – Uncommon, Minor. Bad Leg forces Chronos to walk with a cane most of the time, and reduces him to 3/4 his normal speed when not using a cane. (+1 PP) Low Pain Threshold – When Injured or Bruised, suffer penalty on all dice rolls equal to 1/3 the total penalty to Toughness saves. (+2 PP)

dakota downey

Ah I was looking in the wrong area