Johnny Tick-Tock Created by OddHat 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
20 INT 10 10 20 13- PER Roll 13-
14 EGO 10 8 14 12- ECV: 5
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
3 PD 3 0 3/9 3/9 PD (0/6 rPD)
3 ED 3 0 3/9 3/9 ED (0/6 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
26 END 26 0 26
24 STUN 24 0 24
6" Running 6 0 6"
2" Swimming 2 0 2"
2 1/2"/1"" Leaping 3 0 2 1/2" 67 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Swinging 10" [20" NC]
EXPERIENCE POINTS
Total earned: 75
Spent: 80
Unspent: 0
Base Points: 200
Disad Points: 145
Total Points: 425
APPEARANCE
Hair Color:  Light Brown
Eye Color:  Light Blue
Height:  5' 9"
Weight:  180 lbs
Description:
Milo is an average looking athletic white male in his late twenties. As Johnny Tick-Tock he wears a wide variety of costumes, some of them based on designs from his grandfather's old hero chest. His costumes practically always feature some sort of clock-oriented symbology, and often times he affects a pocket watch

 Johnny Tick-Tock Created by OddHat 
DEFENSES
Type Amount Notes
Physical Defense 3/9 Current BODY:
Res. Phys. Defense 0/6 (10)
Energy Defense 3/9 Current END:
Res. Energy Defense 0/6 (26)
Mental Defense 10 Current STUN:
Power Defense 0 (24)
STUNTS & FIGHTING STYLE
Just stay in the Speed Zone all the time.
Try to time your entries and exits to the Speed Zone intelligently.
Avoid combat.
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+2 Overall
+3 with DCV
+1 with Ranged Combat (OIF: Pistol)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Johnny Tick-Tock Created by OddHat 
SUPERPOWERS!
Cost  Power END
Speed Zone
108   1)   Enter the Speed Zone:  Extra-Dimensional Movement (Speed Zone, Any Location corresponding to current physical location), 1 TURN, Microspeed (4 SPD / 4 Actions), Reduced Endurance (0 END; +1/2), Quick Entry (+1/2) (108 Active Points) 0
18   2)   Microspeed Perception:  Rapid ( x1,000,000) with Normal Sight 0
10   3)   Speed Zone Sight:  Perceive into the Normal Speed World with Sight Group 0
6   4)   Speed Zone Touch:  Transdimensional (Normal Speed World; +1/2) for up to 13 Active Points of STR (6 Active Points) 1
Time Is On My Side
7   1)   Fast Thinking:  Mental Defense (10 points total) 0
20   2)   Plenty of Time:  +2 Overall
15   3)   Timing Is Everything:  +3 with DCV
Armored Costume (IIF)
18   1)   Ballistic-proof Weave:  Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points) 0
4   2)   Auto Polarizing Filters:  Sight Group Flash Defense (5 points) (5 Active Points) 0
10   3)   Integrated Grapnel & Line:  Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); Ascend / Descend / Swing One Arc (-1/4) 0
Walking Club (OAF)
10   1)   Whacking Stick:  Hand-To-Hand Attack +3d6+1, Reduced Endurance (0 END; +1/2) (25 Active Points); Hand-To-Hand Attack (-1/2) 0
Pistol (OIF)
3   1)   Accurate:  +1 with Ranged Combat (OIF: Pistol)
30   2)   Semi-Automatic Handgun:  Killing Attack - Ranged 3d6 (vs. PD), 4 clips of 8 Charges (+0) (45 Active Points) [8]
9   3)   Silencer:  Invisible to Hearing Group (+1/4) for up to 45 Active Points of Ranged Killing Attack, Reduced Endurance (0 END; +1/2) (16 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 0
19   4)   Muzzle Accelerator:  Armor Piercing (+1/2) for up to 45 Active Points of Ranged Killing Attack, Reduced Endurance (0 END; +1/2) (33 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 0
287 Total Powers Cost

 Johnny Tick-Tock Created by OddHat 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Linguist
Notes: Johnny can remember perfectly every phrase book and dictionary he reads, but hasn't had much real-world practice.
1
1) Language: French (fluent conversation) (2 Active Points)
1
2) Language: Japanese (basic conversation; literate) (2 Active Points)
1
3) Language: Spanish (fluent conversation) (2 Active Points)
3 Scholar
Notes: Johnny remembers everything he reads.
2
1) KS: Current Events & News (INT-based) (3 Active Points) 13-
2
2) KS: Stuff from the Internet (INT-based) (3 Active Points) 13-
2
3) KS: Superhuman World (INT-based) (3 Active Points) 13-
2
4) KS: Trivia (INT-based) (3 Active Points) 13-
Thief
3
1) Concealment 13-
3
2) Lockpicking 13-
3
3) Security Systems 13-
3 Traveler
Notes: Johnny reads a lot of travel books.
2
1) AK: Major American Cities (INT-based) (3 Active Points) 13-
2
2) AK: Tourist Destinations (INT-based) (3 Active Points) 13-
2
3) AK: US roads & Highways (INT-based) (3 Active Points) 13-
35 Total Skills Cost
PERKS
Cost  Name
3 Reputation: Johnny Tick-Tock, The Man Who Makes Time For Crime (A medium-sized group) 11-, +3/+3d6
3 Total Perks Cost
TALENTS
Cost  Name
27 Danger Comes Swiftly, But Not Swiftly Enough: Danger Sense (immediate vicinity, Out of Combat, Function as a Sense) 13-
3 Good Memory: Eidetic Memory (5 Active Points); Requires An INT Roll (-3/4)
3 Time Is But An Illusion: Absolute Time Sense
33 Total Talents Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
5 Distinctive Features: Mystical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Distinctive Features: Temporal Anomaly (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: By Law Enforcement 8- (Mo Pow, NCI, Arrest )
20 Normal Characteristic Maxima
15 Psychological Limitation: Easily bored, constantly seeks stimulation, no patience (Very Common, Moderate)
15 Psychological Limitation: Glory Hound; always demands to be the center of attention. (Very Common, Moderate)
15 Psychological Limitation: Greedy, lazy and selfish (Very Common, Moderate)
10 Reputation: Criminal Theif and Burglar, 11-
10 Social Limitation: Secret Identity (Occasionally, Major)
10 Unluck: 2d6
10 Vulnerability: 2 x Effect Dispel vs Magic (Uncommon)
10 Vulnerability: 2 x Effect Suppress vs Magic (Uncommon)
145 Total Disadvantages Cost

 Johnny Tick-Tock Created by OddHat 
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 9" Hair: Light Brown
Weight: 180 lbs Eyes: Light Blue
Milo is an average looking athletic white male in his late twenties. As Johnny Tick-Tock he wears a wide variety of costumes, some of them based on designs from his grandfather's old hero chest. His costumes practically always feature some sort of clock-oriented symbology, and often times he affects a pocket watch
PERSONALITY & MOTIVATION
Milo is lazy, greedy, and bored out of his mind. He was bored before he gained his powers but now every day seems to drag on forever, every television show seems like a slideshow, even with broadband Internet porn takes forever to download, and carrying on a conversation with others is almost physically painful.

He initially meant to use his new found powers to be a hero like his grandfather, but his heart wasn't in it, and besides being a hero didn't pay off at the end of a successful job. A life of supercrime was really the only answer. Milo makes most of his money commiting robberies, facilitating kidnappings, assissting with the odd jailbreak, and other such "soft" crimes. He has not yet committed a murder or directly assisted in a "wet" job, and might re-asses his career path if put in a position where it becomes necessary to do so. He's selfish and petty, but not homicidal.
CATCH PHRASE(S)
"Note my expert timing?"
POWERS & SPECIAL EFFECTS
Johnny Tick-Tock is able to "step outside of time", taking many actions while normal-speed people stand as still as statues and incapable of even perceiving him much less taking action to stop him; however, other superfast individuals can interact with Johnny. This is represented by the Speed Zone rules from the Ultimate Speedster.

Additionally, his perceives things at an altered rate of speed; he is able to see the world moving at a millionth rate of speed; in addition to perceiving things that are normally so fast that normal humans can't detect it, he is also almost impossible to suprise.

Johnny has a lot of time on his hands and an excellent memory; he tends to read and surf the net a lot and is something of an information junkie, and has a broad and eclectic selection of knowledge skills (which the GM should feel free to extend in any fashion that makes for a good story hook).

Johnny also wears a bullet-resistant costume that protects his eyes, and also has an integrated grapnel launcher that he usually uses to ascend and descend on burglarly jobs, but which can be used as a swingline if needed. It is not designed to allow "Tarzan" style swinging however.

Generally Johnny avoids combat and uses his powers to evade / avoid and to succeed at his task, and usually affects a walking stick with a good heft that he found in his grandfather's chest, but if the GM prefers for Johnny to have some offensive ability he occasionally carries a modern Pistol that he has both a Silencer and a Muzzle Accelerator for (which cannot be used together). He is not a killer, so he only uses the Pistol on people that he thinks will survive it, and shoots to wound vs. opponents that are not obviously super tough.

To make Johnny Tick-Tock more powerful for your campaign give him a little more offensive punch. With his ability to take 16 actions per TURN, a little bit goes a long way. To make Johnny weaker just decrease his Speed Zone capability.

Johnny's powers are mystical in origin, but Johnny himself is not mystical and has little or no talent in that area. Thus, his powers are very easy for mystics to shut down temporarily. However, they always come back eventually.

 Johnny Tick-Tock Created by OddHat 
ORIGIN
Milo's grandfather had been wealthy, but that wealth had been divided among a half dozen children. Milo's father had been fond of drink and young women, and had coasted through life on an ever-shrinking trust fund, dying at the age of thirty-seven in an unfortunate incident which the family prefers not to discuss publically.

Milo himself had reached adulthood with no marketable skills whatsoever. He did however know the family stories about grandfather, about his strange friends and the locked chest in the old house's attic. Curious and bored, and perhaps a little desperate for something, anything that might show him a way out of joining the working world, Milo found that a crowbar took care of the lock. Inside the chest he found some very odd old clothes, a photo album filled with pictures of grown men and women in underwear, capes and tights, a diary filled with unbelievable stories detailing his grandfathers heroic career as "Johnny On The Spot", and a small box. The stories were all true! Milo would be rich again!

"Free! Forty-two years, six months, twenty-three hours, seven minutes, and fifty-nine seconds of captivity in that horrible ring, but now, finally, I"m free!"

The Jinni laughed, filled with joy, and flexed his mighty arms. A crackling leash of energy, a Tesla arc, lead from the Jinn's legs and back to a simple golden ring, a ring clutched in the hands of an excited and terrified young man.

"Y-yes," squeaked the young man, "yes! Grandfather's diary was true! My own magic genie!"

The Jinni focused, and looked at his young "master," the spitting image of his last master. The master at whose side he had fought criminals, Nazis, and mad men for nearly a decade. The master that had left him, trapped, alone, in a ring, in a box, in an old oak chest, in an attic, for nearly half a century.

"Which part of "free" didn"t you understand, boy?"

"What?"

"I"m free. FREE! No more masters, no more mages, no more battles, and especially no more rings. I"m leaving. Have a nice life."

"Wait! You can"t do this to me!" The young man was terrified. His grandfather's magic genie, the genie that had made his grandfather a hero, was threatening to leave! It couldn"t be! His ticket out of an ordinary life was threatening to leave him behind! "You"ve got to stay! You"ve got to grant my wishes!"

The Jinni thought for a moment, and felt the tiniest touch of pity. "Very well. One wish."

"One wish!"! Just one!"

"One."

"OK," breathed the young man, "just give me more time!"

"Done!" shouted the Jinni, and was gone.

"Damn!"

The Jinni was true to his word. From that moment forward, Milo Passepartout had more time than anyone else...

Milo quickly discovered his powers; when he wanted to he could step outside of time and do many more things than normal people. To Milo it seemed like the rest of the world was frozen still while he seemed to be moving at his normal pace. He found out later that others were not able to effectively see him at all as anything other than a super-fast blur, and certainly were not able to react to him.

Soon, after testing the extent of his genie-granted powers, he created the identity of Johnny Tick-Tock, the Man Who Makes Time For Crime! Originally his intent was to be a superhero like his grandsire, but he just wasnt made of the same stuff as his honored predecessor and quickly turned to crime. His powers made him very well suited to petty theft, and with practice he became a decent burglar as well.

Unfortunately, as good as his power makes him, he has neither the street cred nor the street smarts to establish himself on the scene on his own. Fortunately for him he found employement with a firm calling itself Enforcers Inc early in his career. After working many successful contracts with the firm he was offered an exclusive arrangement and accepted. His prospects have been looking up ever since.
Character created with Hero Designer (version 2006053109)