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  1. Player Name: Eternal Phoenix Character Name: Chronia Power Level: 8 (180/182 PP) Trade-Offs: +2 Damage, -2 Attack(Chronal Blast); +2 Attack, -2 Damage (Chronoscythe Slash & Time Freeze); +2 Defense, -2 Toughness Unspent PP: 2 In Brief: A sort of teenage chronomancer by way of Monkey D. Luffy, so she’s got the hardest head of all time. Residence: Freedom City Base of Operations: Claremont Academy, Freedom City Catchphrase: “Time’s on my side!” “Time flies when you’re having fun.” Theme: “King”, by Rustage Alternate Identities: Kendra Farron Identity: Secret (technically) Birthplace: Freedom City Occupation: Student Affliations: Claremont Academy Family: Serah Farron (aunt), Claire Farron (mother) Age: 16 (Born in 2004); several centuries (actual due to time travel) Apparent Age: Mid to late teens Gender: Female Ethnicity: Caucasian Height: 5’ 10” Weight: 120 Eyes: Green Hair: Blond Description: History: Once upon a time (about sixteen years ago) a girl was born named Kendra Farron. She grew up a bit aimless, then one day (a little before her sixteenth birthday) wandered into the wrong library. This library was of arcane lore. The first book she chose was one on chronomancy, because she didn’t know what that meant. Such an important book was, of course, booby trapped. Kendra Farron fell through time with the book in her arms. She was lost for a very long time…and then left the library five minutes later with the book back on the shelf where it belonged. The Kendra who left was a regular enough teenage girl. The one who returned was still a teenage girl (because like hell she’d miss out on her life because of some booby trap) but she was much more. She was a chronomancer. Normally, one would expect superheroes to intervene at this point, and one would not be wrong. However, it was a certain tiny woman, with a white streak in her hair. The two got on like a house on fire, having similar personalities, and she inspired Kendra to chase becoming Empress of Time. To that end, Kendra disappeared for brief (in current time) yet long (for her time) stretches. Immune to aging with her magic in effect, she would remain for decades if not centuries watching and participating in the grand sweep of history. Ah, it was so cool. She made friends, took sides, and in general was quite irresponsible with the past and future, but thanks to her mentor running interference this didn’t draw other attention. She merely split off a few (hundred) more parallel universes. It was her use of her magic at home that finally drew attention. And over her “I’m actually a lot older” objections (which no one believed because she’d frozen her own time a little too well) she was enrolled in Claremont. Minors don’t get a say, you see. Especially when they’re as gifted and irresponsible as Kendra. Personality & Motivation: Kendra maintains a highly childish mentality. As such, while she may be a cheerful young woman, there are certain things about which she is extremely greedy and/or selfish. For example: She wouldn’t share her lunch with God Himself if He asked, touching her Chronoscythe (or her stuffed rabbit Mr. Pibbles) is tantamount to begging for a butt kicking, and may the aforementioned God help you if you hurt someone she considers a friend. She also seems to think that what she decides on a subject is all that matters to the point of taking action and not listening to literally anyone afterward. One could call it the mentality of an Empress. She’s kind of strange in that combat or seemingly certain doom makes her excited instead of afraid. Hell, she’s not even trying to be a hero. Heroes have to share their stuff, and like hell she’s gonna share her Chronoscythe or Mr. Pibbles. She’s just making friends and having adventures. Ironically, despite this, she’s about as close to the superheroic ideal as it is possible to be. She’s got plenty of kindness, compassion, honor, and loyalty…just as long as you stay away from her hot button issues. And, now and then, she shows that she is exactly as intelligent and perceptive as her ability scores indicate, with a surprising maturity to go with them. Leaving everyone to wonder just how much of her childishness is an act. Because while she may come across as a simple minded childish idiot, it’s not true at all. She simply knows exactly who she is and what she wants to do with her life. Become the Empress of Time. This requires to her to jaunt through all of time, make friends whenever she goes, and have exciting adventures while she’s there. The end point being when all of time knows her name and calls her a true and loyal friend. Of course, while her definition of an exciting adventure tends to end with the day saved and bad guy booty firmly kicked…there’s plenty of Lawful folks who’ll say she’s only inciting chaos for her own amusement. Sigh. This is gonna take a while… Power Descriptions: Kendra is a chronomancer. A time mage. She casts spells, uses rituals, and enchants items to manipulate and control time itself. A pale blue clockwork gear hovers over/around her hands or the Chronoscythe when she’s casting a given spell. Extra Effort (not power stunts, though) will make her eyes glow brightly in the same color. The book she learned from taught a Hermetic method, but through practice for her it’s become close to effortless. It’s been a long time since she needed to invoke or speak incantations. She only needs a effort of will to start an effect. What she doesn’t know is that this is because she’s become a battery of chronal energy. She really did freeze her own time too well. While the Chronoscythe is a foci, she’s not powerless without it. She’s out of practice using the powers normally wielded through it without the help, so they’re power stunts off her Temporal Shift. Powers & Tactics: Chronomancy is usually something that would make someone faster, like a speedster. Not here. She can do that, but it’s not her schtick. With her Chronoscythe (an enchanted weapon she made herself), she can slash a seemingly endless amount of times (time magic speeding up the strikes and providing a temporal echo of the attack the next round), unleash a blast of pure chronal energy, rewind time to heal wounds, or freeze someone in time. And only those capable of chronomancy can use her weapon, as she can technically do those things without it (those being power stunts off her Teleport with the Action [full] flaw). The Chronoscythe just makes her life so much easier, allowing to both move and attack instead of one or the other. Her Chronal Uncertainty Field protects her from hostile attack, enhancing both raw durability and evasion. She can Temporally Sidestep attacks, as well, retconning sure hits to have never happened. As a skilled mage, she can both see and analyze magic. She has access to both Post and Precognition, but there are concealed places in time so she can’t always see if she does use them. Lastly, she can stop time, move, and restart it when she’s elsewhere. That is her Temporal Shift (the aforementioned Teleport). The alternate for that is, of course, what Time Controllers are best known for; moving very fast. It has its uses. The Feature speaks for itself. Tactically, she’s got three options. Blast, Paralyze, or Strike. There isn’t a given tactic she favors more than any other, but she does try to avoid combat. And if that fails, Rule One of being a mage is never let them touch you. Ranged combat with both Blast and Paralyze. Power stunts with the Chronoscythe include Drain Toughness 6 (Accurate 2, Affects Objects, Autofire) for rapidly aging walls, armor, and the like into uselessness. Healing with the Affects Objects, Restoration, or Resurrection Extras instead of Action. (Rewinding time in other ways). Or perhaps an alternate version of Blast at rank 6 with Accurate 2 and Autofire. Or just Area Burst. There’s possibilities. She can also stunt a different version of Temporal Shift, her Teleport. It is Teleport 8 (Attack [Reflex], Range 2 [perception], Limited [to Objects that do not exceed her Maximum Load], Limited [must be able to physically reach target]). It’s always been used to get her Chronoscythe back after someone takes it from her, but it could have other uses, too. Complications: Accident (Careless Exuberance): Kendra’s not careless with time or her own stuff. Heavens no. And in ordinary situations she doesn’t break anything. But when the extraordinary comes to visit, she gets excited as per usual, and sometimes in her exuberance just breaks stuff. Her apology always seems vaguely perfunctory, too. A GM may award a hero point for something important breaking or someone become hostile because her apology wasn’t good enough. Enemy/Relationship/Rival: One of the problems with being a time traveler is that it exponentially increases the amount of people you could possibly know. Friends who need help, enemies who want to kill you, rivals who want to outdo you, and all the descendants and legacy holders thereof. And you may not meet any of them in proper chronological order. Kendra is no exception to this. When old friends, enemies, or rivals show up (whether the current Kendra has met them or not), a GM may award a HP. Motivation (Adventure!): Kendra is in the hero game not because she wants to be a superhero (she doesn’t, really, just keeps working out that way) but because it’s a thrill and a half. So she’s a pathetically easy mark for any activity that’s dangerous and exciting. This goes both ways. She can become too bored with the current situation and decide to…liven it up a bit. A GM may award a hero point to her for the former and more likely to everyone else for the latter. Power Loss (must to be able to move): Kendra, naturally, needs to be able to move to use her Chronoscythe. But it goes futher than that. She needs to be able to move to use chronomancy at all. If she’s immobilized, her only available powers are Features (Temporal Inertia) and Immunity (Aging, Time). A GM may award a Hero Point for this circumstance. Quirk (Uncooperative): Kendra isn’t one for elaborate planning. As mentioned, she’s not an idiot. She knows when patience is required and when acting would be more dangerous to others than not acting. With that in mind, she always takes the direct approach to dealing with problems. Bad guys misbehaving? Beat them up. End of plan. Friend captured? Go rescue them. End of plan. She is by choice neither stealthy nor subtle nor particularly obedient and will, just by existing, ruin any plan that calls for her anything other than her normal self. When this becomes a problem, the GM may award HP as they see fit. ABILITIES: 0+2+0+10+10+10=32 Strength 10 (+0) Dexterity 12 (+1) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 20 (+5) Charisma 20 (+5) COMBAT: 12+12=24 Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +6 Base (+10 Chronoscythe Slash, +10 Time Freeze) Grapple: +6 Defense: +10 (+6 Base, + 4 Shield, +3 Flat Footed) Knockback: -6 w/ Force Field, 0 without SAVING THROWS: 4+3+5=12 Toughness: +6 (+6 Force Field); Impervious 6 Fortitude: +4 (+0 Con, +4) Reflex: +10 (+1 Dex, +3, +6 Enhanced Reflex) Will: +10 (+5 Wis, +5) SKILLS: 76 SP= 19PP Bluff 10 (+15) Concentration 10 (+15) Craft (artistic) 10 (+15) Diplomacy 5 (+10) Gather Information 5 (+10) Knowledge (arcane Lore) 10 (+15) Knowledge (theology & philosophy) 5 (+10) Language 1 (Latin, English Native) Notice 10 (+15) Sense Motive 10 (+15) FEATS: 14PP Artificer Eidetic Memory Equipment 2 Improvised Tools Move-by Action Precise Shot Ritualist Second Chance (KN (arcane lore) checks for Ritualist) Skill Mastery (Bluff, Craft (art), KN (arcane lore), Sense Motive) Takedown Attack Taunt Ultimate Effort (KN (arcane lore checks)) Uncanny Dodge (Auditory) Enhanced Feats Evasion 2 Improved Initiative Luck 4 Seize Initiative Equipment 2 (10EP) Name (Headquarters) (Location: Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [10EP] Concealed 1 Defense System Library Living Space Pool Power System Sealed Security System Self-Repairing Workshop Powers [1EP]: Super Movement 3 (Time Travel 3: Anytime) POWERS: 79PP (all powers have “Magic” as a source descriptor, and all have Temporal as a effect descriptor unless one is noted) Device 5 (25PP Container, Feats: Restricted [must be able to use chronomancy], Subtle [magically collapsible]; ; Flaw: Easy to Lose) (Chronoscythe) [17PP] 25DP Total Array 10 [23 DP, Feats: Alternate Power 3] (Chronomancy) Base Power: Strike 6 (Feats: Accurate 2; Extras: Autofire, Secondary Effect) (Chronoscythe Slash) [20/20DP] (slashing effect descriptor) Alternate Power: Blast 10 (Chronal Blast)[20/20DP] Alternate Power: Healing 6 (Feats: Persistent, Regrowth; Extra: Action [standard]) (Quick Rewind) [20/20DP] Alternate Power: Paralyze 6 (Feats: Accurate 2; Extras: Alternate Save [Reflex], Range [ranged]) [20/20DP] Enhanced Feats 2 (Improved Initiative, Seize Initiative) [2DP] Enhanced Reflex 6 (Feats: Evasion 2; Extra: Linked +0) + Force Field 6 (Extras: Impervious, Linked +0) + Shield 4 (Extra: Linked +0) [24PP] (Chronal Uncertainty Field) Features 1 (Temporal Inertia: Chronia has uniquely “anchored” herself in the space-time continuum, making her immune to changes in history. She recalls the “true” version of historical events, even if no one else does.) [1PP] Immunity 3 (aging, Time descriptor) [6PP] (Timeless) Luck Control 1 (force re-roll; Feats: Luck 4; Flaws: Limited [attacks against Chronia]) [5PP] (Temporal Sidestep) Super Senses 11 (Analytical Magic Awareness (visual), Postcognition, Precognition, Time Sense; Flaws: Post & Precognition Unreliable [may not work at GM's discretion]) [9PP] Teleport 7 (700 ft. as move action, 200 miles as full action; Feats: Alternate Power, Change Direction, Easy; Extra: Accurate; Flaw: Limited [to places she can physically reach]) [17PP] (Temporal Shift) Alternate Power: [7+7=16/16] [1PP] (Temporal Acceleration) Quickness 7 (perform routine tasks at 250x speed, Feat: Subtle) Speed 7 (1000mph, 8800ft/rd; Feat: Subtle) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +6 Melee 15 Toughness Damage Chronoscythe Slash +10 Melee 21 Toughness Damage Chronal Blast +6 Ranged 25 Toughness Damage Time Freeze +10 Ranged 16 Reflex Paralyze TOTALS: Abilities 32 + Combat 24 + Saving Throws 12 + Skills 19 + Feats 14 + Powers 79– Drawbacks 0= 180/182
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