Post by venkelos on Jul 30, 2007 21:47:12 GMT -5
Trevor Fitzroy is one of my favorite characters (don't ask me why; I don't know), but his write-up, or what passes for it, is pretty weak in the X-Men Guidebook, so I wrote up my own version of him, in most of his heinous, time-spanning glory. I hope you like it. mostly, they ignored his "typical" teleporting ability; he isn't always time-jumping, and without overstrain, or some much higher "chronomancy" A#, he could barely go a week, to say nothing of the centuries he'd have to cover to reach current setting.
FITZROY
Trevor Fitzroy
Height: 6’1”
Weight: 215 lbs.
Eye Color: Green
Hair Color: Green
Species: Mutant
Cost: 102w 1r
ABILITIES
Intelligence: 3/4
Strength: 2/5
Agility: 3/4
Speed: 2/2
Durability: 3/6
Energy
W 3/R 9 /W 6/R 18
ACTIONS
Close Combat: 3/3
(Agility Bonus or Weapon Modifier)
+ Hand-to-hand
+ Dirty Tricks
+ Powered armor combat
Ranged Combat: 3
(Weapon Modifier)
+ Handguns
+ Futuristic firearms
Drain Energy: 7
+ Improved Drain
+ Use at Range of up to 2
+ One target only
+ Drained energy moves to "Temporal Pool", not Energy Pool, and cannot be used, except to power Time Travel
General Knowledge: 3
(Intelligence Bonus)
+ The future
+ History
Social Skills: 4
+ Knowledge of the future
+ Criminal Culture
+ The Hellfire Club
+ The Upstarts
Technology: 4
(Intelligence Bonus)
+ Knowledge of futuristic devices
Teleportation: 6
+ Time Travel (through time portals)
+ Travel through another plane (Temporal Nexus)
+ Pay a red stone per guest (from Energy Pool, not Temporal Pool)
+ Stones for time travel must come from Drain Energy use
+ Portals can be "stored", becoming invisible and unusable, if desired
+ Overstrain (drains entire Temporal Pool)
Thieving: 5
(Agility Bonus)
+ Futuristic security bypassing
+ Stealth
PA Flight: 4
PA Invisibility: 5
MODIFIERS
Reflexive Dodge: (+2)
Targeting: (+1)
PA Energy Weapon: 5
+ 2x Damage
+ Damage or stun at will
PA Force Field: (+3) (default active)
+ self only
PA Toughness: (+3)
+ Null 2x Damage
+ Null AP
PA Indestructible
PA Life Support: permanent
Wealth (5)
Team Affiliation: formerly XSF, Hellfire Club, and Upstarts; currently independent
Challenge: Mutant, human appearance, with green hair, and crystalline hands
Challenge: Deadly Enemies (Cable, Bishop, and the Xavier Security Force)
Challenge: Arrogant
EQUIPMENT
Omnium-Mesh Body Armor
Chronotroopers: only as the Chronomancer
Bantam: Bantam is Fitzroy's unwilling henchman. He is useful to Fitzroy in that he can sense temporal anomalies, such as his own time portals, which Fitzroy cannot, and also other travelers. He counts as a free guest though time.
Abilities: I 2, D 2, A 2, Sp 2, D 2
Actions: CC 2 (Str Bon, +Dirty Tricks +Avoid Blows), RC 2, Soc. Skills 3 (+Criminal Stuff +Sucking Up), Thieving 1 (Agi Bonus)
Modifiers: Temporal Sense 9 (use Range on D&R chart, senses temporal anomalies, such as portals, travelers, etc. Not useful to Bantam), Reflexive Dodge (+1), counts as free passenger through time
Challenges: Conflicted Loyalties, Non-human Appearance (3' dwarf with green skin)
Variant Costs
Fitzroy has been seen with and without Bantam and his armor, so here are other valid costs for him. The one above is for having both. + Fitzroy (base)-- 56w 1r
+ Fitzroy (with armor)-- 82w 1r
+ Fitzroy (with Bantam)-- 76w 1r
Details: Fitzroy time travels, obviously. His overstrain can get him to Teleportation 12, which is effectively (on the Duration row of the D&R chart) 10,000 years (10 = 100 y, 11 = 1,000 y, 12 = 10,000 y). Anything over 6 (3 days or so) is going to deplete his Temporal Pool (the separate pool his Drain Energy flows to), leaving him stranded, until he can drain someone else of energy. This Fitzroy is also non-lethal, mostly because MURPG touts that, and I like cartoon Fitzroy better than comics-Fitzroy. No temporal freeze power, either, but he can store his active time portals, and have Bantam know where they are.
Thanks to Stain for the character builder. It made this much easie
FITZROY
Trevor Fitzroy
Height: 6’1”
Weight: 215 lbs.
Eye Color: Green
Hair Color: Green
Species: Mutant
Cost: 102w 1r
ABILITIES
Intelligence: 3/4
Strength: 2/5
Agility: 3/4
Speed: 2/2
Durability: 3/6
Energy
W 3/R 9 /W 6/R 18
ACTIONS
Close Combat: 3/3
(Agility Bonus or Weapon Modifier)
+ Hand-to-hand
+ Dirty Tricks
+ Powered armor combat
Ranged Combat: 3
(Weapon Modifier)
+ Handguns
+ Futuristic firearms
Drain Energy: 7
+ Improved Drain
+ Use at Range of up to 2
+ One target only
+ Drained energy moves to "Temporal Pool", not Energy Pool, and cannot be used, except to power Time Travel
General Knowledge: 3
(Intelligence Bonus)
+ The future
+ History
Social Skills: 4
+ Knowledge of the future
+ Criminal Culture
+ The Hellfire Club
+ The Upstarts
Technology: 4
(Intelligence Bonus)
+ Knowledge of futuristic devices
Teleportation: 6
+ Time Travel (through time portals)
+ Travel through another plane (Temporal Nexus)
+ Pay a red stone per guest (from Energy Pool, not Temporal Pool)
+ Stones for time travel must come from Drain Energy use
+ Portals can be "stored", becoming invisible and unusable, if desired
+ Overstrain (drains entire Temporal Pool)
Thieving: 5
(Agility Bonus)
+ Futuristic security bypassing
+ Stealth
PA Flight: 4
PA Invisibility: 5
MODIFIERS
Reflexive Dodge: (+2)
Targeting: (+1)
PA Energy Weapon: 5
+ 2x Damage
+ Damage or stun at will
PA Force Field: (+3) (default active)
+ self only
PA Toughness: (+3)
+ Null 2x Damage
+ Null AP
PA Indestructible
PA Life Support: permanent
Wealth (5)
Team Affiliation: formerly XSF, Hellfire Club, and Upstarts; currently independent
Challenge: Mutant, human appearance, with green hair, and crystalline hands
Challenge: Deadly Enemies (Cable, Bishop, and the Xavier Security Force)
Challenge: Arrogant
EQUIPMENT
Omnium-Mesh Body Armor
Chronotroopers: only as the Chronomancer
Bantam: Bantam is Fitzroy's unwilling henchman. He is useful to Fitzroy in that he can sense temporal anomalies, such as his own time portals, which Fitzroy cannot, and also other travelers. He counts as a free guest though time.
Abilities: I 2, D 2, A 2, Sp 2, D 2
Actions: CC 2 (Str Bon, +Dirty Tricks +Avoid Blows), RC 2, Soc. Skills 3 (+Criminal Stuff +Sucking Up), Thieving 1 (Agi Bonus)
Modifiers: Temporal Sense 9 (use Range on D&R chart, senses temporal anomalies, such as portals, travelers, etc. Not useful to Bantam), Reflexive Dodge (+1), counts as free passenger through time
Challenges: Conflicted Loyalties, Non-human Appearance (3' dwarf with green skin)
Variant Costs
Fitzroy has been seen with and without Bantam and his armor, so here are other valid costs for him. The one above is for having both. + Fitzroy (base)-- 56w 1r
+ Fitzroy (with armor)-- 82w 1r
+ Fitzroy (with Bantam)-- 76w 1r
Details: Fitzroy time travels, obviously. His overstrain can get him to Teleportation 12, which is effectively (on the Duration row of the D&R chart) 10,000 years (10 = 100 y, 11 = 1,000 y, 12 = 10,000 y). Anything over 6 (3 days or so) is going to deplete his Temporal Pool (the separate pool his Drain Energy flows to), leaving him stranded, until he can drain someone else of energy. This Fitzroy is also non-lethal, mostly because MURPG touts that, and I like cartoon Fitzroy better than comics-Fitzroy. No temporal freeze power, either, but he can store his active time portals, and have Bantam know where they are.
Thanks to Stain for the character builder. It made this much easie