HINDRANCES
Elderly (Major) [−1 penalty to Agility, Strength, and Vigor rolls]
Stubborn (Minor)
Mild Mannered (Minor)
Heroic (Major)
SKILLS
Athletics d6 [1 pt], Common Knowledge d4*, Electronics d6* [2 pts], Fighting d6 [2 pts], Focus d8 [2 pts], Healing d6* [2pts], Notice d4*, Persuasion d4, Repair d6* [2 pts], Science d10* [5pts], Shooting d8 [4pts], Stealth d4
(*Genius: Receives a free reroll on every Smarts based skill, and ignores the -2 for untrained checks on same: Academics, Battle, Gambling, Hacking, Occult, Research, Survival, Taunt)]
POWERS
Duplication 3 [11] (Simultaneous) Simultaneous Location (-1): Rather than creating duplicates, the Hero has the ability to be in multiple places at once, and act independently at each location. This functions just as the duplication power, with the exception that there is no visible difference between the duplicates, and no original. All have the same equipment, but any items that are used up or expended are expended from the inventory of all the duplicates. While all versions of a hero may physically possess a Super Device, only one can activate the powers provided in any single round. Anything that ends up in the possession of the hero is likewise possessed by all existing versions of the hero, and anything lost or taken from one version is lost by all of them. Any injuries or conditions gained by any of the duplicates is experienced by all extant versions of the hero. Should the hero be killed or incapacitated, the power ends, and the hero becomes restricted to a single location, determined by a random roll to determine which current location becomes primary.
Teleport (Portal/Traverse) [8]
Switchable: Teleport (Teleport Other)
Genius (Quick Learner) [3]
Toughness [10]
Dodge 2 [2]
Super Science (Overload; Limited: Time/Space Trapping) [2]
Deadye (Deadly) (device -2 Targeting glasses) [1]
Skill Bonus +4 Shooting (-2 Device: Firearm Stabiliser) [2]
Super Feat: Dodge (Device - Wristband) [1]
Teleport:
Teleport allows a character to disappear and instantly reappear up to 48” (96 yards) distant. This is an action, and may be combined with normal movement in any way the teleporter desires. He could move half his Pace, teleport, then move the rest of his Pace (plus a running die if he ran), for example.
Adjacent opponents don’t get a free attack against the teleporting character as he exits, but those with First Strike do if the teleporter appears next to them.
The teleporter must be able to see his destination to teleport with no roll. If he’s teleporting to a place he’s previously seen, he may do so safely with a Focus roll. If he wishes to teleport to a previously unseen location, he rolls at −4. Failure means the character does not teleport and is Shaken, or Stunned with a Critical Failure.
The teleporter can never enter a solid space, even if he tries. The power instantly returns him to his starting location as above.Carrying Others: The teleporter can take willing allies with him if he likes, but he can’t teleport them independently without the Teleport Other modifier (see below). The teleporter must touch those he wants to take with him and make a Focus roll even if he can see the target location. Each additional person subtracts 1 from the teleporter’s Focus roll, and whatever effects the teleporter suffers is shared by all (Shaken or Stunned from failure).
PORTAL (+2): The hero can open an entry and exit portal within her teleport Range, allowing anyone adjacent to the entry portal to act as if adjacent to the exit portal.
This allows them to make melee attacks, angle ranged attacks from different directions, pass items, etc. It does not grant a Gang Up bonus for melee attacks, however.
TELEPORT OTHER (+5): The teleporter can teleport allies and enemies within his Range to anywhere else within his Range. This is an action, and requires a Focus roll at −1 for each target he wishes to teleport.
Hostile foes may make a Spirit roll (at −2 with a raise on the Focus roll) to resist. If the super teleports an enemy up into the air, he takes Falling damage as usual (see Savage Worlds).
TRAVERSE (+3): With a Focus roll at −2, she can teleport up to 1,000 miles. With a Focus roll at −4 she can teleport anywhere on the planet.
With the Game Master’s permission, and generally only in campaigns with
high power levels and under special circumstances, a Focus roll at −8 allows the character to teleport anywhere in the multiverse. In any case, if the roll is failed, the character can’t teleport for the remainder of the encounter.
GEAR
Pulse Pistol 10/20/40 2d6/4d6 lethal/non-lethal AP 2 RoF 1 d4 str weight 2 $500
Red Dot +1 Shooting $150
Light Ceramic Armour +6 $200
Stun Grenade 5/10/20 LBT 1 $50
Notes: Targets must make a Vigor roll (at –2 with a raise) or be Stunned.
Mk67 (Modern) 5/10/20 3d6 — — MBT 1 50
Stun Baton Str+d4 d4 2 $25 Notes: A light club typically used to subdue rather than cause permanent injury. Victims must make a Vigor roll at –2 or be Stunned.
Flashlight
Pocket Knife
DESCRIPTION
Rashomon appears to be a somewhat diminutive elderly man of Japanese descent. While he appears to be in his 60’s, he is actually older, being physically about 83. At a hair over 5’ tall, weighing only about 115 lbs, he is easy to underestimate. His body, while elderly, contains a swirling concentration of chronological energy, giving him a disproportionate level of permanence and resistance to injury when compared to most beings. His ability to tap into this energy also gives him access to numerous unnatural abilities. His super-hero outfit consists of a white lab coat worn over ceramic armour.
BACKGROUND
Dr. Riku Hasagawa was looking forward to a quiet retirement after a distinguished but relatively uneventful career, when the V’Sori ruined it and invaded. When the world’s heroes were killed, he decided he needed to do something to help. While obviously far too old to get directly involved, he thought there were ways he could contribute. As the villains of the world started to mount a resistance, he looked to the future. As one of the leading experts in space/time, he was aware of the theory that time travel should be possible, so long as you had a device linking you to the past. Though the method would not allow you to travel to any time before the device was created, he could to send himself into the future, while anchoring himself to a previous point in spacetime. He planned to jump ahead to a point where the V’Sori had been defeated, gather intelligence in regards to how they functioned, what their goals and weaknesses were, and how they were ultimately expelled. After collecting all the data, the plan was to reel himself back in to the moment of departure. He could then provide all the information to the resistance, allowing them to expel the V’Sori in a fraction of the original time. However, when he reactivated his recall sequence something went wrong. Whether the device was damaged in between his current position in the future and his point of origin, or the V’Sori Overmind had implemented some sort of interference to prevent temporal meddling, when he activated the sequence, his tether to the past snapped, and all the accumulated temporal energy slammed into his body.
The immediate result was that he was trapped and unable to return to the past. Soon after, he began to manifest abilities that allowed him to manipulate spacetime without the assistance of his equipment. Despite his age and apparent frailty, he discovered all the temporal energy in his body gave him a massively disproportionate level of personal continuity. This manifested as resistant to change, and therefore to injury. Added to the sudden ability to teleport, and to be in multiple places at once, he decided he needed to do something with the power he’d been given. While starting the journey a little later in life than most, Dr. Hasagawa took on the name Rashomon, after the concept of how the same event can appear different when viewed from multiple perspectives, and the name of a film he’d loved in his youth.