Characteristics & Appearance Page
Character Name: Always
Alternate Identities: Alan Haas
Player Name:
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
38 DEX 10 84 38 17- OCV 13 DCV 13
38 CON 10 56 38 17-
15 BODY 10 10 15 12-
10 INT 10 0 10 11- PER Roll 16-
10 EGO 10 0 10 11- ECV: 3
30 PRE 10 0 30 15- PRE Attack: 6d6
12 COM 10 1 12 11-
5 PD 5 0 5/37 5/37 PD (0/32 rPD)
8 ED 8 0 8/40 8/40 ED (0/32 rED)
8 SPD 4.8 32 8 Phases: 2, 3, 5, 6, 8, 9, 11, 12
13 REC 13 0 13
76 END 76 0 76
47 STUN 47 0 47
33" Running 6 14 33"
2" Swimming 2 0 2"
5"/2 1/2"" Leaping 5 0 5" 212 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 400
Spent: 400
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 750
MOVEMENT
Type Total
Run (6) 33" [66" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
Flight 10" [20" NC]
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 5' 9"
Weight: 152 lbs
Description:
Alan is a wiry, muscular man of medium height with brown hair and brown exes. His face is weathered, and he looks both distracted and worried most of the time. As Always, he prefers to wear a simple blue track suit with hood and a full face blue ski mask.

Combat Information Page
Character Name: Always
Alternate Identities: Alan Haas
Player Name:
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Speedster Martial Arts
5
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
2) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 5d6 +v/5; Target Falls; FMove
5
3) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike
5
4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove
5
5) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 35 STR to Disarm roll; FMove
25 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 5/37 Current BODY:
Res. Phys. Defense 0/32 (15)
Energy Defense 8/40 Current END:
Res. Energy Defense 0/32 (76)
Mental Defense 25 Current STUN:
Power Defense 10 (47)
COMBAT INFORMATION
OCV: 13 DCV: 13
 
Combat Skill Levels: +8 Overall (80 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in situations where speed and foreknowledge are useful; -1/4)
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
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Passing Throw 1/2 +0 +0 5d6 +v/5; Target Falls; FMove
Rapid Punch 1/2 +1 -2 9d6 Strike
Passing Strike 1/2 +1 +0 5d6 +v/5; FMove
Passing Disarm 1/2 -1 -1 Disarm, 35 STR to Disarm roll; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Powers & Equipment Page
Character Name: Always
Alternate Identities: Alan Haas
Player Name:
POWERS
Cost  Power END
19 Time Shattered Mind: Mental Defense (25 points total), Hardened (+1/4) (29 Active Points); Always On (-1/2)
Notes: Alan's mind is breaking down faster now, as the splits in his personal time line become more severe. As a side effect, mental powers have even less of an effect on him.
0
10 Time Shattered Mind II: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only to defend from PRE attacks; -1)
Notes: Alan is constantly passing back and forth between realities in this stage. It requires constant effort to concentrate on events in any one time line.
15 I Am Always Here: Power Defense (10 points), Hardened (+1/4), Inherent (+1/4) (15 Active Points)
Notes: At this stage in his time line, even powerful magic can not bring Alan fully back into synch with any one reality.
0
15 Time to Look: +5 PER with all Sense Groups
Notes: To Alan, the world now seems like an endless photo gallery, the scenes around him still, and distant.
0
15 Time to Look II: Rapid (x1,000) with Sight Group0
45 I Have Always Been Here: Danger Sense (immediate vicinity, any danger, Analyze, Discriminatory, Function as a Sense) 14-
Notes: The darkness is coming closer in each of Allan's time lines, and his momens of clarity are growing sharper as well. At this stage, he is often able to warn his friends of terrible dangers that loom large in their collective futures. Often, but not Always.
Precognitive Defenses, all slots Restrainable (-1/2), Limited Power: Luck Based Power loses about a fourth of its effectiveness (-1/4), Nonpersistent (-1/4)
Notes: Always is able to move out of the way of any attack he could possibly have avoided, and to roll with any blow he can see coming. From his point of view, every blow lands, every laser burns, every bullet strikes home. He then "pulls back" and moves out of the way. However, some attacks simply can not be avoided in any way; against those attacks, his precognitive defenses are useless. Treat all defenses as Combat Luck.
60
1) Just That Fast: Armor (32 PD/32 ED), Hardened (+1/4) (120 Active Points); Restrainable (-1/2), Limited Power: Luck Based Power loses about a fourth of its effectiveness (-1/4), Nonpersistent (-1/4)
0
30
2) You Missed: Knockback Resistance -30" (60 Active Points); Restrainable (-1/2), Limited Power: Luck Based Power loses about a fourth of its effectiveness (-1/4), Nonpersistent (-1/4)
0
160 The Fastest Man Alive: Variable Power Pool, 80 base + 80 control cost, Cosmic (+2) (200 Active Points); Limited Special Effect Common SFX (Only Super Speed and personal Time related powers; -1/2)
Notes: As a Speedster, Alan is nearing the peak of his powers. He is now able to freely move backwards and forwards in his own personal time line, and to effortlessy speed time to a mad blur or slow it to a deathly crawl from his own point of view.
0
1) Fast: Running +20" (33" total) (40 Active Points) Real Cost: 40
4
0
2) Impossibly Fast: (Total: 80 Active Cost, 59 Real Cost) Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Only In Contact With A Surface (-1/4) (Real Cost: 32) plus Desolidification (affected by Area Attacks) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 27) Real Cost: 59
8
0
3) Passing Sweep: Hand-To-Hand Attack +4 1/2d6, Personal Immunity (+1/4), Area Of Effect (24" Line; +1 1/4) (57 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 38
Notes: Does 9d6 + v/5 with Passing Strike, generally 16d6 to all targets in a 14 hex line
6
0
4) Speed Throw: Hand-To-Hand Attack +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 35
Notes: Does 13d6 with Rapid Punch, 18d6 with Passing Strike or Passing Throw
5
0
5) High-Speed Thrown Object: Hand-To-Hand Attack +10d6, Ranged (+1/2) (75 Active Points); Hand-To-Hand Attack (-1/2), OIF Expendable (Easy to obtain new Focus; Object of opportunity; -1/2) Real Cost: 37
Notes: Does 21d6 if he has room to move.
7
0
6) Slow Time: Succor 12d6 (standard effect: 36 points) (60 Active Points); Self Only (-1/2) Real Cost: 40
Notes: Slowing Time can boost virtually any statistic, saving only COM.
6
0
7) I Am Always Here: Precognitive Clairsentience (Sight Group) (40 Active Points) Real Cost: 40
Notes: Alan is remembering only one possible future; there is no guarantee that this is the future that will take place.
4
0
8) I can see it coming: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Costs Endurance (-1/2) Real Cost: 33
5
369 Total Powers Cost

Skills, Perks, Talents & Disadvantages Page
Character Name: Always
Alternate Identities: Alan Haas
Player Name:
SKILLS
Cost  Name
64 Time is Relative: +8 Overall (80 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in situations where speed and foreknowledge are useful; -1/4)
Notes: At this stage of his personal Time Line, Always is able to move even more freely faster, slower, backwards and forwards in time, at least from his point of view. This grants him the ability to achieve seemingly miraculous tasks. Still, there are occasions when the ability to pull himself back in time is simply of no use.
5 Defense Maneuver I-II
3 Acrobatics 17-
3 Breakfall 17-
3 Gambling 11-
3 Traveler
1
1) AK: American Highways (2 Active Points) 11-
1
2) AK: Asia (2 Active Points) 11-
1
3) AK: Europe (2 Active Points) 11-
1
4) AK: Major American Cities (2 Active Points) 11-
1
5) AK: Major World Cities (2 Active Points) 11-
1
6) AK: North America (2 Active Points) 11-
3 Scholar
1
1) KS: Alternate Time Lines (2 Active Points) 11-
1
2) KS: Arcane & Occult Lore (2 Active Points) 11-
1
3) KS: Divination Magic (2 Active Points) 11-
1
4) KS: Mystical Places (2 Active Points) 11-
1
5) KS: Personal Future Histories (2 Active Points) 11-
1
6) KS: The Mystic World (2 Active Points) 11-
1
7) KS: Threats to the Earth (2 Active Points) 11-
97 Total Skills Cost
PERKS
Cost  Name
6 Reputation: The Fastest Man Alive, Hero of The Circle (A large group) 14-, +2/+2d6
5 Money: Well Off
Notes: His friends in the New Circle have set aside some money for Allan.
30 Jasmine Rivera: Follower
Notes: Jasmine is an agent of the Trismegistus Council. A competent mage, she made the near fatal mistake of attempting to infiltrate Demon. Alan saved her life, and spoke to her as if they'd lived a life together. Several lives. Fascination, physical attraction, sympathy and gratitude are not love, something she believes Alan does not understand. She is mistaken.
41 Total Perks Cost
TALENTS
Cost  Name
3 Absolute Time Sense
3 Bump Of Direction
6 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Odd Chronal and Magical Auras (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Distinctive Features: Alternately Twitchy and Unresponsive, odd jaw and hand movements, voice control problems (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
Notes: It is difficult for Alan to synchronize his perception of time with that of those around him
10 Reputation: The man who has seen the Futures, 14- (Known Only To the Mystic World)
5 Physical Limitation: Memory problems (Infrequently, Slightly Impairing)
5 Physical Limitation: Always hungry and thirsty (Infrequently, Slightly Impairing)
10 Dependent NPC: Future friends and lovers 8- (Normal)
15 Hunted: Demon 8- (As Pow, NCI, Harshly Punish)
15 Hunted: The Devil's Advocates 8- (As Pow, NCI, Harshly Punish)
10 Hunted: Captain Chronos 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: The Council 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Will Not Kill (Common, Strong)
15 Psychological Limitation: Protective of Innocents, Soft Hearted (Very Common, Moderate)
15 Psychological Limitation: Must try to hold off the End Times (Common, Strong)
150 Total Disadvantages Cost

Background Page
Character Name: Always
Alternate Identities: Alan Haas
Player Name:
BACKGROUND
Height: 5' 9" Hair: Brown
Weight: 152 lbs Eyes: Brown
Appearance: Alan is a wiry, muscular man of medium height with brown hair and brown exes. His face is weathered, and he looks both distracted and worried most of the time. As Always, he prefers to wear a simple blue track suit with hood and a full face blue ski mask.
Personality: Alan Haas suffers from a form of Post Traumatic Stress Disorder. For Alan, it is entirely functional. Alan experienced his entire life as a single moment, from the too successful attempt at a divination spell that showed him every possible future to the last moment of his life in each of those futures. Every single moment. Alan’s mind has coped with this by locking off vast stretches of his “future memory”, burying those memories deep in his subconscious, though they still intrude. As he copes constantly with intrusive memories of the joys and horrors to come, he often finds it difficult to focus on events in the here and now. However, his powers may grant him moments of extraordinary focus.

Before his rebirth, Alan was a socially inept yet driven young man, obsessed with divination, magic, and probability, the perfect recruit for an organization like Demon. Since his rebirth, Alan has lived in worlds ruled by the Devil’s Advocates, Takafones, the Crowns, and every petty tyrant with a hope for success in Alan’s lifetime. He is unable to hide from the ramifications of every wrong choice, every petty cruelty or misstep. Alan is driven to heroism not through philosophical commitment, but through direct experience of what happens when Good men do nothing.
Quote:“Think carefully about this. Actions have consequences.” “I am always here.”
Background: I am dying now, at 7:15:27pm on February the 29th, 2012. The Morbane is cutting out my heart. The Kings are coming, and I have failed, and my friends are dead. I do not want to die. I pull back.
I am dying now, at 6:53:41pm on September the 23rd, 2010. The club is taking me in the stomach and I feel myself breaking. He is my friend, and I care for him, and I can’t believe he is killing me. I pull myself back.
I am dying now, at 4:32:11am January 5th, 2033, on a world I can not remember. There is no air. I should not have come. I try to pull myself back, but the pain is too much, and this I think is why I will not be able to remember. I must have pulled back, because I am here, and I always will be.
I am always here.
I am being born again now, and again, and again. I am in a dirty room, surrounded by all I have, which is almost nothing. I am kneeling in a circle of my blood, candles burning, and I am chanting, and I know the future, all of the futures, and all of the futures are happening now, and I am dying in a thousand ways, and knives are cutting me, and I am burning, and I am freezing, and I am laughing, and I am weeping, and people are crying out to me, and she smiles, and she hates me, and I can not remember who I am.
I am always here.

The Master stood with the Legend, and looked to the shattered man. The shattered man was sleeping.

“Can we help him, Master?”

The elderly Japanese man shrugged his shoulders. “In small ways.”

The young man with sapphire eyes looked down. “I’ve repaired his body, but I can’t restore his aura. The damage to his spirit is beyond me.”

The old man nodded. “You have done all that can be done. His mind is spread thin.”

I am seated across from the girl and she is happy, and I am happy. I am not watching her dying. Here she is drinking a hot cocoa and making plans, and asking me if we have children, and I say I am not looking, but I am looking, and I can not see, I can not let myself see, and I am pulling back into myself, and I am not looking in myself, and I feel better.
I am opening my eyes, and I see my friend and my teacher, and I remember that this is the first time for them, and I will not let myself look, and that feels better. In 2012 I am dying. In 1999 I smile.
I am always here.

The Master spoke, both to the shattered man who had awakened and to the young man by his side. “Welcome back. Do not try to speak. We felt the magic you tried to work. Some sort of divination, yes? It was of great power. You are lucky to be alive. What is your name?”

I am smiling, and I am glad my friends are here for me. I am also passing out. “I am always here” I say, just before sleep. I always wanted to be here.
Powers/Tactics: Alan can speed or slow time from his own point of view, and can move forwards or backwards within his own personal time line. In most way Alan is a classic speedster, and a very effective one. The combination of his Speedster Martial Arts and VPP allows him to pull off a range of extraordinary power stunts, limited only by what you consider permissible in your campaign.

Alan can also remember all of his possible futures, and all of his possible pasts. This has caused what was once a brilliant mind to decline to the point of functioning only as well as that of an average man, though he can sometimes focus all of his attention on a single moment and achieve wonders.

This version of Always is nighmarishly powerful when fighting offensively, and formidable when acting defensively. However, his defenses are somewhat brittle; anything that hurts him is likely to hurt him very badly.
Campaign Use: Always is a walking plot seed. If he has “seen” an event involving the players, and he thinks he can help, he is sure to seek them out. His memories of alternate futures can be used to guide heroes, or to guide them incorrectly if the memories are of the wrong future. He could be given a great power boost by allowing Mega-scale and other stop-sign powers to be added to his Hand Attacks. Allowing him to extend his time effects to others would also greatly enhance his powers. Powering him down would involve folding the points from the Speedster Martial Arts into the pool, switching the pool for a MP, or both.

At this stage the ends of all of Alan's futures are rushing closer, and Alan is becoming desperate to prevent the evil that is to come. His lover is in danger, his friends are in danger, the world is in danger, and being the fastest man alive may not be enough.
Character created with Hero Designer (version 2.38)