Chronos Character Sheet (Patreon)
Content
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.