Watchtower

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Watchtower(Major) by Stone Gargoyle

The superbeing is capable of changing his body into temporal energy, regulated and bound by an outer shell resembling overlapping metal watchbands and timepieces.

1.Temporal Being: The hero becomes a being not held by time, able to move up and down the timestream. This gives him a kind of Clairvoyance, similar to the psionic ability, able tosee glimpses of possible futures. Base Skill: 58%, +2 % per level. This also gives +2 to initiative, an Autododge of +2 and an Autoparry of +2.

2.Precision Timepiece: The equivalent of Heightened Sense of Time (PU1 p. 30-31). The character is able to know the correct time down to within 1d4 seconds of the true time and is never late unless it is intentional.

Bonuses: +1 Disarm and Dodge, +1 Pull Punch and Roll with Impact.

3.Impervious to Time Travel: Cannot be dislodged from his location in the timestream against his will. Immune to the effects of temporal converesion and erasure.

4.Iron Will: The same as the minor super ability (PU1 p. 33).

Bonuses: Needs a 12 or better to save vs. psionic attack, +7 vs. possession, +6 vs. mind control, +5 vs. illusions and Horror Factor, +3 vs. magic, +3 vs. Insanity, +20% save vs. coma/death. Half penalties if dazed or confused.

5.Clock Manipulation: Similar to the minor superability (HU2 p. 229-30). The superbeing controls machines that measure time, stopping, starting or adjusting the time counting/watching mechanism of watches, clocks, computers, alarms on a time system, counters, timers and any timekeeping device. This does not provide schematics or any information about the designer.

This can be used to prevent the detonation of a time bomb by halting the timer or stopping clocks to confuse adversaries or prevent synchronized or timed activities, such as thefts using timed interactions.

Range: 100 feet per level

6.Temporal Distortion: The same as Non-Standard Energy Expulsion: Temporal by Mr. Twist, used with permission.

Range: 300 feet

Effect: The target caught in this temporal wave blast will be caused to age uncontrollably and rapidly, years of age affecting him in seconds.

Age Shift: 1d6 years, plus 1d6 years at levels 2,4,6,8,10,12 and 14. GM should make the appropriate adjustments to the victim and allot penalties.

Duration: 1d4 minutes, +1 minute per level

Saving Throw: 16 or better, PE bonus applies).

Note that if taken beyond their normal life span, the victim will appear corpselike until the duration passes.

7.Bio-Armor: The character's body mass is converted into a shell surrounding the character which appears to be overlapping metal watchbands and clock faces.

Natural Armor Rating: 16. Any physical or kinetic attack below the AR does no damage, though explosions will do full damage, as will attacks resultant from natural disaters, such as earthquakes.

SDC: Five times normal human form SDC, +20 SDC per level. Recovers SDC at a rate of 4d6 SDC per 10 minutes. Reverts to human form if all SDC is depleted provided the Hourglass is still attached (see below).

8.Hourglass: The hero's Hit Points are separated and held in an hourglass kept in the center of the hero's chest. Should the hero's bioarmor be broken open, the Hourglass will be exposed. The hourglass has a Natural AR of 12. Looking at the hourglass will also tell the character how long he may stay transformed into this body. Transformation lasts the hero's PE number in hours. If the hourglass and Bio-Armor are seperated, the hero will not transform back but insteads will die when the duration epires, though may roll a save vs. coma/death (if successful, the hourglass turns over and the duration begins again).

9.Other Abilities and Bonuses:

Impervious to disease, gases, toxins and poisons (does not actually breathe) when transformed

Speed is doubled in normal and transformed forms

+2d6 Hit Points

+1d4X10 SDC for human form (X5 as transformed being)

This is something based on a character who was the avatar of a god which I wrote when I was 10 years old. It is not just tying a bunch of powers together if you look at it from the perspective that the watch frame is the only thing holding the character within the current timeline, and that all powers are based on either the frame's anchoring of the temporal energy into normal time or the effects when that energy is allowed to go astray.