CharlesBishop: Difference between revisions
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Critical: 19 or 20<br> | Critical: 19 or 20<br> | ||
Death:+18%<br> | Death:+18%<br> | ||
+ | +6 to Initiative<br> | ||
+5 to Pull Punch<br><br> | +5 to Pull Punch<br><br> | ||
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TB-9 Auto-Pistol (WB9, 80) (+7 to strike, 4D6 M.D.; double damage to most materials, except force/energy fields and Arkhon composite armor., 1,200 feet, built-in adapter to use standard E-Clips, 30 shots per clip. 3 spare clips.)<br> | TB-9 Auto-Pistol (WB9, 80) (+7 to strike, 4D6 M.D.; double damage to most materials, except force/energy fields and Arkhon composite armor., 1,200 feet, built-in adapter to use standard E-Clips, 30 shots per clip. 3 spare clips.)<br> | ||
<br> | <br> | ||
TW Jammer Pistol (BoM, 323) (+7 to strike, No damage, disrupts other machines and weapons. Whatever weapon or machine is hit by the blast is temporarily “jammed” for one melee round. Effectively the same effect as the 7th level Negate Mechanics spell at 3rd level proficiency. 600 feet, 10 shots per P.P.E. clip. 1 clip.) <br> | TW Jammer Pistol (BoM, 323) (+7 to strike, No damage, disrupts other machines and weapons. Whatever weapon or machine is hit by the blast is temporarily “jammed” for one melee round, won’t shoot or do what it’s supposed to do. Effectively the same effect as the 7th level Negate Mechanics spell at 3rd level proficiency. 600 feet, 10 shots per P.P.E. clip. 1 clip.) <br> | ||
<br> | <br> | ||
Neural Mace (Rifts Ultimate Edition, 259) (+4 strike, +8 parry, 2d6+9 SDC as club, 1d6+9 SDC bonus as jabbing weapon, Save 16 or higher or be stunned, 100 out of 100 charges)<br> | Neural Mace (Rifts Ultimate Edition, 259) (+4 strike, +8 parry, 2d6+9 SDC as club, 1d6+9 SDC bonus as jabbing weapon, Save 16 or higher or be stunned, 100 out of 100 charges)<br> | ||
Latest revision as of 03:49, 29 July 2026
Name: Charles Bishop, aka Charlie Pope, Peter Parker, Clark Kent, etc
Race: Human
O.O.C.: Immortal (Human)
Alignment: Unprincipled
Hit Points: - S.D.C.: - M.D.C.: 228-
PPE: 77
ISP: 132
Experience Level: 6th Exp: 40,000/60,000
Age: 330
Sex: Male
Weight: 145
Height: 5'8"
Stats[edit]
I.Q.: 13
M.E.: 9
M.A.: 23 (Trust/Intimidate 75%)
P.S.: 24 (+9)
P.P.: 18 (+2)
P.E: 24 (18%/+5)
P.B.: 9
Spd.: 24
HTH Combat
HTH: Commando
No. of Attacks: 6
Damage: Punch 2d4+9; Kick 1d8+9 or 2d6+9
Strike: +4, +7 with kicks, +5 to disarm and body flip/throw
Parry: +8
Dodge: +9
Automatic Dodge: +4
Roll: +9
Leap:
Knock Out: Auto Knockout on Nat 20
Stun:
Critical: 19 or 20
Death:+18%
+6 to Initiative
+5 to Pull Punch
Saving Throws
+7 save vs. magic
+4 save vs. illusions
+5 save vs. possession
+5 save vs. poison
+8 save vs. Horror Factor
+18% save vs. Coma/Death
Skills[edit]
Universal Skills[edit]
Pilot Automobile (60%+2% per level) 70%
Mathematics: Basic (45%+5% per level) 70%
Speak Native Language: English 98%
Literacy: English 98%
Ph.D College[edit]
Journalist/Investigation Program
- Computer Operation [+30%] (40% +5% per level) 95%
- Research [+30%] (50%+5% per level) 98%
- Surveillance Systems [+30%] (30%+5% per level) 85%
- Writing (Journalistic Style) [+30%] (25% +5% per level) 80%
Communication Program
- Basic Electronics [+30%] (30%+5% per level) 85%
- Radio: Basic [+30%] (25%+5% per level) 80%
- Electronic Countermeasures [+30%] (30%+5% per level) 85%
- T.V. & Video [+30%] (25%+5% per level) 80%
- Read Sensory Equipment [+30%] (30%+5% per level) 85%
Technical Program
- Computer Programming [+30%] (30% +5% per level) 85%
- History: Pre-Rifts (North America)[+30%+5%] (32%/24%+4% per level) 87%/79%
- Mythology [+30%] (30%+5% per level) 85%
- Jury-Rig [+30%] (25%+5% per level) 80%
2nd Journalist/Investigation Program
- Computer Hacking [+30%] (30%+5% per level) 85%
- Disguise [+15%] (25%+5% per level) 65%
- Imitate Voices & Impersonation [+15%+5%+5% +5%] (36%/16%+4% per level) 86%/66%
- Pick Locks [+30%] (30%+5% per level) 85%
Physical/Athletic Program
- Acrobatics
* Automatic kick attack at first level; 2D4 damage
* Sense of Balance [+30%](60%+2% per level) 98%
* Walk tightrope or high wire [+30%](60%+3% per level) 98%
* Climb Rope [+30%](70%+2% per level) 98%
* Back Flip [+30%](50%+5% per level) 98%
* Base Climb Ability [+30%+5%] (40%) 75%
* Base Prowl Ability [+30%+15%+5%](30%) 80%
* +2 to roll with punch or fall, +1 PS, +1 PP, +1 PE, +1D6 SDC
- Boxing
* Auto-Knockout on natural 20
* One additional melee attack
* +2 to parry and dodge, +1 to roll with punch or fall, +2 PS, +3D6 SDC
- Gymnastics
* Automatic kick attack at first level; 2D4 damage
* Sense of Balance [+30%](50%+3% per level) 95%
* Work parallel bars and rings [+30%](60%+3% per level) 98%
* Climb Rope[+30%](60%+2% per level) 98%
* Back Flip [+30%](70%+2% per level) 98%
* +5% to Climb skill
* +5% to Prowl skill
* +2 to roll with punch or fall, +2 PS, +1 PP, +2 PE, +2D6 SDC
- Wrestling
* Body block/tackle does 1D4 damage and opponent must dodge or parry to avoid knock down (loses one melee attack)
* Pin/incapacitate on a roll of 18, 19 or 20
* Crush/squeeze does 1D4 damage per squeeze attack
* +1 to roll with punch or fall, +2 PS, +1 PE, +4D6 SDC
Secondary Skills[edit]
Athletics
Bonuses: +1 to parry and dodge, +1 to roll with punch or fall, +1 PS, +1D6 Spd, +2D4 SDC
Running
Bonuses: +1 PE, +4D4 Spd, +1D6 SDC
Ballet
* Sense of Balance (60%+5% per level) 85%
* Back Flip (70%+5% per level) 95%
* +15% to Prowl skill
* Leap four feet (1.2 m) high and five feet (1.5 m) long plus 2 feet (0.6 m) per level of experience. (Note: characters with a Leap attack can use these distances in a strike.)
* +1 PS, +1 PP, +1 PE, +1 PB, +1d4 S.D.C., +1 Dodge, +1 to Strike with all kicks
Basic Mechanics (30%+5% per level) 55%
Lore: D-Bee (25%+5% per level) 50%
Lore: Demons & Monsters [+5%] (30%+5% per level) 55%
Lore: Faeries & Creatures of Magic (25%+5% per level) 50%
W.P. Energy Pistol (+3 to strike)
W.P. Sword (+3 to strike and +2 to parry)
Fencing: +1 to strike and parry with a sword or dagger, +1D6 to damage with a sword
Hand to Hand: Commando
History: Post-Apocalypse (North America) (35%/30%+5% per level) 60%/55%
Public Speaking [3rd level]: +1 MA (30%+5% per level) 45%
Pilot: Hovercycles, Skycycles & Rocket Bikes [3rd level] (70%+3% per level) 85%
Etiquette [6th level]: +1 ME, +1 MA, +5% to the Impersonation skill.
Socialization [6th level]: +2 MA, +5% to the Impersonation skill.
Race (Immortal) Skills[edit]
Language: Spanish 91%
Language: Euro 91%
Language: Japanese 91%
Language: Russian 91%
Language: Dragonese/Elven 91%
Psionic Powers[edit]
TYPE: (master)
REGAIN: 2 per hour sleeping or relaxing; 6 per hour of meditation
Healing[edit]
- Bio-Regeneration (6)
Physical[edit]
- Alter Aura (2)
- Ectoplasmic Disguise (12)
- Mind Block (4)
Sensitive[edit]
- Read Dimensional Portal (6)
- See Aura (6)
- Telepathy (4)
Super Psionics[edit]
- Empathetic Transmission (6)
- Psionic Invisibility (10)
Super Powers[edit]
IMMORTAL (MEGA-POWER)[edit]
Special Power: Immortal regeneration: The immortal character can recover from grievous bodily injury and even loss of body parts without actually dying, although he may often appear to be dead.
When the immortal's Hit Points/M.D.C. are reduced from a range of zero to 130 points below zero, he is racked with searing pain, is weak as a kitten and can barely concentrate. All combat bonuses are reduced to zero, melee actions per round are reduced to two (and are entirely defensive unless cornered), attributes are down 50%, and performance of all skills is -75%. At this point, the immortal's survival instincts kick in, and his one goal is to get away where he can hide, collapse and heal. The character requires 1D4 hours of complete rest/sleep and may appear to be in a coma or dead during this recovery period.
When this time elapses, the immortal awakens, achy and sore, but with 4D6 Hit Points/M.D.C. above zero and his usual range of abilities, attributes, bonuses, and skills all restored to normal. Bleeding will have stopped and all grievous wounds, broken bones internal injuries, and similar damage will be well on their way to completely healing within a matter of hours and without any permanent side effects. At this stage (and for the next hour), there are scars, cuts, bruises, lumps and even open wounds (the guy looks like crap), but these will disappear as they continue to heal.
One hour after awakening from the healing coma, the immortal can bio-regenerate as normal (2D6 Hit Points/M.D.C. or 3D6 S.D.C. every 10 minutes — or roughly 1D6x10 H.P./M.D.C. or 2D4x10 S.D.C per hour). When healing is completed, the character will look strong and healthy without so much as a scratch.
If the immortal suffocates (which takes five times longer than a normal human; about 15 minutes), or S.D.C. and Hit Points/M.D.C. are reduced from a range of 131-300 points below zero, he will collapse and appear dead. This massive amount of damage is likely to mean the immortal will literally have holes blown through him, shattered bones, lost internal organs, and possibly, missing limbs. in this case, the character will appear to be dead and does not regain consciousness for 4D6+12 hours. Once conscious, he heals as above, with missing limbs regrowing over a 72 hour period.
Death is possible - Innate Vulnerabilities:
1. Being truly atomized or vaporized means the character is dead; no chance for recovery. However, if the head and approximately one third of the body remains intact, the m character will eventually regenerate and return to life. However, this massive amount of damage requires 3D4 years of being in the healing coma. _Note:_ The same is true if the immortal is seemingly blown in half by an explosion.
2. Incineration. If the head and half of the body is completely incinerated (reduced to ash), the immortal is slain. However, if only reduced to skeletal remains the character will regenerate and return to life. This massive amount of damage requires 1D4x10 years of being in the healing coma. Note: The same is true if the immortal is seemingly blown to bits, but half of him re-mains, albeit, in pieces.
3. Decapitation. If the head is removed from the body, the immortal superbeing will appear to be dead. However, the head and body must be buried separately (or completely destroyed). If the two parts are buried in the same grave or left within 20 feet (6 m) of each other, they will be drawn together, reattach and the character will recover within 6D6 days. Even cut apart and separated, neither head nor body will deteriorate for 100 years, and any reunion of the two within that time will result in a miraculous resurrection! After the 100 years, they rot away and the character is dead.
GATEWAYS (Major)[edit]
The character is able to generate stable corridors that connect different points on the globe. These gateways appear as shimmering portals of white or silvery energy, similar to a magical Rift. If one steps through the portal, the person is transported to the opposite portal opened by the super being. By means of one of these portals the character could travel from Paris, France to Los Angeles, California with a single step through the portal.
Limitations: First, only the super being with the Gateways power can open and close these portals, but anyone can step through them once opened.
Second, both gateways must be on the same planet.
Third, the creator must have been to a specific location at least once before in order to mark it as a destination for one of his Gateways, and he can only mark a limited number of locations (per level of experience) as Gateway destinations.
Range: Unlimited, on the same planet.
Size: Circular in shape, about a 10 foot (3 m) diameter.
Damage: None, cannot be used as a weapon.
Duration: As long as the character concentrates (uses three melee actions per melee) the Gateway between a pair of locations remains open, but travel between the two is instantaneous, just step through. It takes one melee round (15 seconds) to open a new Gateway.
Number of Portal Locations: Three at first level, plus two additional locations per experience level. This number of locations is the maximum number that the super being can keep a lock on. So, if they are all used up and he wants a dimensional bridge to a new location, he must drop one of his old places to establish a new location.
Bonuses: The character is immune to any type of undesired teleportation.
List of Destinations Currently Marked By Charles
- Charles’ old bedroom in Atlanta. House has been reinforced and barricaded to make it very difficult for anyone or anything to get in from the outside. - The garage of Charles’ house in Lazlo - A road just outside Lazlo city limits - A less frequented path in the National Park & Botanical Gardens of MercTown - A usually deserted bathroom in the Secure Storage Bunkers just outside Ishpemming - A deserted alley in downtown Escanaba (“MercBay”) - A deserted alley near Merchant’s Plaza in Kingsdale - The ley line nexus of The Barony of Hope in Colorado - A road a short distance from MercTown - An alley in downtown Char, Dinosaur Swamp - A deserted alley in the entertainment district of Stormspire - A road a short distance from Munich, New German Republic - A deserted alley in downtown Munich - A subway maintenance tunnel in New Moscow - A deserted alley on The Strip in Peace City (La Paz) - A deserted alley in Babylon Major, New Babylon - A deserted alley in downtown Hiroshima, Japan - A deserted branch on the Kyoto Millennium Tree - A road in the Kingdom of Takamatsu, Japan - Stonehenge, England - A deserted building in the Kingdom of Tarramore, Ireland - A deserted alley on Victory Row, Arzno - The room Charles is currently staying at in Arzno
PORTALS (Major)[edit]
The character with this power can create portals that function as two-way doorways over short distances. These Portals can be used for travel, to escape a locked room or prison cell, as well as a defense or to gain access to places where he doesn't belong. A Portal will usually circumvent alarm systems and most defenses and fortifications. A Portal appears as a circle or rectangular door shape made of crackling energy about 10 feet (3 m) tall and five feet (1.5 m) wide. Looking into the energy field reveals nothing about what is on the other side, you have to go through one to find out where it leads. Consequently, it is best to know what awaits on the other side of the wall when the portal is created
1. Portal Travel: At will, the super being can create a portal to travel through any wall or locked door, or between any two short points. One portal will open right next to the character, and the other will open a short distance away. While it is best to have line of sight on both locations, the character can open a portal to a location that he cannot see, provided he knows a little something about it (it's the basement, a storage closet, the room at the end of the hall, etc.) and it is in his range. The second Portal opens to that second, nearby location. Problem is, if the Portal's creator doesn't know what waits at the second location, the Portal could open directly into traffic, over a swimming pool, into a room filled with enemies, or other dangers or problems. With practice, the character can prevent falling damage by opening a portal just a few feet above the ground and then opening the other right in front of himself as he falls. This way he will strike the ground after falling only a few feet and take no damage.
Range: A portal can be made by touch or created up to 10 feet (3 m) away per level of experience.
Travel distance can be as short as just the other side of the door, wall, floor or ceiling, or as great a distance as 300 feet (91.5 m) +30 feet (9.1 m) per level of experience.
Duration: Travel between the two points is done in an instant, but once a Portal is created, it remains open for 1D4 melee rounds. Its creator cannot shut it sooner.
Damage: None, although one could step into a dangerous situation. Another danger is the portals remain open long enough for an enemy or pursuer to follow.
Attacks per Melee: Creating a pair of portals (one at each end; an exit and entrance portal) counts as two melee attacks/actions.
2. Portal Attack: The portals can be used to perform a simple attack. By opening a portal beneath an opponent or in front of a rapidly moving one, and opening the other portal high up in the air, the opponent will fall a great height (up to the portal's maximum range). The character will have to make a successful strike roll and the opponent can try to dodge out of the way (at a -4 dodge penalty). But the attack cannot be parried and armor ratings do not apply against this type of attack.
Range: A portal can be made by touch or created up to 10 feet (3 m) away per level of experience.
Duration: Remains open for 1D4 melee rounds.
Damage: Based on the height of the fall, typically 1D6 per 10 feet (3 m). The victim can try to roll with the fall for half damage. Appearing somewhere you did not expect to be via Portals is not physically damaging, but is disorienting and requires 1D4+2 melee rounds to figure out what happened, where you are and where the super being is(or was last) located before you went through the portals.
Attacks per Melee: Creating a pair of portals counts as two melee attacks/actions.
Bonus: +2 to strike but no other bonuses.
POSSESSIONS[edit]
WEAPONS
Magic Saber (Magic Weapon comes with Immortal OCC) (+8 strike, +11 parry, 4D6+9 MD, 1D6x10+1D6+9 MD vs demons and evil gods, 4D6 MD lightning bolts, 600 feet range, infinity out of infinity shots)
TB-9 Auto-Pistol (WB9, 80) (+7 to strike, 4D6 M.D.; double damage to most materials, except force/energy fields and Arkhon composite armor., 1,200 feet, built-in adapter to use standard E-Clips, 30 shots per clip. 3 spare clips.)
TW Jammer Pistol (BoM, 323) (+7 to strike, No damage, disrupts other machines and weapons. Whatever weapon or machine is hit by the blast is temporarily “jammed” for one melee round, won’t shoot or do what it’s supposed to do. Effectively the same effect as the 7th level Negate Mechanics spell at 3rd level proficiency. 600 feet, 10 shots per P.P.E. clip. 1 clip.)
Neural Mace (Rifts Ultimate Edition, 259) (+4 strike, +8 parry, 2d6+9 SDC as club, 1d6+9 SDC bonus as jabbing weapon, Save 16 or higher or be stunned, 100 out of 100 charges)
Survival Knife (+5 strike, +8 parry, 1d6+9 SDC)
ARMOR
T-42 Commando Scout Armor (WB5, 38)
- Main Body - 70
- Arms - 40 each
- Legs - 50 each
- Head - 60
- Prowl Penalty: None
- Weight: 10 lbs
- Special Features
* Standard Optical Enhancements: : Passive night vision (2000 foot/610 m range), telescopic (5Xmagnification, 6000 foot/1830 m range), and light filters.
* Miniature Multi-Purpose Computer: Shows system errors within the armor, damage levels, and oxygen supply, and that also functions as a calculator and clock indicating time (can be used a stopwatch and alarm clock too), date, direction (compass).
* Laser Distancer: Indicates distance of a target or item. Maximum effective range: 1000 feet (305 m).
* Laser Targeting: Adds a +1 strike bonus. Maximum effective range: 1000 feet (305 m)
* Built-in N-F50A Super Heavy Force Field: 160 MDC, 6 hour duration per E-Clip. (Rifts Mercs, 126) * Installed in helmet: Eyes of Thoth Reading Glasses (BoM, 332) - Let’s the user read any language (but not magic wards, circles or symbols). - Activation Cost: 10 P.P.E. or 20 I.S.P. - Duration: 10 minutes per activation
EQUIPMENT
- House in Lazlo: One bedroom, one bathroom, one kitchen, one den, one small vehicle garage (1000 sq feet)
- Several sets of clothing of varying fashion, from name brand tennis shoes and jeans to dress clothes.
- Super-Healing Suture Gun
* Heals 4D6 M.D.C. * Activation Cost: 4 P.P.E. or 8 I.S.P. * P.P.E. Storage Capacity: 25
- Eyes of Thoth Reading Glasses (BoM, 332)
* Worn like normal glasses, but let the user read any language (but not magic wards, circles or symbols). * Activation Cost: 10 P.P.E. or 20 I.S.P. * Duration: 10 minutes per activation
- Mystical Portable Generator (RUE, 136)
* A basic portable electricity generator that is powered by magical energy of a ley line to create power for electrical devices. * Duration: The mystic generator will provide continuous power, depending on energy consumption, provided the device remains on a ley line.
- Wand of Sleep with Preserved Rue Sprig attatched (BoM 282):
* Casts Sleep 3 times a day * Range: 20ft or by touch
- Millennium Tree Wand of Seeing (BoM, 292)
* The constant power granted to its owner is See The Invisible and a bonus of 5% to track and a +5% to identify plants. Others holding on to the wand will also See The Invisible. * Spell Magic: A total of five spells (any combination or repetition can be cast per 24 hours. Spells available include: Globe of Daylight, See Aura, Detect Concealment, Eyes of Thoth and Eyes of the Wolf. Spell strength is equal to a 7th level sorcerer.
- Rift Remote:
* Temporarily reopens an already existing and active, or permanent dimensional portal. The portal will open to the last dimension/world location accessed by the portal. * Activation Cost: 6 P.P.E. * Duration: 3 melee rounds * P.P.E. Storage Capacity: 18
- Backpack, large
- Bedroll
- Canteen, 2 M.D.C.
- Cross (silver; 4-6 inches)
- Disposable Lighter
- Flashlight, large
- Gas Mask
- Knife, Survival
- Pocket Mirror
- Sun glasses (light adjusting)
- Communicator (small, 1 M.D.C.)
- Computer, Portable
- PDD-V Pocket Digital Disc Audio and Video Player
- Night Sight (Passive) Goggles:Range 1,600 feet
- Telescope Scope
- Laser Targeting
- Dosimeter
- Acoustic Noise Generator
- 5 Contact Microphones
- 5 Tracer Bugs
- Pocket Scrambler
- Video Camera, Digital (mini)
CONSUMABLES
10 doses of Mistletoe Holy Water Potion (BoM, 282)
3 doses of Foxglove Negate Poison Potion (BoM, 281)
Speedster Hovercycle (RUE, 266)
- Vehicle Type: Hovercycle - Crew: One rider, one passenger is possible, but not comfortable on long trips. - Maximum Speed : 220 mph - Engine: Electric - Maximum Range: 800 miles - Size: 9 feet long, 700 lbs - M.D.C. by Location: Main Body: 85, hover jets (3): 30 each. - Weapons: Laser: 1D6 M.D., range is 1200 feet (366 m), payload is 20 shots
WR-1010 Land Rover (WB5, 138)
- Vehicle Type: Automobile - Crew: One pilot, seats four passengers comfortably. - Maximum Speed : 180 mph - Engine: Electric - Maximum Range: 300 miles before needing refueling - Size: Length 18 feet - M.D.C. by Location: * Headlights (2; front) - 5 each * High Impact Windows (3) - 30 each * Tires (4) - 10 each * Main Body - 200 - Weapons: None
VALUABLES
Credits: 75,182
Black Market Items:
Personal Effects: iPhone and accessories, wallet and contents, passport, Pulitzer Prize certificate, various awards, books, vinyl record collection and player, comic book collection passed down from his grandmother, souvenirs from his travels, downloads of all his stories, press passes for various events and locations
Background[edit]
In the years before the Rifts came, Charles Bishop had been a damn good journalist. A reporter for one of the major international news networks, he had broken a number of important stories in his illustrious career. An experienced investigator, he had a knack for uncovering secrets and misconduct governments and corporations would rather keep buried. He was in the middle of doing so again when the world ended.
On December 22, 2098 Charles Bishop was in Florida. Specifically at KLS Aerospace Laboratories. Charles was looking into a lead that the not yet revealed technological breakthrough that the KLS Corporation had been hyping for the last three weeks is based on secrets stolen from a classified government facility in Texas. He had infiltrated the KLS complex and managed to find his way to where the company’s gateway generators were while an experiment was already in progress.
Charles barely had the time to be astounded by the sight of gateways in space when all hell broke out. The Coming of The Rifts had generated an immense Ley Line Storm that engulfed everything in the vicinity. The already weakened local dimensional fabric was torn apart by the storm’s power, causing the gateways to become linked together and transform into what will eventually be known as the Time Holes. The feedback from that process overloaded the gateway generators, detonating them.
Suffused by the exotic particles utilized by the generators, while being bathed in the massive amounts of magic from the Ley Line Storm and strange, interdimensional energies emanating from the energized gateways, Charles experienced an amazing metamorphosis. If reality had worked the way it normally should, such a massive explosion would have killed him. Instead, it had altered him in ways that would only become apparent to Charles later.
When Charles awakened he had no idea how long he had been unconscious. All he know was that the world around him had changed considerably. Already flora and fauna from the newly born Time Holes had begun colonizing the new land they found themselves in. It was while trying to escape from one of the newly arrived predators that Charles discovered he now had the power to create portals like the now destroyed generators once did.
At first Charles found he could only create portals that enabled one to travel short distances, at most the length of a football field. Attempts to travel back to a police station or even just his hotel room all failed. Then Charles reasoned that he might have a better chance of success if he focused on a destination he felt a close, personal connection with and managed to open a gateway back to his home.
Making his way from his house to his network’s headquarters, Charles soon learned just how immense and widespread the destruction that he had first experienced in Florida was. The city was in ruins, the streets were deserted and every so often he could hear the roar of an unseen beast in the distance. Then the creature that had been roaring showed itself and Charles was forced to defend himself.
Charles had possessed the presence of mind to grab an old saber from his fencing days to defend himself in case he ran into looters or other human threats during his travels. Unfortunately for him, the threat he was facing was far from human. As he looked at the demonic visage facing him, he couldn’t help but wish that his saber was a little bit sharper. Or better yet, blessed. Or that he had brought something that could shoot instead.
Charles did not know what actually had happened at the time but only managed to figure it in hindsight much later, when there was more magical lore available to him for research purposes. Based on the material he had read, Charles theorized that he had still possessed a sizeable surplus of magical energy during the incident that enabled him to somehow enact a spontaneous and instinctive enchantment, imbuing the saber with the properties he had wished for. All that he know then is that when he swung it in fear he managed to cleave its head from its body with one swipe.
When he got to network headquarters, Charles found that most of his fellow employees were either dead or had fled, but a few were still there, now working with NEMA to get as complete a picture of what was going on around the world as possible. At least until the general in charge made the decision to evacuate the city and move all their forces to the Midwest. Realizing that he could probably do more good with them than anywhere else, Charles volunteered to join NEMA’s ranks as a Volunteer Militia Fighter.
During his stint with NEMA, Charles spent what little time he had when not performing his duties to the organization trying to figure out what had happened to him and just what he was capable of. He learned that while he could link any two locations at short range, he could only create gates to destinations farther away if he had created some sort the connection to the location while there first. His first success at opening a gate to his place must have been because he had subconsciously done so due to it being his home. He also leaned he could have only so many connections simultaneously and if he wished to create another while at the limit, he would have to sever a connection he already had.
Besides the ability to create portals, he discovered had developed several psychic abilities after the explosion at KLS Laboratories, including the ability to read minds, influence emotions and cloud people’s ability to perceive him. Not only that but he was insanely durable, much more resistant to injuries than a human should be. While he didn’t hesitate to use his powers to help NEMA fight monsters and protect innocent civilians, he did so in a way that didn’t reveal them to the organization. It wasn’t that he didn’t trust the organization. It was simply because as a reporter his first instinct was not to share a story with the public until he was sure of all the facts himself.
Then one day the choice of whether or not to reveal what he know about what he had become was taken away from Charles when he was “killed” in the line of duty. He had sacrificed himself to let other members of the patrol escape and had been “mortally” injured before he could use a portal to get away himself. It was only hours later when he awoke back in his home that he realized what had happened. On the verge of death, he had instinctively used his power to go somewhere to recover.
With his squadmates having witnessed his “heroic death,” Charles couldn’t very well go back to NEMA. He’d likely be considered some sort of alien imposter or an undead abomination. Even odds that he’d be shot on sight before he even had a chance to explain, just to be safe. And Charles couldn’t exactly blame them for such a precaution, considering that they’ve been burned that way before. Like it or not, Charles was on his own.
Thus began Charles’ journey through the centuries, doing what he could to help people while trying to learn about what caused the world as he knew it to end. He travelled all over the Earth, learning what he could about the new world it had become and its new denizens while gathering resources to be more effective in his pursuit. One thng hadn’t been changed by the end of the world and that was the fact that you needed money to get things done.
Nowadays, he does miscellaneous jobs as a mercenary, bounty hunter and private detective under the name Charlie Pope to pay the bills while he pursues his true passion, making sure there’s an accurate record of the significant events of the world. He’s on occasion released articles or books about specific topics, but always under various pen names so it doesn’t look like the same author has been writing for centuries. After all this time, he’s still a journalist at heart, and history is just journalism with time and perspective. He has managed to keep his true nature and powers quiet all the way to the current era. It would be easier to do what he wishes without the attention such knowledge being widespread would bring.