Clock King Character in Tales of Justice | World Anvil

Clock King

William Tockman Fugate (a.k.a. Tempus Fuggit, Tempus Fugart)

A brilliant inventor, William Tockman Fugate is best described as a 'self-made man'. An interest in clocks and timing - combined with a photographic memory - led to a keen interest in schedules and efficiency. However, when a tragedy tore apart his family, William devoted himself to 'fixing' the problems of society.   Often he is a known villain and occasionally an anti-hero or vigilante. The Clock King is a dangerous, mercenary opponent whose combination of gadgets, skill, and timing that borders on almost meta powered make him a formidable foe.  

History

 

Being told he had six months to live, the brilliant inventor William Tockman Fugate devised a new, revolutionary type of timer for artificial hearts through an intense time and motion study of time and how it interacts with the physical form. In this way, he felt this would allow his sister to pay for a transplant and be taken care of when he passed on.

 

However, before he could realize any profits from it to pay for his sister’s transplant surgery to save her life, his backer, Lex Luthor, used a legal loophole to appropriate the ‘Fugate Heart’ for LexLabs use. William Fugate’s sister died in his arms, her transplant having gone to yet another corporate billionaire magnate who used his influence to move himself up the chain of donors. Shortly after her death, he learned that he did not have six months to live. There was a mix up in paperwork, it seems the hospital that diagnosed him had a mix up due to a clerical error which was the fault of the records company that the Hospital used. William Fugate never had been terminally ill.

 

Overcome with grief, William threw himself into a deeper study of time and the nature of time.

 

He intended to invent a working time machine. To some degree, he succeeded and attempted to go back to save his sister. Since the death of his sister was the catalyst for the invention, no matter what he attempted, she still died. Then he discovered he had never traveled in time at all, but across dimensions.

 

Mind near the breaking point, grief became rage, then revenge. Armed with an uncanny ability for precision timing, he destroyed much of his notes and the cross-dimensional device, then threw himself into an intense study in numerous forms of martial arts, philosophies, and acrobatics. William used the money saved from previous inventions to travel the globe, to study, to train in those disciplines.

 

After several years of near-obsessive study where he has mastered several disciplines, he turns his attention towards the subject of his rage: billionaire corporate playboys, CEOs, and mega-corporations. The people he considers a plague on humanity, a disease that should be eradicated.

Species
Children
Gender
male
Eyes
black
Hair
dark brown
Skin Tone/Pigmentation
Caucasian
Height
6'1"
Weight
220 lbs

Character Portrait image: by CB Ash

Clock King

DEX
10
STR
4
BODY
6
INT
8
WILL
8
MIND
6
INFL
8
AURA
6
SPIRIT
6
Initiative
30
Hero Points
100

POWERS

(* Linked Powers)

  • Recall: 10
  • Danger Sense: 9

  • BONUSES AND LIMITATIONS


  • Danger Sense RAPs are added to next Initiative
  • Danger Sense is an Automatic Action, and can only be used against victims of his Adaptation.
  • Recall is Only for Physical Movements or Techniques

  • SKILLS

    (* Linked Skills)

  • Acrobatics: 10
  • Animal Handling (Riding): 8
  • Artist (Actor, Dancer): 8
  • Charisma: 8
  • Detective (Clue Analysis, Police Procedure): 9
  • Martial Artist: 10
  • Military Science (Camouflage, Demolition, Field Command): 8
  • Thief: 9
  • Scientist: 10
  • Gadgetry: 8
  • Vehicles: 8
  • Weaponry (Missile Weapons, Shield): 9
  • Weaponry (Firearms): 10
  • Weaponry (Exotic Weapons, Heavy Weapons, Melee Weapons): 9

  • ADVANTAGES


  • Ambidextrous
  • Headquarters: Expansive
  • Leadership
  • Lightning Reflexes
  • Scholar { Martial Arts, Time, Efficiency and Process, Clocks, Clockwork Engineering, Physics }
  • Criminal Underworld (High)

  • DRAWBACKS

    OCCUPATION AND WEALTH

    Mercenary
    : Wealth 9 ( Approx. Annual Income : $500,000)

    EQUIPMENT


  • COSTUME [BODY: 8, Cold Immunity: 2, Flame Immunity: 2, Sealed Systems: 6, Skin Armor: 2, Limitation : Skin armor can only be used against edged weapons].
  • COLLAPSIBLE MEDIUM SHIELD [BODY 10, EV 04 (05 w/STR, 9 w/Martial Artist), Gliding: 2, Shrinking: 4, STR 3, Note: OV/RV bonus when using the Block Maneuver is 2 APs, Note: the OV bonus for the Shield Cover Maneuver is 2 APs, Limitations: Gliding only adds to throwing range].
  • Sword [BODY 6, EV 4 ( 5 w/STR, 10 w/Martial Artist ) ].
  • Billy Club [BODY 6, EV 4 ( 5 w/STR, 8 w/Martial Artist ). Note : the club can be used as a stick, a staff, or nunchaku].
  • Clock Arm Walking Stick [BODY 5, EV 4 ( 5 w/STR, 9 w/Martial Artist )
  • Longbow [BODY 4, Range: 8] and Quiver [BODY 3, Note: the Quiver has room for 36 arrows].


  • Trick Arrows
  • Normal Arrows (x12) [BODY 1, EV 3, Note: both Hunting and Blunt exists]
  • Acid Arrow [BODY 1, Acid: 8, R#2].
  • Bola Arrow [BODY 1, EV 3, Snare: 6, Bonus: User adds 2 to final Dice Roll when entangling target, R#2].
  • Boomerang Arrow [BODY 1, Gliding: 4, Note: excellent for performing Trick-shots with, R#2].
  • Cable Arrow [BODY 4, STR 8, Gliding: 4, Range 4 APs Line, R#2].
  • Electro-Arrow [BODY 1, Lightning (No Range): 6, R#2, Limitation: Bashing only on lightning].
  • Flare Arrow [BODY 1, Flash: 8, R#2].
  • Putty Arrow [BODY 1, Glue: 7, R#2], Net Arrow [BODY 01, Snare: 07, R#2].
  • Smoke Bomb Arrow [BODY 1, Fog: 8, R#2].
  • Screamer Arrow [BODY 1, Gliding: 4, Sonic beam: 8, Bonus: Area Effect, R#2].
  • Suction-Tip Arrow [BODY 4, Cling: 6, Thief (Stealth): 4, Gliding: 4, Range 3 APs Line, R#2].
  • Tear Gas Arrow [BODY 01, Fog: 8, Sensory Block: 6, R#2].

  • SUBPLOTS

    ATTRIBUTE BREAKDOWN

    Attribute
    Benchmark (based on current attributes above)

     
    DEX (Dexterity)
    This person possesses the best agility that is humanly possible.

     
    STR (Strength)
    The individual has exceptional human strength. Lifting range: 400-800 pounds.

     
    BODY (Body)
    The individual can withstand the greatest amount of physical damage humanly possible. They possess an exceptional resistance to fatigue.

     
    INT (Intelligence)
    This person's intellectual capacity rivals a professional who is one of ten authorities in a field of study or a born genius.

     
    WILL (Willpower)
    This individual possesses the resolve to conquer any human fear or rational threat, save death.

     
    MIND (Mind)
    This person's mind is equipped to deal with great stress as a part of daily life. Undercover agents, leaders of nations and most heroes are in this category.

     
    INFL (Influence)
    This person is so unique as to be highly regarded by several people across a nation or a state.

     
    AURA (Aura)
    This person has a presence strong enough to change the emotional state of an auditorium-sized crowd from a dead calm to electrified frenzy.

     
    SPIRIT (Spirit)
    This person is so secure in his or her beliefs that he or she is willing to die for them.

     
    WEALTH
    This person can afford to spend up to $12,800 per week

     
     

     

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