The Gamemaster
Robert Carrington
Cost Characteristic Value Roll Notes
0 STR 10 11- Lift: 100.0kg; HTH: 2d6; END: [1]
0 DEX 10 11- OCV: 3  DCV: 3
0 CON 10 11-
0 BODY 10 11-
8 INT 18 13- PER Roll: 13-
16 EGO 18 13- ECV: 6; Mental Defense: 0
0 PRE 10 11- PRE Attack: 2d6
-1 COM 8 11-
0 PD 2   Total: 11 PD (9 rPD)
0 ED 2   Total: 11 ED (9 rED)
20 SPD 4   Phases: 3, 6, 9, 12
0 REC 4   Running: 6" / 12"
10 END 40   Swimming: 2" / 4"
5 STUN 25  
The Gamemaster | Summary
Real Name: Robert Carrington Hair Color: Brown
Concept: Energy Projector Eye Color: Brown
Affiliation: Solo Uber Height & Weight: 5' 10" (1.77 m) / 159 lbs (72.00 kg)
Played By: NPC Date of Birth: October 13, 1986
Created By: KL Wilson Place of Birth: Detroit, Michigan
Cost Powers END
100 Time and Dimensional Control: Multipower, 100-point reserve
5u 1) Dimensional Perspective: Clairsentience (Sight And Hearing Groups), Perceive into any dimension, Targeting (55 Active Points) 5
8u 2) Travel Across the Street: Teleportation 10", No Relative Velocity, Position Shift, x128 Noncombat, Reduced Endurance (1/2 END; +1/4) (81 Active Points) 3
9u 3) Travel Around the World: Teleportation 10", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (87 Active Points) 9
1u 4) Dimension Hopping.: Extra-Dimensional Movement (Any Dimension, Any Location) (45 Active Points); 4 Charges (-1), Costs Endurance (-1/2), Extra Time (Extra Segment, -1/2), Concentration (1/2 DCV; -1/4) 4
63 Time and Dimensional Control: Elemental Control, 126-point powers
66 1) Into Harm's Way: Teleportation 20", No Relative Velocity, Position Shift, Cannot be Used as Movement Power (+0), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Ranged (+1/2), Usable As Attack (+1) (179 Active Points); Concentration (1/2 DCV; -1/4), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4)
     [Notes: Used to teleport others into dangerous situations; i.e. in front of a moving vehicle, in the path of another character's attack, over the edge of a cliff, etc.]
56 2) Dimensional Gate: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight, Ranged (+1/2), Area Of Effect (52" Cone; +1), Continuous (+1), Usable As Attack (x8 maximum weight per inanimate target; +1 3/4) (315 Active Points); Extra Time (1 Minute, -1 1/2), 1 Continuing Charge lasting 1 Minute (-1), Gate (-1/2), Concentration (1/2 DCV; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 31
20 3) Out of Harm's Way: (Total: 127 Active Cost, 40 Real Cost) Extra-Dimensional Movement (Any Dimension, Any Location), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; When Body Goes Below 0; +1/2) (67 Active Points); Only to Character's Place of Residence (-2) (Real Cost: 22) plus Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Resurrection Only (-1/2) (Real Cost: 18)
     [Notes: Past self comes forward and pulls the character out of the line of fire a split second before killing blow would have landed.]
5 +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only for defense; -1)
30 Perfect Alibi: Duplication (creates 200-point form), Easy Recombination (Zero-Phase Action at Full DCV), Ranged Recombination (+1/2) (75 Active Points); Limited Power (Only to Create Alibi for Character; -1 1/2) 0
Cost Talents
3 Absolute Time Sense
3 Bump Of Direction
18 Combat Luck (9 PD/9 ED)
42 Danger Sense (immediate vicinity, any danger, Analyze, Discriminatory, Function as a Sense) 13-
3 Lightning Reflexes: +2 DEX to act first with All Actions
4 Speed Reading (x10)
Cost Skills
3 Acting 11-
3 Computer Programming 13-
5 Cramming
0 Everyman
AK: Detroit, Michigan 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Native Language: English (idiomatic; Literate) (4 Active Points)
PS: Student 11-
Paramedics 8-
Persuasion 8-
TF: Small Motorized Ground Vehicles
3 KS: Role Playing Games 13-
3 KS: Star Trek Trivia 13-
4 Language: Klingon (completely fluent; literate)
3 Power 13-
3 Shadowing 13-
3 Stealth 11-
250+ Disadvantages
10 Distinctive Features: Looks/Acts Like a Nerd (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Normal Characteristic Maxima
10 Physical Limitation: Allergies: Pollen, Dust, Animal Dander (Frequently, Slightly Impairing)
15 Physical Limitation: Asthma (Frequently, Greatly Impairing)
10 Physical Limitation: Klutz (Frequently, Slightly Impairing)
5 Physical Limitation: Low Pain Threshold (Infrequently, Slightly Impairing)
10 Physical Limitation: Nearsighted (Infrequently, Greatly Impairing)
15 Psychological Limitation: Believes He Has a Great Destiny to One Day Fulfill (Uncommon, Total)
15 Psychological Limitation: Casual Killer (Common, Strong)
20 Psychological Limitation: Cruel Streak (Very Common, Strong)
20 Psychological Limitation: Insatiably Hungry for Power (Common, Total)
20 Psychological Limitation: Sadist (Very Common, Strong)
20 Psychological Limitation: Sociopathic (Common, Total)
15 Social Limitation: Secret ID: Robert Carrington (Very Frequently, Minor)
15 Social Limitation: Is Seen as a Walking, Talking Stereotype (Nerd) (Very Frequently, Minor)
10 Unluck: 2d6
30 Vulnerability: 2 x STUN Physical Attacks (Very Common)
14 Experience Points
The Gamemaster | Points Summary
Characteristics Cost: 58 Base Points: 250
Powers Cost: 363 Disadvantages: 260
Talents Cost: 73 Total Experience: 14
Perks Cost: 0 Spent Experience: 14
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 30 Total Points: 524

In high school Robert Carrington was a misfit. Even the fringe elements thought he was strange and avoided him. Not that he minded; he was happy to be left alone. Even then he viewed others as nothing more than toys to use as he wished.

Unlike the typical misfit Robert didn't have any problems with the other kids. Only a few weeks into his freshmen year everyone in the school knew nasty accidents happened to anyone who picked on Robert and, though many suspected he was behind them, he always had an alibi for the times they occurred.

What no one knew was Robert had a budding ability to open holes in the time/space continuum and warp reality to his liking. If someone was on a ladder he would shift it a couple of feet to the side sending his target plummeting to the ground, if someone was out walking he would suddenly find himself in front of a speeding car and Robert never close enough to be accused.

In college his power began to grow and he discovered not only was he capable of shifting object in time and space, he could also shift them in other dimensions and peer into those dimensions. It wasn't long after his discovery students started disappearing from the university. Once again Robert was a suspect but, as in high school, he always had an airtight alibi.

It was around this time he joined the university's gaming club and discovered the joys of role playing games. His membership didn't lastlong as his penchant for cruelty manifested itself in the characters he played and in the games he ran. A number of his in game acts revolted other players to the point they refused to play in any game he was involved in. Those students who rejected him were among the first to disappear.

When he could no longer find any games he turned his mind on other ways to express his innermost desire, the desire to watch others suffer. He had the power, could send others to any dimension he chose, to watch them helplessly try to figure out where they were and how they got there. Why limit himself to games when he could be Gamemaster of the entire world.


Robert Carrington believes he has a great destiny to fulfill and is above the concerns of normal society. He is cruel and sadistic and will not hesitate to kill anyone he believes has slighted him. While others perceive him as a stereotypical nerd and he does persue many of a nerds interests he is far from being one and finds it amusing otheres see him in that fashion believing it will make them underestimate him. For this reason he tends to dress and act in the fashion others expect in order to keep up the charade.

At least that is what he thinks. In reality he is as much of a nerd as others perceive him to be.


"Society's rules do not concern me. My destiny elevates me above such rules."


The Gamemaster is able to stop time for short periods unabling him to move others into the path of danger or getting himself out of trouble. His usual tactics are to stop time and move his victim into the path of a moving vehicle or the path of another character's attack. He is able to perceive what is happening in any dimension and can travel to any time, place, or dimension.

Robert also knows when a future version of himself is in danger of dying and can move to that time/place and get himself out of there a split second before the mortal blow would have hit. This affectively makes Robert incapable of being killed by anything short of old age.


Robert does not worry too much about his appearance, more often than not wearing mismatched socks, needing his hair combed, ect.

As The Gamemaster he dresses all in black with a full face mask beneath a hooded cloak.