Tempus

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Tempus
Tempus5.jpg
Identity: Rafiq Dawson • Affiliation: The Zodiac SocietyBase of Operations: Los Angeles
Ethnicity: Zanj (East African) • Nationality: Abbasid Caliphate (869-883), US Citizen (forged documents)
Age: 26 (1,151) • Gender: Male • Height: 5'11 • Weight: 175 lb
Eyes: Brown • Hair: Black • Other Features: Always dresses in Steampunk cosplay
Origin: x • Power Level: 8 (120 Points: Abilities 46, Defenses 7, Skills 5, Advantages 13, Powers 49)
Abilities
Strength 2 Stamina 4
Agility 4 Dexterity 2
Fighting 3 Intellect 2
Awareness 4 Presence 2
Points: 46 (2pts per rank)
Defenses
Defense Ranks Ability Other Total
Dodge 0 4 4 8/4
Fortitude 2 4 x 6
Parry 1 3 4 8/4
Toughness - 4 4 8/4
Will 4 4 x 8
Points: 7 (1pt per rank)
Combat
Initiative: 4 + 4 = +8

Attacks:
• Arrow of Aion: No attack roll, DC 18 resistance check • 60 cft, Indirect: any point, any direction, Descriptor: objects in my possession • Shapeable Area Damage 8, DC 23

• Mystic Blades: +8 attack roll • close range • Strength-based Damage 6, Slashing, DC 23, Affects Insubstantial: half ranks, Crit 16-20, Penetrating 2
• Abandonment of Aion (Time Loop): No attack roll, resisted by Will DC 18 • Perception range • Cumulative Affliction 8 Dazed > Stunned > Incapacitated
• Throw: +3 attack roll • 50 lbs 120 ft, 200 lbs 30 ft, 800 lb 6 ft • Bludgeoning Damage DC 17
• Unarmed: +3 attack roll • Close Range • Bludgeoning Damage +2 DC 17
• Grab: +3 attack roll • Close Range • Bludgeoning Damage +2 DC Special 12

Skills
Skill Ranks Ability Other Total
Acrobatics 1 AGL (4) x +6
Athletics 0 STR (2) x +2
Close Combat: Mystic Blades 3 FGT (3) x +6
Deception 0 PRE (2) x +2
Expertise:Magic 2 INT (2) x +4
Insight 0 AWE (4) x +4
Intimidation 0 PRE (2) x +2
Investigation 2 INT (2) x +4
Perception 2 AWE (4) x +6
Persuasion 0 PRE (2) x +2
Ranged Combat: Throw 1 DEX (2) x +3
Stealth x AGL (4) x +4
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Points: 5 (1pt per 2 ranks)
Advantages
Combat: Agile Feint, Defensive Roll 2, Improved Initiative 1, Quick Draw, Set-up 1
Fortune: xxx
General: Equipment 1, Evasion 1, Membership: Dvaravat, Membership: The Zodiac Society 2
Skill: Ritualist, Languages 1

Points: 13 (1pt per rank)
Powers
• Abandonment of Aion: Cumulative Affliction Resisted and Overcome by Will, DC 18; Dazed > Stunned > Incapacitated • 8 ranks (4/r) • Standard Action • Perception • Instant • Cumulative

• Absence of Aion: Teleport • 8 ranks (2/r) • Move Action • Distance physically reachable in 30 minutes • Instant • Accurate • Limited to places you can physically reach
• Absolution of Aion: Healing • 6 ranks (5/r) • Standard Action • Perception Range • Instant • Affects Objects, Increased Range: Perception
• Arrow of Aion: Damage • 8 ranks (COST/rank) • Standard Action • Shapeable Area 60 cft• Instant • Shapeable Area: 60 cft, Indirect 4: any point, any direction, Variable Descriptor: objects in my possession
• Analysis of Aion: Enhanced Trait (Dodge + Parry) + Senses (Danger Sense 1, Postcognition 4, Precognition 4) • 8 ranks (2/r+ 9 flat) • No Action • Personal • Sustained • Dodge +4, Parry +4
• Mystic Blades: Strength-based Damage • 6 ranks (1/r +8 flat) • Standard Action • Close Range • Instant • Slashing, Affects insubstantial: half ranks, Dangerous 4, Penetrating 2, Indestructible • Removable

Points: 49
Other Traits
Equipment: Night Vision Goggles, Undercover Shirt (+2 Toughness)
Complications: Anachronistic, Enemy (evil djinn), Responsibility: The Zodiac Society, Sorcerer

Powers

The Arcana of Aion (36 PP)

  • Abandonment of Aion (Time Loop): Cumulative Affliction 8 (32 PP) With an utterance of Aionian power, you curse a target to be abandoned by Aion's forward march, and time stutters and even stops around them, slowing or freezing them in place. 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception (Standard - Perception - Instant)
  • Absence of Aion: Teleport 8 (1 PP) Invoking Aion, you stop the flow of time around yourself and quickly move your bodily location, allowing it start back up once you have done so. To viewers, you simply teleport from one spot to another. The power’s rank isn’t technically the distance you can go, it’s the time you have to move while time is stopped for everyone else. 8 = 30 minutes. 500 feet in a move action, carrying 50 lbs.; Accurate; Limited: places you can reach physically (Move - Rank - Instant)
  • Arrow of Aion: Damage 8 (1 PP) This invocation of Aion's power stops time, giving you the chance to set up an attack against a target, placing it where it will drop on them, or hurling a projectile to strike them. When time restarts, the attack seems to appear out of nowhere for the target. DC 23; Shapeable Area: 30cft., DC 18, Increased Range 2: perception, Indirect 4: any point, any direction, Variable Descriptor: close group - objects and hazards of opportunity (Standard - Perception - Instant)
  • Absolution of Aion: Healing 6 (1 PP) By Aion's power, you rewind the body of a person or object you can see, removing damage done to them by resetting them to a previous state of existence. Affects Objects, Increased Range 2: perception (Standard - Perception - Instant)
  • Analysis of Aion (1 PP) You cast your mind and senses wide, merging them with the flow of Aion. If you cast your sight into the present, you can predict direct attacks coming at you, and improve your ability to avoid them. If you cast your sight to the past, you gain postcognition; if you cast it into the future, you gain precognition.
    • Traits: Dodge +4 (+8), Parry +4 (+8); Permanent (Free - Personal - Permanent)
    • Senses: Danger Sense (Perception), Postcognition, Precognition (Personal - Permanent)

Mystic Blades (13 PP)

Tempus carries two mystically enchanted blades that he uses in close combat. He has had them enchanted to affect insubstantial opponents in hopes that they will one day assist him in killing the djinn that trapped him in a statue for over 1,000 years.

  • Removable (indestructible)
  • Strength-based Damage 6, Slashing, DC 23; Accurate +2, Affects Insubstantial 2: full rank, Dangerous 4: Crit 16-20, Penetrating 2 (Standard - Close - Instant)

Advantages

  • Agile Feint:You can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus. Your opponent opposes the attempt with Acrobatics or Insight (whichever is better).
  • Defensive Roll 2: You can avoid damage through agility and “rolling” with an attack. You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless.
  • Equipment 1:
  • Evasion 1:You have a +2 circumstance bonus to Dodge resistance checks to avoid area effects.
  • Improved Initiative:You have a +4 bonus to your initiative checks.
  • Languages 1: Arabic (native) and English
  • Membership: Dvaravat:You have a membership at the esoteric nightclub and lounge, Dvaravat. You bear on your body a permanently-henna'd Sanskrit sigil that is your passkey into the establishment. By using your finger and a standard action to draw that sigil on any solid door that sits fully in a doorframe, you can turn that door into a portal into one of the many doors in Dvaravat.
  • Quick Draw:You can draw a weapon from a holster or sheath as a free action, rather than a move action.
  • Ritualist:You can use the Expertise: Magic skill to create and cast magical rituals. This advantage is often a back-up or secondary magical power for superhuman sorcerers, and may be the only form of magic available to some “dabbler” types.
  • Set-up:You can transfer the benefits of a successful combat use of an interaction skill to your teammate(s). For example, you can feint and have your target vulnerable against one or more allies next attack(s), rather than yours. Each rank in the advantage lets you transfer the benefit to one ally. The interaction skill check requires its normal action, and the affected allies must be capable of interacting with you (or at least seeing the set-up) to benefit from it.

Membership: The Zodiac Society

Senior Operative (Rank 2)

Senior Operatives are the tried-and-true of the society's agents.

  • Missions: SeniorOps are most likely to function as solo agents, always within their area of expertise. They also round out teams where more experience is needed from the members of the team.
  • Training: A SeniorOp always has a specialty of some sort, and their tasks tend to take advantage of those specialties. SeniorOps may also be assigned to assist with tasks outside of their specialty range. Typical specialties include arcane support, combat support, research, investigation, networking, infiltration and espionage, and clean-up.
  • Society Cards: SeniorOp society cards function as a GrounOps card does, but they can also use them to get access to restricted areas of the Houses. SeniorOps are also reasonably permitted to use their cards to make personal purchases.
  • Resources: SeniorOps share in barracks quarters in one of the Houses as well, although the senior barracks tend to be divided up into pairs of beds for slightly better privacy.
  • Accommodations: SeniorOps also receive personal quarters, in the form of an apartment or small house in one of the cities where the Houses are found. They usually also have a personal vehicle.

Complications

  • Anachronistic: You have been pulled out of time and were trapped in an artifact for 1,124 years
  • Enemy: Evil djinn who trapped you in the artifact
  • Responsibility - The Zodiac Society: You have a set of responsibilities to the Zodiac Society, from oaths of secrecy to assignments that are supposed to be foremost in your time to active duties as part of one of the Houses...or even as the Head of one! Anytime your obligation to the Society gets in the way, or you are forced to choose those obligations over other important things going on, gain a Hero Point.
  • Sorcerer:In order to use your magics, you must be able to speak and gesture. If you cannot do both of these, you cannot use your Sorcerous Arcana. (You may still have other magical abilities that you can use, however.)

Background

  • Rafiq is born in Basra (Southern Iraq) 8/12/869 to parents of free East African (Zanj) descent.
  • The Zanj Rebellion, a major revolt against the Abbasid Caliphate by free Zanj as well as many slaves and other socially downtrodden peoples, starts in September 869
  • Basra is burned in September 871. Rafiq is 2 years old. His father dies in the fighting. His mother takes him to the city of Mukhtarah.
  • Fall of Mukhtarah and the violent end of the Zanj Rebellion in August 883. Rafiq is 14 years old. His mother dies as they are trying to escape the city.
  • Vowing revenge on those who killed his parents, Rafiq begins to make his way towards Baghdad.
  • In November of 883 Rafiq is in the city of Wasit and overhears rumors about a powerful djinn trapped in a small statue in the ancient city of Kaskar, across the Tigris from Wasit. Believing he might be able to find the statue and use the djinn's power to exact revenge, he makes his way into the ruined part of Kaskar he had overheard the others talking about.
  • Rafiq discovers the entrance to a long buried Sumerian temple. Inside, he finds the statue he was looking for and releases the djinn. Although Rafiq is a sharp and resourceful young man, he is no match for the wits of the djinn. The djinn tricks him and trades places with him, trapping Rafiq inside the statue instead.
  • Over 1,000 years pass. Rafiq is trapped in the statue with no way to get out.
  • At some point the statue is discovered and becomes part of the historical collection at the National Museum of Iraq in Baghdad.
  • A few days before April 10, 2003, staff vacate the National Museum ahead of the advance of US forces on Baghdad. Looters break into and ransack the museum over the next 36 hours until the staff returns, taking some 15,000 objects. Among those objects is the statue that Rafiq is still trapped in.
  • 5 years later, in May of 2008, the New York City chapter-house of the Zodiac Society, known as the Taurus House, locates and acquires the statue. They believe that the djinn is still in the statue, and while dangerous, can be used in a situation they are facing of dire importance. They prepare wards and get ready to do battle with it should anything go wrong and they are not able to contain it. They release the inhabitant from the statue and are shocked that instead of finding a powerful djinn before them that inside the artifact was a 14 year old boy.
  • Feeling a sense of responsibility for Rafiq, the Zodiac Society takes him under their wing and begins to raise him and train him. Beverley Dawson, Head of House of Taurus House in New York City becomes his primary guardian. Over time, Rafiq grows to care for Beverley and see her as an adoptive mother, even taking her last name.
  • Shortly after his release from the artifact, the elder Invested from London, Foggy, heard about the strange man "pulled out of time" and decided to visit and welcome him to the new world. Rafiq was still having a rough time adjusting to suddenly being in a new time, still harboring a large amount of anger and resentment. He noticed that Foggy had an old Victorian pocket-watch. Rafiq found the device both beautiful and fascinating. In a moment that Foggy turned his head, Rafiq quietly moved the pocket-watch into his own pocket. Foggy knew he'd done it, however, and at the end of the visit revealed that he had known all along, but with a smile told Rafiq that he was being given the watch as a gift, cementing a fatherly relationship that endured as Rafiq grew up. Rafiq has since started to emulate Foggy's Victorian style of clothing as a way to show his fondness for Foggy, but also because he does feel a little out of place in time and the steampunk Victorian styling allows him to express that while also providing a place in a community where he can meet and socialize with others.
  • Once Rafiq reaches adulthood he begins deeper training with the Society, first physical training, and then magical training, and eventually joins the Society of his own accord and becomes a Society agent using the agent name Tempus.
  • When her connection to the River Styx first manifested, Ophelia got lost wandering its shores, trying to find her way out. She ended up possessed by an old ghost. She then met her mentor, MENTOR who advised her to find the Zodiac Society. The young necromancer finally escaped the underworld, and her mentor's magics brought her to Tempus. Tempus experienced Ophelia 's possession and quickly got her to some place with wards: the Taurus House in New York. Though the Society assisted her in finding the name of her possessing ghost and shaking it free, Tempus was reprimanded for endangering Taurus House by bringing a strange sorcerer to it without conferring with the Head of House. Though she loves him, Beverly Dawson was forced to re-assign him to the Leo House in Los Angeles, where he currently resides.

Last Year

  • Hexana hears that the Zodiac Society has an interest in the doings of Shaitan and contacts them, telling them they are in Salem. She has information for them. Sedona and Hexana are waiting in Salem for Foggy to make the Atlantic crossing via his Invested asphalt cyst ability. Hexana hears the screams of her previous incarnations, and then the Order of the Hammer hits. The two Invested barely make it out alive, thanks to their combined elemental powers. They get out of town, and Hexana sends Foggy and Sedona on their way, refusing to cede her town to the Order. Foggy promises to return and help after he's seen Sedona to safety. Hexana finds Shaitan and offers to assist them against the Order of the Hammer. They agree to her doing freelance work for them, in exchange for some magical lore from them. They drive the Order out of Salem even before Foggy can make it back. Tempus arrives in Salem, asking about the information about Shaitan. Hexana claims she has no real information to give them.

This Year

  • On a night when Hexana,Sedona with Foggy, Tempus with a small group of fellow Zodiac operatives, and Ophelia with her ghost-mentor are at Dvaravat, the club is attacked by Beasts of Bal'Hemoth. They cut through the defenders of the establishment, and Chandi is hard-pressed to fight them off, so Foggy and Tempus and the others jump in to help. They are enough to turn the tide and drive away the Beasts. Chandi is grateful and bestows a membership on all who helped.
  • Tempus has a dream about Foggy walking the far bank of the River Styx. He is looking around, confused, and then looks up as though he sees Tempus. He then raises a hand to wave sadly, and vanishes like mist.

Now

People

Crystal.JPG
Beverley Dawson
The Zodiac Society • Guardian
Beverley is a sorcerer of some skill. She took Tempus in when he was released from the artifact he had been trapped in and effectively raised him from the age of 14 onwards. She is the Head of House of Taurus House, the New York City chapter-house of the Zodiac Society.

Locations

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