Name:  Jack Morgan
Alternate IDs: 
Player: 

Val Char Roll Notes
23 STR 14- HTH Damage 4 1/2d6 END [5]
20 DEX 13- OCV 7 DCV 7
25 CON 14-
25 BODY 14-
15 INT 12- PER Roll 12-
15 EGO 12- ECV: 5
20 PRE 13- PRE Attack: 4d6
16 COM 12-
6 PD    
6 ED    
5 SPD    
9 REC   Run: 6"
60 END   Swim: 2"
61 STUN   Leap: 4 1/2"

Disadvantages Pts
wants to remove time travel: (Infrequently, Fully Impairing)  15
Hunting architechs: 8- (Less Pow, Harshly Punish)  5
Watched: Protectorate 8- (Less Pow, NCI, Harshly Punish)  15
Psych. Lim.: Code of honor (Common, Total)  20
 
XP
 
20
 
  Base : 400
  Disads : +55
  XP Spent : +20
  Total = 475
 
167 : Characteristics Cost
90 + Powers Cost
218 + Martial Arts/Skills/Perks/Talents Cost
475 = Total Cost
 
Campaign Use: 
Personality/Motivation: Jack Morgan has a soft spot for innocent bystanders. He's the type of guy who will help a little old lady across the street while blasting the kneecaps off a suspected villain. Jack is charming in a dockside sort of way. Get on his good side and he'll bust his butt to help you; get on his bad side and he'll go out of his way to make sure your life is most unpleasant. Jack does have a strong moral sense, rooted in his own concepts of right and wrong.

Pts.  Power/Skill/Perk/Talent END
  Powers
20   Timecop Conditioning: MD (23 points total) 
15   Knowledge of Possible Future: Clairsentience ([Unknown] Group), Reduced Endurance (0 END; +1/2) (30 Active Points); Activation 11- (-1) 
5   Damage Resistance (5 PD/5 ED) 
10   Physical Damage Reduction, 25% 
14   Regeneration: Healing 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 
   Plasma Pistol , all slots: OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2), Independent (-2) 
9   1) RKA 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2), Independent (-2) 
   Quantum Computer (Recall Bracelet) , all slots: IAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2) 
2   1) Eidetic Memory (5 Active Points); IAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2) 
10   2) Universal Translator 18- (26 Active Points); IAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2) 
1   3) Absolute Time Sense (3 Active Points); IAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2) 
3   4) Temporal Energies: Detect A Single Thing 17- (Unusual Group) (8 Active Points); IAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2) 
1   5) Computer Programming (3 Active Points); IAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2) 9- 
 
  Martial Arts
20   +5 Ranged Damage Class(es)   
8   +2 HTH Damage Class(es)   
4   Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8 1/2d6 Strike   
3   Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6 1/2d6 +v/5, Target Falls   
4   Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6   
4   Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND   
4   Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 43 STR to Disarm   
4   Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort   
 
  Skills
3   Combat Driving 13-   
3   Combat Piloting 13-   
3   Contortionist 13-   
3   Lockpicking 13-   
3   Stealth 13-   
3   Bugging 12-   
3   Concealment 12-   
3   Criminology 12-   
3   Deduction 12-   
3   Tactics 12-   
3   Tracking 12-   
3   Systems Operation 12-   
3   Streetwise 13-   
15   Security Systems 18-   
3   Interrogation 13-   
3   Demolitions 12-   
3   Electronics 12-   
3   Lipreading 12-   
3   Mechanics 12-   
2   Navigation 12-   
2   Survival 12-   
9   Shadowing 15-   
17   WF: Chain & Rope Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Karate Weapons, Ninja Weapons, Small Arms, Flails, Garrote, Homemade Weapons, Lances, Nets, Spread-The-Water Knife, Staffs, Stun Rods, Whips   
25   TF: Common Motorized Ground Vehicles, Riding Animals, Balloons & Zeppelins, Combat Aircraft, Early Spacecraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Basic, Rafts, SCUBA, Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Spaceplanes, Submarines, Tracked Military Vehicles   
 
  Perks
15   Money: Filthy Rich   
1   Custom Perk   
 
  Talents
3   Lightsleep   
21   Combat Sense 18-   
3   Ambidexterity (-2 Off Hand penalty)   
 
Base OCV: 7   Base DCV: 7   Base ECV: 5
Adjustment +     Adjustment +     Adjustment +  
Final OCV:     Final DCV:     Final ECV:  



DEX: 20 SPD: 5 ECV: 5
Phases: 3, 5, 8, 10, 12
6 PD (5 rPD) 6 ED (5 rED) MD: 23
END: 60 STUN: 61 BODY: 25


Height: 6' 7" Hair: dark blond
Weight: 220 lbs Eyes: Brown
Appearance: Jack Morgan is roughly six feet tall, with dark blond hair and brown eyes. He's built like a wrestler, and has a general bearing and manner about him that makes people in crowds stay out of his way. When Jack smiles, people consider him a genuinely handsome man; when he scowls, however, people look the other way and tend to duck for cover.
Quote:
Background: 
Powers/Tactics: Jack's powers are the result of biological enhancements in the far future. He's stronger than the average person, has a tougher skin, and can remember everything that's supposed to happen in the twenty-first century. He's well trained in numerous disciplines, but was basically designed to be a commando in the war against temporal criminals. Now that he's independent, Jack is ruthless with those who he considers to be in the wrong, and won't
hesitate to pay blood with blood.