Champions – Planck

Elliot Lumis had always had good reflexes – but lately he’d been finding that he got things done faster than everyone else.

A LOT faster.

And then one day a transformer blew outside the office, shattering half the windows and sending a shower of jagged chunks of razor-sharp glass across the room, with three of his friends in the way.

And time stopped. As if he was Phillip J. Fry on Futurama and he had just imbibed his hundredth cup of coffee.

So he pulled the same stunt Fry had pulled on the program – walking over to his friends while time held still and pulling them out of the way before they could get hurt before returning to his seat to act surprised when time started up again.

Considering that later it made no sense – if time was stopped, how could he see, or breathe? – but it had definitely been HIM (a few experiments had made THAT clear) and it was pretty blatantly a super-power of some sort – and super-powers rarely did make a lot of sense.


It WAS a pretty neat power; he could “step out of time” (leaving physics to go cry in a corner) and wander about, interact with most objects and some creatures (although where the electricity came from to let him use computers made even less sense), move stuff about, and even pick up unresisting people and move them around with him. Conveniently enough, stepping out for a few seconds to change his clothing was no strain at all, and boosting his speed and reflexes was easy to maintain as well – although his talent did occasionally fail, with unpredictable exhausting backlash.

In game terms: “Walking around outside of time” is a limited form of teleportation – although it has a cargo capacity and the “autofire” modifier to permit stops along the way to pick people up and/or drop them off (up to his cargo capacity limits), returning to the starting location, and so on. The ability to gather information is handled by his Detection power, and the ability to move things around, and even set up hazards is handled by the radius-effect “Transform” function (setting up actual “attacks” is quite limited; as usual in my games, transform-created “attacks” are limited to one-half the active points in the transform – and thirty active points will not get you far against most villains). In effect, Planck can “step out of time” for about three minutes – during which time he can open doors, go exploring, swipe or move about any objects he “finds”, move up to three unresisting people about, and otherwise make trouble. In general, the game master should simply narrate this, since playing it out will bore everyone else.

Given that he didn’t actually have any super-powered defenses or attacks beyond some basic martial arts training, Elliot sensibly invested a few thousand dollars in some light body armor and some decent (if quite conventional) weapons before trying to play “hero” beyond a bit of rescue work.

Planck actually is a bit more powerful than he knows; his mere presence twists the course of time towards more acceptable-to-him outcomes a bit – providing any innocents or other heroes in the area with a bit of protection. It’s not a lot right now – but his power will likely grow if he doesn’t get himself killed.


Elliot originally intended to maintain a “secret identity”, but that just didn’t work out. Looking back on it… cosplaying Dr. Who as a superhero costume probably wasn’t that good an idea. The lack of a mask probably should have told him THAT, but he’d been pretty overexcited at the time.

Still, computer games companies were notoriously accommodating about their better software developers personal lives – and Elliot might be only twenty-two, but he was quite skilled, fairly creative, and somehow almost always accomplished three times as much work in a day as a normal programmer could. If he wanted to play superhero (and thus attract trouble)… they could simply shift him to a “work-from-home” model.



Value Characteristic Points
15 STR 5
16/26 DEX 18
18 CON 16
10 BODY 0
18 INT 8
11 EGO 2
10 PRE 0
12 COM 1
6 PD 3
4 ED 0
3/6 SPD -6
7 REC 0
36 END 0
27 STUN 0
Total 47


Points Powers END
13 Elemental Control: Out of Time (30-pt reserve); Activation: 14-, -½; Side Effects (3d6 End Drain): 30/Half, -½; Visible (Creates temporal disturbances which time-sensitives can pick up miles away.): -¼
a-18 15″ Teleportation (Long Range 15″); Increased Range: ×1, +0; Long Range: 15″; Long Range (miles): 0.02; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0; Autofire: 5 shots, ½; Reduced END: Half, +½; Generic Limitation (Cannot reach any location that the user could not reach on foot within three minutes. ): -½ 1
b-13 1d6 Transform: Move objects around as if given three undisturbed minutes to do so. (Minor, Limited Class); Range: 300; Cumulative: +½; Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1; Autofire: 20 shots, 1¼; Reduced END: Zero, +1 0
c-13 Plot Armor / Destiny Manipulation (5 PD/5 ED); Hardened: ×2, ½; Invisible: To All Senses, +1; Area Effect (Radius): 8″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼
d-8 5d6 Aid (Dex) (Fade/5 hours, Max. 30); Range: 0; Affects: Single Power, +0; Autofire: 5 shots, ½; Extra Time: 1 turn, -1; Generic Limitation (Personal Only): -½; Incantation: Instant Power, -¼; Charges: 12, -¼ 0
e-7 5d6 Aid (Speed) (Fade/5 hours, Max. 30); Range: 0; Affects: Single Power, +0; Autofire: 5 shots, ½; Extra Time: 1 turn, -1; Generic Limitation (Personal Only): -½; Linked (To Dexterity Aid): -½; Incantation: Instant Power, -¼; Charges: 12, -¼ 0
Aid Effects
+10 DEX
+3 SPD
10 Detect / What I would have found out if I had spent three minutes “out of time” exploring an area. (+8 to PER); Generic Limitation (Works as if you’d actually gone to explore): -1; Time Required: Instant, +2; Range: Ranged, +5; Linked (To Transform / Out-of-Time Search): -½
2 Instant Change; Clothes: One Set, 5; Focus (Clothing Satchel): Obvious Accessible, -1; Focus Applicability: Universal; Focus Breakability: Breakable; Fragile Focus: -¼
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
90 Total Powers  


Points Skills, Talents, Perks Roll
3 Computer Programming 13-
3 Deduction 13-
3 Security Systems 13-
3 Lockpicking 14-
3 Basic Strike (OCV +1, DCV +0, 5d6)
4 Martial Dodge (OCV –, DCV +5)
4 Martial Block (OCV +2, DCV +2)
23 Total Skills, Talents, Perks  


Cost Equipment
13 Multipower: Equipment (40-pt reserve); OAF (Various Items): -1; Generic Limitation (Conventional Technology. User must gesture, all powers other than basic melee weapons must run on charges, technological limitations, etc.): -1
u-1 8d6 Energy Blast / Shotgun with Gel Shells 0; Range: 200; Versus: PD; Charges: +6, -¼; Clips: 4
u-1 4d6 Entangle / Netgun (DEF 4) 0; Range: 200; Charges: +6, -¼; Clips: 4
u-1 8d6 Stun Only Energy Blast / Heavy Taser 0; Range: 200; Versus: ED; Charges: 8, +0; Clips: 3
u-1 2d6 Energy Blast / Dart Gun 0; Range: 200; Versus: ED; Continuous (Turned off by Caffeine or any other strong stimulant): +1; No Normal Defense: +1; Reduced END: Zero & Persistent, +1
u-1 Flares: Change Environment/Brightly Lit (32″ rad.) 0; Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev
u-1 2d6 Flash Pellets (Normal Sight) 0; Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼
u-1 Tonfa(s
(7) Hand-to-Hand Attack (6d6, Total 9d6) 1; Range: 0; Reduced END: Half, +¼
(4) Force Field (Blocking) (10 PD/0 ED) 0; Reduced END: Zero, +½; Generic Limitation (Only versus melee and slow-moving ranged attacks that the user is aware of.): -½
2 2d6 Generic Healing / First Aid Kid 0; Charges: +4, -1; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1; Focus: Obvious Accessible, -1; Fragile Focus: -¼; Gestures: Instant Power, -¼
7 Armored Undersuit; Focus: Inobvious Inaccessible, -¼; Generic Limitation (Conventional Technology): -1
(5) Armor (4 PD/4 ED)
(2) Protective Goggles: Flash Defense (Sight, 5 pts)
1 Cell Phone (0kg)
30 Total Equipment


100+ Disadvantages
5 Distinctive Features: Cosplays as Dr Who; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
15 Hunted: Renegades (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Public Identity
10 Rivalry: Other Time Manipulators; Situation: Professional, 5; Position: Superior, +5; Rival: NPC, +0
20 Code of Chivalry (Common, Total)
15 Overconfidence (Very Common, Moderate)
15 Honorable (Common, Strong)
10 Reputation: “That kid who thinks he’s a time lord” (11-)
20 Vulnerability to Ice Powers (2× STUN); Attack: Common, +10
130 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
47 + 113 = 160 230 = 130 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 4 0 15/9 13/9 2, 4, 6, 8, 10, 12


Planck has a powerful information-gathering talent, and can pull off a lot of minor tricks with his “moving things around outside of time” power – but his offensive abilities and defenses are sadly lacking. Ergo, at least for the moment, he relies on his minor martial arts skills and conventional gear.


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