Quinn Posted November 14, 2010 Posted November 14, 2010 “Why did I become a vigilante? Well…when you can throw kinetic energy like some guys throw softballs, it’s either that or deliver pizzas.†Players Name: Kyriotsu Characters Name: Gabriel Quinn, AKA Push Power Level: 10 (150/150 PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 0 Gold Status: 0/30 In Brief: Street-smart vigilante with a smart mouth and a habit of getting in way over his head. Also an excellent cook. Alternate Identities: Gabriel Quinn Identity: Secret Birthplace: Gear City Occupation: Mechanic Affiliations: Michael Sharpe, owner of Lazarus Auto Repair, employer of Gabriel. Family: Robert and Susan Quinn (Parents), Rafael Quinn (brother) Age: 20 (DoB: Sept, 1990) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’2’’ Weight: 120 lbs Eyes: Grey Hair: Black Description: A big fan of the Dresden Files and Doctor Who, Quinn prefers his costume to be light, easy to move in, and somewhat intimidating. A black slouch hat covers his head, with a really long red scarf obscuring his lower face. He generally wears a brown London Fog trenchcoat (his most expensive piece of clothing, very worn, but very comfortable), a pair of black fingerless gloves, brown work boots (he also uses them in the shop, their tough and durable), black trackpants and a slightly oversized black track sweater. Overall, it’s big, warm, gives his arms plenty of room to move, and extremely comfortable. Just the way he likes it. Power Descriptions: The blasts of kinetic force he can launch have a fairly standard appearance, a mild warping of the air that increases in size the more power he pushes into the shot. When his force-field is active, there is an extremely low hum emanating from very close to his body. History: “Don’t I have a wiki page or something?†Gabriel Quinn was going nowhere. Fast. An “alleged†car, no home, and going back to his parents was out of the question. College had been fun, but the fact was that nobody in Gear City gave a damn about some fresh-faced kid with a smart mouth even with a degree. People would complain about the economy being in the tank and how nobody had a job at all, but Gabe didn’t really care. All he knew was he was broke, homeless, and hungry, and his fancy diploma wouldn’t do squat except keep a small fire burning. Still, he was vaguely optimistic. Sure, he was sleeping in the back of his car, but at least the seats were fairly comfortable. And he had a blanket too. Then…IT happened. Quinn was walking down an alleyway in the Industrial district of Gear City, a fence to his right, and a big old abandoned factory on the other side. He was carrying a small package that some suit had given to him, saying he’d pay him a couple of bucks to drop at some apartment. As he started to turn to go up the steps of the building, a bright light shone from the windows of the factory. Followed by a wave of energy that literally blew through the concrete walls and pushed outwards. Gabe got it full-force, holding up his hands in a vain attempt to stop it, and blacking out as the wave hit. The light was from an attempt at a perpetual motion machine…while the blast was from a failed attempt at a perpetual motion machine. The Notorious Professor Wyrd (Think Professor Fate given enough resources and a power level of 15. NOTORIOUS!) was attempting to harness pure kinetic energy in the hopes of somehow creating this machine that would give the world infinite energy! Sure, he’d had to pinch a lot of stuff using his robots, and sure, the failures would be catastrophic, but who cares about collateral damage? Science must be done! Unfortunately, one of his earlier experiments interfered with the process, and the machine (fortunately for the Professor, who was behind a rather large blast shield at the time), erupted with immense force. And ended up hitting poor Quinn. Of course, the Professor didn’t know this at the time, but he was awfully curious where all that kinetic energy went, besides causing a great deal of damage to his lovely laboratory. And the surrounding buildings. Fact is, aside from the wall that Gabe had hit, there wasn’t much left surrounding the factory but toppled apartments and ruined buildings. And a nice-sized crater. Not that Wyrd was overly concerned, of course. When Gabriel woke up, he was being poked and prodded by a guy in a pair of rough-cut jeans and flannel shirt, with a big ol’ beard. Called himself Michael, Michael Sharpe. He was lying on a cot in the back of a garage, where he’d apparently been out cold for a couple of days. At least, that’s when Mike found him lying in the middle of what was left of lower Industrial. Quinn reached up and shook his hand hello, feeling a weird buzz travel up his arm and settle into the pit of his stomach at the movement. It was very small, though, almost imperceptible. Odd. The toolbox falling off the shelf hitting him on the head shortly after only increased the buzzing feeling. As well as giving him a sizeable headache. Every movement seemed to increase it, until finally it got so bad he was nearly vibrating. Michael, being wise in the ways of the world, particularly old-school comic books, suggested he try different ways of making it disperse. Belching didn’t work. Neither did farting. Sharpe, out of curiosity, gave him a full dinner, but that didn’t help either. Eventually, Gabe finally just pointed a finger-gun, pictured that buzzing feeling flowing out it (he was very bored at the time), and pointed it at a blank space of wall. Ten seconds later, he was staring through a very nice hole in the wall, about the same size as him, the buzzing feeling was gone, and Mike was looking a mite irked. The two became fast friends after that, Mike giving Gabe regular things to do around the shop, while Gabe tried to come to grips with what he could do. Movement, kinetic energy seemed to gather to him, and he could trigger it’s release via visualizing. Some experiments on tin cans and the like also showed a distinct ability towards fine motor control, and contact with moving objects also seemed to have a bleeding effect. They bounced about terms, and eventually came up with the idea of a kinetic battery. Mike knew cars, and so did Gabe. A battery that stored up movement energy seemed plausible, but they were mystified at how Quinn could’ve ended up being one. Mike gave the homeless Gabriel a cot in the garage, and a job, having become somewhat fond of Quinn. As for the man himself, he was tired, confused, and in possession of some incredibly weird abilities. The two of them agreed that perhaps it was best to keep it on the down-low for now, but with the emergence of some great heroes (particularly that awesome Centurion guy out in Freedom City), then maybe this could give Gabe something to aim for, a goal in life. Gabe was…less than impressed. But as he said, when you’re a walking kinetic battery, it’s either vigilante work or delivering pizzas. Mike, excited to be part of a real comic book story, went out and assembled a costume for Quinn…then promptly took the spandex back and exchanged it for some comfortable “working†clothes. Over the course of his career in Gear City, he tangled more than once with Professor Wyrd (THE NOTORIOUS PROFESSOR WYRD, DAMNIT!), and the two have long enjoyed a friendly rivalry wherein Wyrd does something that results in a building falling over, Push chases after him, more collateral damage (with no fatalities, of course), with the two eventually clashing, powers to crazy new device that usually either fails or explodes, and Wyrd ends up tossed in jail again. Wyrd is one of the few villains that Push actually enjoys fighting, considering the professor himself has sworn to help humanity, even if his methods are extremely questionable. That, and both of their gifts at snark complement each other quite nicely. No…what drove Push to leave Gear City was an enemy that he never would have expected. One day, the Gear City Museum was holding a large exhibit of Christian artifacts from days of yore, from all sorts of denominations. One of the visitors to that exhibit was a rather small man, wearing a dapper charcoal suit, top hat, and holding a diamond-tipped cane. His features were angular, almost seeming to blur if you looked too closely at him, and he had a toothy grin that he flashed at anyone who seemed to stare. When Push responded to the emergency call (leaping from a nearby building over the police cordon and through an upper window), he found the museum pitch-black, the light sucked from nearly everything. Standing there, looking over the exhibit, and surrounded by the dry husks of what were human beings, was the gentleman in the suit. He turned to Quinn, and tipped his hat, introducing himself. His name, he said, in a quiet and polite voice…was Mr. Scratch. And he had been expecting Gabriel to arrive. He wanted to introduce himself. And he wanted to ensure that Push saw what he was about to do. He lifted a single white-gloved hand, murmuring a strange language, and the husks stood, staring at Push with blank eyes and lumbering forward as Mr. Scratch tipped his hat again, stepping backwards into the blackness and vanishing with a whisper. The husks went down quickly, but the police, upon bursting in, saw the hero surrounded by the broken bodies just as the lights came on. And drew the wrong conclusions. Quinn unfortunately had to blast several cops away as he ran, disappearing into the depths of the city. He and Mike agreed that the only way to prove that he hadn’t wasted that museum, and done…whatever Scratch had done to the tourists. The two packed up and left Gear City, beginning a long investigation that has taken them everywhere from LA to New York City, perpetually chasing the enigmatic Mr. Scratch. And being followed by Professor Wyrd, who was quite irritated about his favourite hero being blamed for something and leaving before he could defeat him properly and gloat about it. Freedom City’s the latest stop on the search, and it’s here that Quinn’s heard something about Scratch. So Mike bought up a small warehouse, opened up yet another Lazarus Auto Repair, and the two settled down to wait and look. It’s not Gear City, but Quinn’s finally beginning to feel a sense of home that he thought lost since he fled his old hometown. If Freedom City needs yet another hero, then he’ll have to step up yet again, as the Kinetic King, the Sensei of Shockwaves, that one damned vigilante that never seems to quit, no matter the odds… Push. Personality & Motivation: Gabriel Quinn is a lazy, snark-filled layabout, who’d rather work 9-5 in a mechanic’s shop than go running over rooftops chasing crooks. He never runs out of cutting remarks, is almost never surprised by what’s staring him in the face, and approaches everything he does as Push with a sigh and a groan, why him, why all the time…him. That’s the façade he likes to present. The fact is, Push IS a hero. He complains about his work 24/7, deliberately mocks or avoids the classic superhero mythos, snarks whenever he feels the urge, wears plain clothes, prefers to take the taxi rather than fly, acts lazy and sardonic…but if someone needs help, he’ll still hat up and wade in, blasts flying. Doesn’t matter what’s standing in his way, he’ll go in hard and fast, and even if they knock him down a thousand times, he’ll get up a thousand and one. It irritates the hell out of him, but he’s still a nice guy beneath all the snark, and he knows it. The world’s a scary place sometimes, and there’s a lot of evil things hiding or pushing at the borders... And that Mr. Scratch has to be brought down, no matter who, or what he is. If nothing else, that is what will keep him a hero, a vigilante. If the centre has to hold, then someone has to Push back. Powers & Tactics: Push is essentially a kinetic battery. He can collect and charge kinetic energy in himself, using his body to store the energy, and then can release it in various forms. While he is personally fond of the straightforward blast wave, increasing strength and adjusting space and radius as needed, time has taught him to use imagination in his abilites, especially when dealing with adaptive individuals with a mess of tools like Professor Wyrd. For example, he’s learned how to literally suck all the kinetic energy from a person, temporarily paralyzing them as they become unable to move, trapped in a form of stasis. Another example is his adaption of kinetic force to be able to fly, albeit slightly uncontrolled. Simply pushing excess force from his hands or feet allows him to lift and maintain a steady speed in the air, able to steer by adjusting his hands and feet. More than once he’s accidentally flown into a building, though. Adapting to that, he’s managed to craft a force field that is fundamentally similar to his kinetic absorption abilities, essentially creating a field of kinetic energy that surrounds him and depletes the energy of things before they strike him. It doesn’t always work, as sometimes an attack is moving faster than the field can deplete it, but it can reduce the strike enough to protect him from most of the blow. He hasn’t mastered extending it, however, usually keeping it right over the top layer of his coat, and pushing it outwards in times of extreme emergency. In addition, he has managed to adapt his kinetic control on a less destructive level, essentially using an ersatz form of telekinesis as he manipulates the very slight kinetic energy surrounding everything (since most everything is moving on some level). Generally, he starts a fight testing the straightforward abilities, like the kinetic blast (going from force equivalent to a brick clear up to the force of a full-sized freight train), the paralysis wave, and moving through his repertoire, using what works, and cutting what doesn’t. He is very good at thinking on the fly, however, and frequently comes up with odd permutations and adaptations of his kinetic control that can surprise his opponents. Though pulling stuff like that out of his ass frequently drains him completely, exhausting him until he can recharge on kinetic energy. Complications: Knight In Sour Armor (Can’t help but help, even when it’s obviously way too dangerous. With a heaping helping of snark, of course.) The Building Jumped Out In Front Of Me! (Has a slight collateral damage problem when it comes to buildings.) No Sense Of Direction (This guy could get lost going in a straight line. With a map.) Trouble Magnet (Somehow, fate always seems to conspire to have something inconvenient or disastrous happen near him at the worst possible moment.) By Devil Be Driven (Mr. Scratch, the one foe Push will always drop everything to chase. If he even catches a whiff of the name anywhere, he has to investigate, or at least stop to inquire, despite anything else that might be happening.)
Quinn Posted November 14, 2010 Author Posted November 14, 2010 “Why did I become a vigilante? Well…when you can throw kinetic energy like some guys throw softballs, it’s either that or deliver pizzas.†Players Name: Kyriotsu Characters Name: Gabriel Quinn, AKA Push Power Level: 10 (150/150 PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 0 Gold Status: 0/30 In Brief: Street-smart vigilante with a smart mouth and a habit of getting in way over his head. Also an excellent cook. Alternate Identities: Gabriel Quinn Identity: Secret Birthplace: Gear City Occupation: Mechanic Affiliations: Michael Sharpe, owner of Lazarus Auto Repair, employer of Gabriel. Family: Robert and Susan Quinn (Parents), Rafael Quinn (brother) Age: 20 (DoB: Sept, 1990) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’2’’ Weight: 120 lbs Eyes: Grey Hair: Black Description: A big fan of the Dresden Files and Doctor Who, Quinn prefers his costume to be light, easy to move in, and somewhat intimidating. A black slouch hat covers his head, with a really long red scarf obscuring his lower face. He generally wears a brown London Fog trenchcoat (his most expensive piece of clothing, very worn, but very comfortable), a pair of black fingerless gloves, brown work boots (he also uses them in the shop, their tough and durable), black trackpants and a slightly oversized black track sweater. Overall, it’s big, warm, gives his arms plenty of room to move, and extremely comfortable. Just the way he likes it. Power Descriptions: The blasts of kinetic force he can launch have a fairly standard appearance, a mild warping of the air that increases in size the more power he pushes into the shot. When his force-field is active, there is an extremely low hum emanating from very close to his body. History: “Don’t I have a wiki page or something?†Gabriel Quinn was going nowhere. Fast. An “alleged†car, no home, and going back to his parents was out of the question. College had been fun, but the fact was that nobody in Gear City gave a damn about some fresh-faced kid with a smart mouth even with a degree. People would complain about the economy being in the tank and how nobody had a job at all, but Gabe didn’t really care. All he knew was he was broke, homeless, and hungry, and his fancy diploma wouldn’t do squat except keep a small fire burning. Still, he was vaguely optimistic. Sure, he was sleeping in the back of his car, but at least the seats were fairly comfortable. And he had a blanket too. Then…IT happened. Quinn was walking down an alleyway in the Industrial district of Gear City, a fence to his right, and a big old abandoned factory on the other side. He was carrying a small package that some suit had given to him, saying he’d pay him a couple of bucks to drop at some apartment. As he started to turn to go up the steps of the building, a bright light shone from the windows of the factory. Followed by a wave of energy that literally blew through the concrete walls and pushed outwards. Gabe got it full-force, holding up his hands in a vain attempt to stop it, and blacking out as the wave hit. The light was from an attempt at a perpetual motion machine…while the blast was from a failed attempt at a perpetual motion machine. The Notorious Professor Wyrd (Think Professor Fate given enough resources and a power level of 15. NOTORIOUS!) was attempting to harness pure kinetic energy in the hopes of somehow creating this machine that would give the world infinite energy! Sure, he’d had to pinch a lot of stuff using his robots, and sure, the failures would be catastrophic, but who cares about collateral damage? Science must be done! Unfortunately, one of his earlier experiments interfered with the process, and the machine (fortunately for the Professor, who was behind a rather large blast shield at the time), erupted with immense force. And ended up hitting poor Quinn. Of course, the Professor didn’t know this at the time, but he was awfully curious where all that kinetic energy went, besides causing a great deal of damage to his lovely laboratory. And the surrounding buildings. Fact is, aside from the wall that Gabe had hit, there wasn’t much left surrounding the factory but toppled apartments and ruined buildings. And a nice-sized crater. Not that Wyrd was overly concerned, of course. When Gabriel woke up, he was being poked and prodded by a guy in a pair of rough-cut jeans and flannel shirt, with a big ol’ beard. Called himself Michael, Michael Sharpe. He was lying on a cot in the back of a garage, where he’d apparently been out cold for a couple of days. At least, that’s when Mike found him lying in the middle of what was left of lower Industrial. Quinn reached up and shook his hand hello, feeling a weird buzz travel up his arm and settle into the pit of his stomach at the movement. It was very small, though, almost imperceptible. Odd. The toolbox falling off the shelf hitting him on the head shortly after only increased the buzzing feeling. As well as giving him a sizeable headache. Every movement seemed to increase it, until finally it got so bad he was nearly vibrating. Michael, being wise in the ways of the world, particularly old-school comic books, suggested he try different ways of making it disperse. Belching didn’t work. Neither did farting. Sharpe, out of curiosity, gave him a full dinner, but that didn’t help either. Eventually, Gabe finally just pointed a finger-gun, pictured that buzzing feeling flowing out it (he was very bored at the time), and pointed it at a blank space of wall. Ten seconds later, he was staring through a very nice hole in the wall, about the same size as him, the buzzing feeling was gone, and Mike was looking a mite irked. The two became fast friends after that, Mike giving Gabe regular things to do around the shop, while Gabe tried to come to grips with what he could do. Movement, kinetic energy seemed to gather to him, and he could trigger it’s release via visualizing. Some experiments on tin cans and the like also showed a distinct ability towards fine motor control, and contact with moving objects also seemed to have a bleeding effect. They bounced about terms, and eventually came up with the idea of a kinetic battery. Mike knew cars, and so did Gabe. A battery that stored up movement energy seemed plausible, but they were mystified at how Quinn could’ve ended up being one. Mike gave the homeless Gabriel a cot in the garage, and a job, having become somewhat fond of Quinn. As for the man himself, he was tired, confused, and in possession of some incredibly weird abilities. The two of them agreed that perhaps it was best to keep it on the down-low for now, but with the emergence of some great heroes (particularly that awesome Centurion guy out in Freedom City), then maybe this could give Gabe something to aim for, a goal in life. Gabe was…less than impressed. But as he said, when you’re a walking kinetic battery, it’s either vigilante work or delivering pizzas. Mike, excited to be part of a real comic book story, went out and assembled a costume for Quinn…then promptly took the spandex back and exchanged it for some comfortable “working†clothes. Over the course of his career in Gear City, he tangled more than once with Professor Wyrd (THE NOTORIOUS PROFESSOR WYRD, DAMNIT!), and the two have long enjoyed a friendly rivalry wherein Wyrd does something that results in a building falling over, Push chases after him, more collateral damage (with no fatalities, of course), with the two eventually clashing, powers to crazy new device that usually either fails or explodes, and Wyrd ends up tossed in jail again. Wyrd is one of the few villains that Push actually enjoys fighting, considering the professor himself has sworn to help humanity, even if his methods are extremely questionable. That, and both of their gifts at snark complement each other quite nicely. No…what drove Push to leave Gear City was an enemy that he never would have expected. One day, the Gear City Museum was holding a large exhibit of Christian artifacts from days of yore, from all sorts of denominations. One of the visitors to that exhibit was a rather small man, wearing a dapper charcoal suit, top hat, and holding a diamond-tipped cane. His features were angular, almost seeming to blur if you looked too closely at him, and he had a toothy grin that he flashed at anyone who seemed to stare. When Push responded to the emergency call (leaping from a nearby building over the police cordon and through an upper window), he found the museum pitch-black, the light sucked from nearly everything. Standing there, looking over the exhibit, and surrounded by the dry husks of what were human beings, was the gentleman in the suit. He turned to Quinn, and tipped his hat, introducing himself. His name, he said, in a quiet and polite voice…was Mr. Scratch. And he had been expecting Gabriel to arrive. He wanted to introduce himself. And he wanted to ensure that Push saw what he was about to do. He lifted a single white-gloved hand, murmuring a strange language, and the husks stood, staring at Push with blank eyes and lumbering forward as Mr. Scratch tipped his hat again, stepping backwards into the blackness and vanishing with a whisper. The husks went down quickly, but the police, upon bursting in, saw the hero surrounded by the broken bodies just as the lights came on. And drew the wrong conclusions. Quinn unfortunately had to blast several cops away as he ran, disappearing into the depths of the city. He and Mike agreed that the only way to prove that he hadn’t wasted that museum, and done…whatever Scratch had done to the tourists. The two packed up and left Gear City, beginning a long investigation that has taken them everywhere from LA to New York City, perpetually chasing the enigmatic Mr. Scratch. And being followed by Professor Wyrd, who was quite irritated about his favourite hero being blamed for something and leaving before he could defeat him properly and gloat about it. Freedom City’s the latest stop on the search, and it’s here that Quinn’s heard something about Scratch. So Mike bought up a small warehouse, opened up yet another Lazarus Auto Repair, and the two settled down to wait and look. It’s not Gear City, but Quinn’s finally beginning to feel a sense of home that he thought lost since he fled his old hometown. If Freedom City needs yet another hero, then he’ll have to step up yet again, as the Kinetic King, the Sensei of Shockwaves, that one damned vigilante that never seems to quit, no matter the odds… Push. Personality & Motivation: Gabriel Quinn is a lazy, snark-filled layabout, who’d rather work 9-5 in a mechanic’s shop than go running over rooftops chasing crooks. He never runs out of cutting remarks, is almost never surprised by what’s staring him in the face, and approaches everything he does as Push with a sigh and a groan, why him, why all the time…him. That’s the façade he likes to present. The fact is, Push IS a hero. He complains about his work 24/7, deliberately mocks or avoids the classic superhero mythos, snarks whenever he feels the urge, wears plain clothes, prefers to take the taxi rather than fly, acts lazy and sardonic…but if someone needs help, he’ll still hat up and wade in, blasts flying. Doesn’t matter what’s standing in his way, he’ll go in hard and fast, and even if they knock him down a thousand times, he’ll get up a thousand and one. It irritates the hell out of him, but he’s still a nice guy beneath all the snark, and he knows it. The world’s a scary place sometimes, and there’s a lot of evil things hiding or pushing at the borders... And that Mr. Scratch has to be brought down, no matter who, or what he is. If nothing else, that is what will keep him a hero, a vigilante. If the centre has to hold, then someone has to Push back. Powers & Tactics: Push is essentially a kinetic battery. He can collect and charge kinetic energy in himself, using his body to store the energy, and then can release it in various forms. While he is personally fond of the straightforward blast wave, increasing strength and adjusting space and radius as needed, time has taught him to use imagination in his abilites, especially when dealing with adaptive individuals with a mess of tools like Professor Wyrd. For example, he’s learned how to literally suck all the kinetic energy from a person, temporarily paralyzing them as they become unable to move, trapped in a form of stasis. He’s also learned how to exude an immense amount of force in large orb around him (which he regularly uses to intimidate people, walls cracking on either side of him tends to scare people). Another example is his adaption of kinetic force to be able to fly, albeit slightly uncontrolled. Simply pushing excess force from his hands or feet allows him to lift and maintain a steady speed in the air, able to steer by adjusting his hands and feet. More than once he’s accidentally flown into a building, though. Adapting to that, he’s managed to craft a force field that is fundamentally similar to his kinetic absorption abilities, essentially creating a field of kinetic energy that surrounds him and depletes the energy of things before they strike him. It doesn’t always work, as sometimes an attack is moving faster than the field can deplete it, but it can reduce the strike enough to protect him from most of the blow. He hasn’t mastered extending it, however, usually keeping it right over the top layer of his coat, and pushing it outwards in times of extreme emergency. In addition, he has managed to adapt his kinetic control on a less destructive level, essentially using an ersatz form of telekinesis as he manipulates the very slight kinetic energy surrounding everything (since most everything is moving on some level). Generally, he starts a fight testing the straightforward abilities, like the kinetic blast (going from force equivalent to a brick clear up to the force of a full-sized freight train), the paralysis wave, and moving through his repertoire, using what works, and cutting what doesn’t. He is very good at thinking on the fly, however, and frequently comes up with odd permutations and adaptations of his kinetic control that can surprise his opponents. Though pulling stuff like that out of his ass frequently drains him completely, exhausting him until he can recharge on kinetic energy. Complications: Tank’s Running Low (Can run low on stored kinetic energy at inopportune moments, leading to weakened attacks or loss of control) The Building Jumped Out In Front Of Me! (Has a slight collateral damage problem when it comes to buildings.) No Sense Of Direction (This guy could get lost going in a straight line. With a map.) Trouble Magnet (Somehow, fate always seems to conspire to have something inconvenient or disastrous happen near him at the worst possible moment.) By Devil Be Driven (Mr. Scratch, the one foe Push will always drop everything to chase. If he even catches a whiff of the name anywhere, he has to investigate, or at least stop to inquire, despite anything else that might be happening.) Abilities: 2 + 8 + 6 + 0 + 1 + 1 = 18 pp Str 12 (+1) Dex 18 (+4) Con 16 (+3) Int 10 (+0) Wis 11 (+1) Cha 11 (+1) Combat: = 40 pp Initiative: +4 (8 pp) Attack: +8 (+12 Kinetic Blast) (16 pp) Grapple: +0 Defense: +8 (16 pp) (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 4 + 4 + 7 = 15pp Toughness: +12/+2* (+2 Con, +10 [Force Field, when active]) (*when Force Field is not active) Fortitude: +7 (+3 Con, +4) [4pp] Reflex: +8 (+4 Dex, +4) [4pp] Will: +8 (+1 Wis, +7) [7pp] Skills: 32r = 8pp Bluff 12 (+11) Concentration 10 (+11) Notice 10 (+11) Feats: 10 PP Luck 2 (2 PP) Precise Shot (1 PP) Quick Change (1 PP) Power Attack (1 PP) Interpose (1 PP) Move-By Action (1 PP) Improved Initiative (1 PP) Master Plan (1 PP) All-Out Attack (1 PP) Powers: 20 + 27 + 12 = 59PP Force Field 10(kinetic energy barrier; Extra: Impervious x10) [20pp] Kinetic Control 12 (24pp effects; Power Feats: Alternate Power 3) [27pp] BE: Damage 12 (Extras: Range/Ranged) [24/24] (Kinetic Energy Blast) AP: Paralyze 12 (Extras: Alternate Save/Fortitude) [24/24] (Kinetic Energy Drain) AP: Move Object 12 [24/24] (Kinetic Telekinesis) AP: Damage 10 (Extras: Area [General, Burst]) [20PP] (Kinetic Energy Explosion) Flight 6 (500 MPH) [12pp] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Blast Ranged DC27 Toughness Damage Explosion Ranged DC25 Toughness Damage Drain Ranged DC27 Fortitude Paralyze Abilities (18) + Combat (40) + Saving Throws (15) + Skills (8) + Feats (10) + Powers (59) - Drawbacks (0) = 150pp
Quinn Posted November 14, 2010 Author Posted November 14, 2010 Players Name: Kyriotsu Characters Name: Gabriel Quinn, AKA Push Power Level: 10 (138/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 0 Gold Status: 0/30 In Brief: Street-smart vigilante with a smart mouth and a habit of getting in way over his head. Also an excellent cook. Complications: Tank’s Running Low (Can run low on stored kinetic energy at inopportune moments, leading to weakened attacks or loss of control) The Building Jumped Out In Front Of Me! (Has a slight collateral damage problem when it comes to buildings.) No Sense Of Direction (This guy could get lost going in a straight line. With a map.) Trouble Magnet (Somehow, fate always seems to conspire to have something inconvenient or disastrous happen near him at the worst possible moment.) By Devil Be Driven (Mr. Scratch, the one foe Push will always drop everything to chase. If he even catches a whiff of the name anywhere, he has to investigate, or at least stop to inquire, despite anything else that might be happening.) Abilities: 2 + 8 + 6 + 0 + 4 + 2 = 22pp Str 12 (+1) Dex 18 (+4) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 12 (+1) Combat: 16 + 8 = 24pp Initiative: +8 Attack: +8 Base Grapple: +9, +20 Telekinesis Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -10 Saving Throws: 4 + 4 + 6 = 14pp Toughness: +12/+2 (+2 Con, +10 Force Field) (Impervious 10/0) Fortitude: +7 (+3 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 32r = 8pp Bluff 12 (+13) Concentration 10 (+12) Notice 10 (+12) Feats: 14PP All-Out Attack Dodge Focus 4 Interpose Improved Initiative Luck 2 Move-By Action Power Attack Precise Shot Quick Change Uncanny Dodge (Hearing) Powers: 10 + 19 + 27 = 56PP Flight 5 (250 MPH / 2,500ft per Move Action) [10pp] Force Field 9(kinetic energy barrier; Extra: Impervious 10) [19pp] Kinetic Control 12 (24pp effects; Power Feats: Alternate Power 3) [27pp] BE: Damage 12 (Extras: Range/Ranged) [24/24] (Kinetic Energy Blast) AP: Paralyze 12 (Extras: Alternate Save/Fortitude) [24/24] (Kinetic Energy Drain) AP: Move Object 12 [24/24] (Kinetic Telekinesis) AP: Damage 10 (Extras: Area [General, Burst]) [20PP] (Kinetic Energy Explosion) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Blast Ranged DC27 Toughness Damage Explosion Ranged DC25 Toughness Damage Drain Ranged DC27 Fortitude Paralyze Abilities (22) + Combat (24) + Saving Throws (14) + Skills (8) + Feats (14) + Powers (56) - Drawbacks (0) = 138/150pp
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