Jack Morgan

VAL CHAR ROLL NOTES
23
20
25
25
15
15
20
16
  6
  6
  5
  9
60
61
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN
14-
13-
14-

12-
12-
13-
 
 
 
 
 

 

600 kg; 4½d6
OCV: 7 /DCV: 7
 

PER Roll 12-
ECV: 5
PRE 4d6

6 PD/5 rPD
6 PD/5 rPD
Phases: 3, 5, 8, 10, 12 
 

 

POWERS
Timecop Conditioning: 20 pt Mental Defense

Knowledge of Possible Future: Clairsentience 
     Activation     11-

Damage Resistance 5 PD/5 ED

25% Damage Reduction PD only

Regeneration 2 BODY per Turn

Plasma Pistol OAF, unbreakable
     2d6 Ranged Killing Attack

Quantum Computer (Recall Bracelet) IAF, unbreakable
     Eidetic Memory
     Universal Translator     18-
     Detect Temporal Energies, 5 levels
     Computer Programming     12-

Commando Training
Maneuver                     OCV                     DCV                     Damage/Effect
Martial Strike                    +0                         +2                        5½d6
Martial Throw                   +0                         +1                        4½d6 + v/5
Killing Strike                      -2                         +0                        ½d6 HKA
Choke Hold                       -2                         +0                       Grab, 2d6 NND
Martial Disarm                   -1                         +1                        Disarm, 33 STR
Martial Block                    +2                         +2                        Block, abort
Weapon Groups: Pole arms, Swords and Quarterstaffs
SKILLS
5 Levels with ranged attacks
2 Martial Damage Classes
Climbing, Combat Driving, Combat Piloting, Contortionist, Lockpicking, Stealth     13- 
Bugging, Concealment, Criminology, Deduction, Tactics, Tracking, System Operation     12-
Streetwise     12- 
Security Systems     18-
Interrogation     13- 
Demolitions, Electronics     12- 
Lip Reading, Mechanics, Navigation, Survival     11-
Shadowing     15- 
WF: Small arms group
WF: Common melee and missile weapons
WF: Uncommon melee weapons and weapons group
TF: Ground, Water and Air Vehicles, Riding Animals, Scuba, Skiing, Parachuting
PERKS
International Policing Powers
Filthy Rich
TALENTS
Ambidexterity
Combat Sense     18-
Defensive Maneuver 
Light Sleep
DISADVANTAGES
Wants to destroy time travel
APPEARANCE
Jack Morgan is roughly six feet tall, with dark blond hair and brown eyes.  He's built like a wrestler, and has a general bearing and manner about him that makes people in crowds stay out of his way.  When Jack smiles, people consider him a genuinely handsome man; when he scowls, however, people look the other way and tend to duck for cover.
POWERS/TACTICS
Jack's powers are the result of biological enhancements in the far future.  He's stronger than the average person, has a tougher skin, and can remember everything that's supposed to happen in the twenty-first century.  He's well trained in numerous disciplines, but was basically designed to be a commando in the war against temporal criminals.  Now that he's independent, Jack is ruthless with those who he considers to be in the wrong, and won't
hesitate to pay blood with blood.
PERSONALITY
Jack Morgan has a soft spot for innocent bystanders.  He's the type of guy who will help a little old lady across the street while blasting the kneecaps off a suspected villain.  Jack is charming in a dockside sort of way.  Get on his good side and he'll bust his butt to help you; get on his bad side and he'll go out of his way to make sure your life is most unpleasant.  Jack does have a strong moral sense, rooted in his own concepts of right and wrong.

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Web page graphics provided by                          Jack Morgan is a creation of Jay Shaffstall