The
Highwayman a.k.a. Timeshaker
Altered Human/Alien Height: 5’9”
Real Name: Classified Weight: 175 lbs.
Occupation: Freelance Bounty Hunter/S.I. Gender: Male
Legal Status: U.S. Citizen with a criminal record Age: 2000 years +
Identity: Secret Skin Colour: Tan Caucasian
Place of Birth: Classified Hair Colour: Light Brown w Blond streaks
Known Relatives: Classified Eye Colour: Crystal Blue
Past Group Affiliations: Hells Angels/Hells Archangels Present Group Affiliation: The S.I. Elite
Highwayman
State Timeshaker Quantum State
Fighting: Amazing 50 Unearthly 100 Shift Y 200
Agility: Amazing 50 Unearthly 100 Shift Y 200
Strength: Amazing 50 Unearthly 100 Shift Z 500
Endurance: Shift Y 200 Shift Y 200 Class 1000 1000
Reason: Monstrous 75 Monstrous 75 Unearthly 100
Intuition: Monstrous 75 Monstrous 75 Unearthly 100
Psyche: Amazing 50 Unearthly 100 Unearthly 100
Health: 350 500 1900
Karma: 200 250 300
Resources: Incredible/Unearthly
Popularity: + 40/+50/-100
Known Powers:
Mastery of Time: The Highwayman is a living temporal engine,
making him the most powerful manipulator of temporal and quantum energies, and
one of the most powerful people on the planet. The Highwayman is able to control
time and generate and control quantum energy with Shift Y (200) ability,
and has the following powers:
-Quantum Energy/Force Beams: The Highwayman is able to generate a beam of power rank quantum energy, or -2cs intensity force (ignores body armour completely) and has line-of-sight range.
-Temporal Beams: The Highwayman is able to generate a beam
of power rank intensity temporal energy. On a Green feat the target is
frozen in time for 1-10 rounds, with no side-effects other than what was done
to them in their frozen state, which all happens in the round after. On a
Yellow feat the victim is frozen, and upon returning to this time, is slammed
for 1-10 areas due to advanced inertia. On a Red result the target is frozen
for 100x the initial number of rounds and suffers the same as a Yellow result
at 10x the number of areas. No matter the result of the attack the target takes
–2cs energy damage.
-Temporal Location: By stepping out of time and moving a distance,
the Highwayman is able to temporally teleport himself and up to
10-others with power rank ability up to Class 5000 distances.
-Time Travel: The Highwayman is able to travel through time portals up to
1000 years into either the future or past. A Green feat will place him up to 2
days of his target, while a yellow feat will place him within hours of his
target. A Red result will land him exactly at the time he wanted. On a White
feat the Highwayman will land with one year after his target date, and on a
Blue feat the Judge will roll 1d100 and that is how many years off the
Highwayman is. The Highwayman must rest for 10-rounds due to the temporal and
quantum stresses he is under.
-Summoning: The Highwayman is able to summon up to 10 of himself from
alternate timelines (usually nanoseconds into the future). These duplicates
have the same powers and abilities as the Highwayman, but can only exist in
this time for a short period of 10-rounds. If destroyed, the duplicates will
return to their own time period.
-Internal Clock: The Highwayman always knows
what time it is, even when time is being manipulated or altered. He can also
tell how much time is being manipulated with +1cs rank.
-Age Control: The Highwayman can de-age someone a power rank number of years, or age someone a maximum of twice his power rank.
-Pause: The Highwayman may pause time for all
but himself and his allies with –1cs ability.
Immortality: The Highwayman is able to live virtually forever, and cannot be considered a true immortal because he can be slain, although it takes the complete atomic destruction of every molecule in his body. The Highwayman recovers lost health and damage at Shift Y (20) rank or at a rate of 2-points per round, regenerate at his Endurance rank once per 2-days, and regains lost Endurance at 2 ranks per day.
Resistances: The Highwayman has Amazing (50) resistance to cold/heat, and disease/toxin based attacks, Monstrous (75) resistance to mental based attack due to his altered state of mind, and Class 1000 resistance to aging and age based attacks. The Highwayman is also considered to have Unearthly (100) rank life support that allows him to survive in deep space for extended periods of time.
Gatling Attacks: The Highwayman is able to make a number of nearly impossible Fighting and Agility feats all in a single round. The Highwayman is able to perform feats in combat of a rank equal to his Fighting and Agility added to the Monstrous (75) rank of this power +1cs. Thus, the Highwayman is able to make Shift Y (200) multiple attacks, or 20-attacks per round. The Highwayman is limited to physical, melee and Quantum energy/force attacks, while using this ability.
Spirit/Physical Gestalt: The Highwayman has permanently been fused with a version of himself from a dark future in a different dimension. Timeshaker has all of the same powers and weapons as the Highwayman at +2cs. In times of dire need, both the Highwayman and Timeshaker can become one single super-entity. Their abilities increase to those shown in column 3, and their powers increase by +3cs to a maximum of Shift Z (500). In this form they may use the Dichotomizer Beam, a beam of pure temporal and quantum energy that spreads anything caught in it’s path across the time/space continuum with Class 1000 ability.
Limitations: In order
to survive, the Highwayman must inhale/consume certain drugs of Shift
Y (200) intensity. To accomplish this the Highwayman has developed a body
suit that emits a miniscule field around his body (.01mm thickness) that
constantly pumps out these drugs. These drugs are sent through these conduits
by a pump located at the small of his back. Should the Highwayman go for more
than a day without these drugs, his abilities will drop by -1cs until
they reach Shift 0 at which point he will become comatose for the next
10-years or until someone can turn on his pump (Red Reason feat to do so) or
give him an injection of these drugs. Anyone grappling him Highwayman must make
a Yellow Endurance feat or immediately and instantly suffer the effects of a Shift
Y (200) overdose
Equipment:
Body Armour: The Highwayman wears a suit and Duster
coat made of micro-weave Beta Cloth, Osmium Steel plating and Kevlar-coated
Adamantium trauma plates. The armour had Class 1000 material
strength and provides the Highwayman with Unearthly (100) protection
from physical attacks and Shift X (150) protection from energy attacks. The
armour also has a set of 5-replicating Titanium Spikes on each shoulder that
are made of Unearthly (100) strength material and can be thrown
to do Monstrous (75) damage, piercing up to strength rank materials.
-Stabilizers: The Highwayman’s armour is equipped with a three-fold system to
counter the recoil and stress on the armour from the use of its weapons and the
environment it is used in. First, is a set of 12” long, Class 1000 material strength spikes, fired from a rocket-powered canister located
in the heel and calf of each calf. Second is a set of 5000-psi thrusters
assembly’s located in the lower portions of the shoulder mounted weapons
platforms, (also allows leaping of Remarkable 30 distances). The third part is an
Anti-Graviton Generator that relieves stress at pinpoint spots to relieve metal
fatigue and external stresses. With these systems the Gunrunner is able to fire
its weapons without being slammed or stunned. Any slam or stun result are
always resolved as a stagger.
-Weapons Systems: The Highwayman’s armour has one of the
most technologically advanced and sophisticated weapons systems in the known
universe. Any weapon that the wearer is able to see and scan can be duplicated
by the nano-bots in 1-10 rounds. Once the weapon is configured, it takes
2-rounds to arm and can be used normally. The following is a list of the
current complement of weapons the Gunrunner may use, all of them being stored
in extra-dimensional spaces located in an armour concealed generator:
*Mark IX Boom-Cannons: The Highwayman’s armour features a pair of
shoulder mounted, dual barrelled rail-guns that fire an electro-magnetically
propelled 3” long x 1” wide, laser sharpened fletchettes that travel at
M.A.C.H. 4.5 (4 and ½ times the speed of sound). These weapons do Unearthly (100) rank shooting/edged damage per fletchette. Individual targets
can be targeted at a –1cs per target. The accompanying sonic boom
will shatter inorganic material of less than Good (10) rank and will
cause all within 2-areas of the line-of-fire to go deaf for 1-10 rounds. The
weapon can only be fired on every third round, due to reloading and recharging
of the magnetic field coils.
-Computer and
Communications Displays: The
Highwayman is able to use the data from all of the orbital, planetary and
station sensors to give him virtually any detection power that he may need with
Unearthly (100) ability. Some of the
stunts from this power include; circular vision, environmental awareness,
microscopic, penetrating and thermal vision, and tracking, to name a few.
-Sensor Arrays: The Highwayman’s armour helmet and chest plates contain 8,
Multi-Spectrum Lateral Sensor arrays that give the pilot all detection powers
at Incredible (40) rank. This also means the he cannot be
surprised.
-Anti-Theft Software: In cooperation with Priest, the Vanessa
A.I., the M.A.I. system and the Highwayman, the Gunrunner ‘s nano-tech
suspension fluid has had an anti-theft and anti-incursion software installed
and programmed into all of the nano-bots. Only the aforementioned know of this
coding and it requires the inpt of all four to break the encryption. The
Highwayman was the only one trusted with the access codes and is currently the
only one who is permitted to use the armour. Failure to input the correct codes
or any attempt to bypass the nano-tech systems to gain access to the armour
will trip the quadruple helix hexadecimal coding, and cause the power supply
and nano-tech conduits to chain react, destroying the armour for 10-100 days.
Highway Special 619
Auto-cannons: The Highwayman’s
primary weapons are these fully automatic 10mm auto-cannons. The 619’s feature
a 20 round drum cylinder and an over/under barrel configuration, armed with
programmed replicating ammunition. Once emptied it takes the drum one full
round to replicate new cycle ammunition. The weapon features and Individual
Temperature Tracking system. The ITT system uses micro-thermal scanners in the
ammunition to target and track targets by their internal core temperatures, to
hit with a +2cs. The weapon features a rapid fire
function that fires bursts of 10 rounds, but at a chance to hit of –1cs, or can be fired as an automatic
weapon with a chance to hit of –2cs, (damage is also +1cs).
Replicating
Ammunition Types:
Ammunition Type # rounds/cycle Damage
Mercy Rounds 20 per
cycle Feeble 02 + stun result + Unearthly
100 strength paralytic
Standard Full Metal
Jackets 20 per 1 Cycles Excellent 20 to Amazing 50 (Different
speeds of fire)
Armour Piercing
Rounds 20 per 1 Cycles Remarkable 30 (pierces up to Monstrous 75
rank armour)
Vampslayer Rounds 10 per 2 cycles Remarkable +2cs vs. Undead
(Hollow-point/Silver/Phosph
EMP Rail-clusters 2 per 10 cycles Amazing 50 + 10-points heat/elec
The Leviathan Gun: Similar to the famous Elephant Gun, the
Leviathan is a Dual Barrelled long-rifle using 75-calibre shells that must be
manually loaded and can only be fired once every three rounds to allow the
chamber to cool and the user to reload ammunition after cooling. The Leviathan
is capable of using Full Metal Jacket ammunition that does Amazing (50) damage and Thumper rounds. Thumper rounds create small black
holes in the 4-areas targeted. The black hole opens for a nanosecond and sucks
in all matter and light in the areas. It then implodes doing Class 1000 damage to everything in the remaining area.
Talents:
Temporal Mechanics
+3cs Mech-Suit
Construction +1cs Thrown
Weapons +1cs
Quantum Mechanics +2cs Power-Armour Construction +1cs Edged Weapons +1cs
Guns/Marksmanship +2cs Martial Arts A, B, C, E +1cs
Weapons Theory/Research and Development +2cs Oriental Weapons +1cs
Mechanic +1cs Robotics +1cs
Theme Song:
Squarepusher – Brain Bug
The Graymalkin² Transport: The Highwayman has designed and is primary owner and pilot of the Graymalkin², a 32-wheel transport truck and trailer, that has a total size of 25’ wide x 15’ high x 100’ long. The Graymalkin² is one of the most advanced and heavily outfitted mobile command transports ever. It is able to function as a land-based transport, shuttlecraft, mobile command station, armoury and heavy infantry vehicle. The following list is of the known things that it can do (the Highwayman is still rather enigmatic about all of it’s function):
-Ablative Armoured Hull and Force Field Projectors: The Graymalkin² ‘s armour is a three-fold system. The first layer, or the inner-hull, is comprised of a primary (internal hull), a layer of Class 1000 micro-compression hydraulic-springs. The second layer is a series of microscopic force field generators that add +1cs to the inner layers protection and acting as a backing for the final armour. The third and final layer of the Graymalkin² ‘s armour is a series of Unearthly (100) plates designed to disintegrate when hit, regenerating at a rate of 10-points/round.
-Slipstream Fusion Core and Power Conduits: The Graymalkin² is powered by a Slipstream Fusion Warp Core, which a Class 5000 power matrix. The Graymalkin² is able to reach Unearthly (100) land speeds (__-areas per round), Shift Y (200) air speeds (__-areas per round) and is able to ttravel at Slipstream speed of Class 5000 rank (AFTL Speeds).
-Transformation Sequencers: The Graymalkin² is able to transform itself into three different modes, it’s original transport form , a shuttle-craft and the form of a 100’ tall battle-mech. In battle-mech mode the Graymalkin² has the same stats as the Highwayman, save that it has Shift Z (500) Strength, Class 5000 Endurance and all of its weapons and abilities.
-Computer Systems and Communications Arrays: The Graymalkin² is able to use the data from all of the Shogun Industries and Spyder Inc.’s technologies to give it virtually any detection power that it may need with Unearthly (100) ability. Some of the stunts from this power include; circular vision, environmental awareness, microscopic, penetrating and thermal vision, and tracking, to name a few. The Graymalkin² is equipped with it’s own Mobile Artificial Intelligence, codenamed M.A.I. Mai is a living computer core that has a direct dedicated link with Vanessa A.I. and appears in two fashions, her holographic form, which moves about the Graymalkin² freely, and as a fully articulated and human-looking android. In her android for Mai has the following:
Fighting: Agility: Strength: Endurance: Reason: Intuition: Psyche:
Remarkable Remarkable Unearthly Unearthly Unearthly Unearthly Unearthly
Health: 260 Karma: 300
Mai has the following abilities:
-Micro-Particle Beam projectors that fire streams of Unearthly (100) intensity energy.
-Body armour of Unearthly (100) rank against physical attacks.
-Energy absorption of Class 1000 rank.
-Flight of Shift X (150) rank and speed.
-Control of the Graymalkin² and all of its technologies.
-Physical Blades of Unearthly (100) material
strength.
Weapons Systems:
-Field Generators: The Graymalkin² is able generate fields of any type of energy up to Unearthly (100) rany to a range of 10-areas.
-Thermal Flash Torpedoes: The Graymalkin² is able to fire bolts of solar corona energy that do Unearthly (100) energy damage to a 4-area effect range and has line-of-sight distance range. Up to 4 may be fired per round, having a complement of 12 torpedoes.
-Hypothermic Flash Torpedoes: The Graymalkin² is able to fire bolts of nitrogen cooled particle energy that do Unearthly (100) energy damage to a 4-area effect range and has line-of-sight distance range. Up to 4 may be fired per round, having a complement of 12 torpedoes.
-Quantum Torpedoes: The Graymalkin² is able to fire bolts of quantum energy that so Unearthly (100) energy damage to a 4-area effect range and has line-of-sight distance range. Up to 4 may be fired per round, having a complement of 24 torpedoes.
-Temporal Beams: The Graymalkin² is able to generate a beam of Shift Y (200) intensity temporal energy. On a Green feat the target is frozen in time for 1-10 rounds, with no side-effects other than what was done to them in their frozen state, which all happens in the round after. On a Yellow feat the victim is frozen, and upon returning to this time, is slammed for 1-10 areas due to advanced inertia. On a Red result the target is frozen for 100x the initial number of rounds and suffers the same as a Yellow result at 10x the number of areas. No matter the result of the attack the target takes –2cs energy damage. The beams have a 1-area effect range and a line-of-sight distance range. Up to 4-may be fired per round, having a complement of 4-emitters.
-The Leviathan Cannon: The most powerful of
the earth-based weapons ever, The Leviathan Cannon is the only super-weapon in
existence that has the blessing of the Shogun Assassins (he is an honorary
member), the Shogun Industries and the United Nations. The Leviathan Cannon is a Quad Barrelled cannon
using 75-calibre shells that must be manually loaded and can only be fired
once. After firing the weapon the power core disintegrates and takes one full
year to regenerate. The Leviathan’s primary ammunition is a 24” Thumper round.
Thumper rounds create small black holes in the 4-areas targeted. The black hole
opens for a nanosecond and sucks in all matter and light in the areas. It then
implodes doing Class 5000 damage to everything in the remaining area
-The Black Dragon Anti-Matter Beam-Cannon: The second most powerful weapon in the
universe, (this is the baby brother to the same cannon on the Dreadnaught, Black
Dragon’s world-ship). It fires a 1-area wide x line-of-sight length x 50-area
wide cone of Class 5000 strength anti-matter. Anything hit by this
beam is annihilated, utterly, suffering Class 5000 atomic
detonation, noting touched by the beam would survive unless it had a Class 5000 force field, (even then survival may not be possible in the void
left behind). The core of this weapon exists in a magnetic chamber in the core
of the Slipstream Drive.