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Quarrel (PL 10) - supersheep


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Player Name: supersheep

Character Name: Quarrel

Power Level: 10 (150/154PP)

Trade-Offs: +5 Attack/-5 Damage, +5 Defense/-5 Toughness

Unspent Power Points: 4

Progress To Bronze Status: 4/30

In Brief: Aztec-themed Archer based on a strange amalgam of Green Arrow and Aztek.

Alternate Identity: Enzo Flores

Identity: Secret

Birthplace: Mesa, Arizona

Occupation: Crimefighter, Mechanic

Affiliations: The Underdogs (Formerly); None

Family: Alberto Flores (Father, Age 45), Monica Flores (Mother, Age 42; Crippled), Rebecca Flores (Older Sister, Age 22)

Description:

Age: 21 (DoB: June 11th, 1990)

Apparent Age: 20

Gender: Male

Ethnicity: Caucasian-Hispanic

Height: 5’10†(1.5m)

Weight: 165 Lbs. (75kg)

Eyes: Hazel

Hair: Black

Description:

A young man in the prime of his life, Enzo is of only average height, but nonetheless bears a physique that belies the efforts put into his chosen career; marking his body as lithe and muscular, on par with an active athlete. His Latino heritage is one which is obvious; Enzo’s skin an olive tone with mid-length hair the shade of a starless night, and eyes a distinct hazel that shift from a placid brown to livid green inlaid within a visage shaped by sharp angular features. For someone so young, he moves with a certain sense of confidence; as if each stride were meaningful in some dutiful manner. Whereas his movements are precise and smooth, Enzo’s hands are tough, his trade and experience – both that of a crime-fighting vigilante and mechanic – having shifted them from soft and gentle into rigid leather rife with calluses.

In-costume as Quarrel, that confidence comes to a head between the knocking of an arrow and the sweet twang of a steel string. Garbed in leather armor vaguely stylized in Aztec hues and crafted by former Underdogs Member, Handiwork, Quarrel’s heroic outfit sports a variety of diamonds and stripes in a dark mosaic pattern of golds, reds, and blacks, leading both to a semi-unique appearance, while still serving its purpose as an intimidating visage to ne’er-do-wells and criminals alike. In addition to his ever-in-style leather outfit, Quarrel also bears a mask of vaguely avian origin, designed after the ancient Eagle Warriors of Aztec fame (sans feathers) which covers the majority of his face in similar shades as his attire, with a beak-like protrusion at the nose to further advocate the cultural heritage from which he draws inspiration. A dark blue cape-and-hood is also included in Quarrel’s imposing guise, the hood always worn as to obfuscate the remainder of his visage while serving to hide his armaments: a collapsible composite short bow and a quiver full of carbon-fiber arrows of varying purpose and design.

History:

Enzo Flores was a good kid from a great family. His parents worked stable jobs, but always managed to be there for him and his sister, and Enzo himself had himself a small cadre of friends to call his own. Life was good; at least on the outside. Beyond the manicured suburban lawns of his home in Mesa, Arizona, however, trouble encroached upon the doorsteps of every citizen in the area as crime rates continued to escalate, causing Enzo to be stuck between the welcoming life of a normal family and the gritty realism of gang life every time he looked beyond his humble home. While law enforcement struggled to keep the streets safe, the Flores' continued along with their mundane lives, unawares of just how volatile the situation would become over the years in-spite of their determination to remain rooted.

When Enzo reached high school, he he began to discover his own little niches. After joining the Archery Club, it became his new great passion, as did auto shop once he managed to weasel his way onto the roster. Having already been fairly enthusiastic about history, it only stood to reason that he would join the Academic Olympics as the team’s resident history buff. While certainly not the most popular guy at school, things were going about as well as one would expect a teenagers’ life to go; between bad dates, pimples, and all that angst-ridden teen drama. Much like how Enzo had matured, so too had the criminal situation in Mesa, with the Los Muertos gang taking the reins of the majority of committed crimes in the area. They stood as proof that despite caped crusaders and adamant police officers prowling the streets, they were just too numerous and organized, their hands weighing heavily against the scales of civility and order.

One fateful night as the Flores family sat down to dinner, the unthinkable occurred. Just as they were about to break bread, the riotous cacophony of gunfire echoed from outside. As the family dove for cover from the wanton assault, Enzo’s mother was struck squarely in the spine, paralyzing her from the waist down for the rest of her life. The unintended victim of a drive-by shooting, the Flores’ family happiness was torn to shreds in a matter of seconds. Enzo Flores never intended on becoming a masked vigilante, but in the interceding weeks as his mother wallowed in tormented despair he swore vengeance; not just for his crippled mother, but for all the people of Mesa afflicted with this criminal plague. Someone had to step up and do something; had to bring these miscreants to justice.

Utilizing what little assets he possessed – a knowledge of history, some talent with archery, and some basic mechanical know-how – he began to wage a crude one-man crusade, donning the guise of Quarrel: the Aztec-themed archer. While he made little headway in his own attempts (and nearly meeting his end on more than one moonlight evening), he nevertheless managed to attract the attention of other, more experienced do-gooders in the area. Offering him an opportunity to learn the ropes from those whom had already mastered them and to aid in their own endeavors at rooting out the various hooligans of the Mesa area, Quarrel accepted, serving as an inductee in the recently formed super-team going by the name “The Underdogs.â€

As a member of The Underdogs, Quarrel and his comrades began a sweeping crusade against the criminal element, going so far as to aid police in apprehending the majority of the Los Muertos’ top pushers and leaders, as well as dealing with other gangs and minor metahuman villains. Quarrel had become quite accustomed to the lifestyle; doing what he could to aid his home town as a homegrown hero as he juggled a recovering family at home and scholastics the rest of the time. Unfortunately, however, when The Underdogs’ fearless leader passed on after a decade-long battle with cancer, the team was met with dissent on whom to elect next, eventually causing their disbandment. Thankfully, in the wake of their collapse, other heroes had stepped up themselves, thus keeping the streets of Mesa at least marginally safer. Enzo hung up the mask – at least most of the time – as he finished high school and procured a technical degree in automotive repair; but even after doing so felt surprisingly hollow inside, now bereft of what felt like true purpose.

Even as he returned to some semblance of a normal life, he couldn’t resist the siren call of the heroic lifestyle. Every night, superheroes dominated the television. Enzo yearned to be in their place, eager to put his skills somewhere where they would be of more significant use than the now substantially-stilled Mesa. After considerable thought, Enzo could no longer resist – it was his calling now, the very nature now flowing through him as if it were his own blood. After packing up his belongings – and some super heroic necessities – he bade farewell to his beloved parents, and soon after Enzo was on his way to a place he knew his talents could be of use: Freedom City.

It’s been a few months since he arrived in Freedom City. A new apartment, a new job, and ample time to study the urban jungle that was his new home, Enzo is now ready to return to his true calling anew; ready to don the mask-and-quiver once more in the name of vigilant justice. Once more shall the twang of a steel string echo through the night, signifying that good has triumphed over villainy.

Evil-doers beware, for Quarrel returns, and his bow stands at the ready.

Personality & Motivation:

Despite all the things he’s had to slog through as a youth, Enzo Flores remains a passionate and upbeat individual, dedicated towards the pursuit of what is right. On the outside, Enzo is a friendly sort, just at home having a conversation with a complete and utter stranger as he is with his mother on the telephone in public. While generally an amiable law-abiding citizen, there are certain things about it that chafe him; just little things, like protocol and procedures for superfluous things, and all the red-tape frequently included therein. Enzo finds pleasure in simple things; particularly enjoying documentaries about cultural histories both near and far across the globe, old movies from the 'Golden Age' of Hollywood cinema, and even more modern movies when he gets the chance. Music, of course, plays an important part in his life, Enzo himself having taken a recent interest in the band 'Madman Finale,' tardy to the party though he might be. The young mechanic also fancies himself a bit of a handyman, able to tinker with most mechanical doo-hickeys with great aplomb; though woe to those whom let him fiddle with their blenders and toasters, or other electrical gizmos.

Once the fearsome mask goes on and Quarrel hits the streets, however, he becomes a wholly different man, stalking gangbangers and misguided metas as if he were hunting quarry. An adamant and staunchly proactive individual against organized crime, Quarrel takes to the more common thugs and mobsters that are rife within what seems to be most metropolitan cities, cleaning up the more vermin-like entities that make their living peddling drugs, selling guns and running protection rackets. Becoming stalwart and serious in comparison to his typical upbeat-and-positive demeanor as a civilian, Quarrel utilizes the elements of surprise and intimidation in order to seem more threatening; the bow just helps speed things along (or pull his fat out of the fire) when they decide to flee the scene or point their guns in defiance. While not the enigmatic mute most night-trawling heroes often are, Quarrel nevertheless takes a great deal of pride and professionalism when it comes to wearing the cape, giving direct (though sometimes snippy) questions or answers to law enforcement, as well as criminals. He’s also somewhat prone to using vaguely paraprosdokian phrases from time to time; most commonly as some form of smart remark when the situations arise accordingly.

Powers & Tactics:

Unlike many of the super-endowed individuals taking on equally powerful foes, Quarrel has no superpowers to speak of. He’s little more than a normal individual with a talent for archery; though the utilization of an armament of trick arrows, some guile, and a bit of strategy certainly seems to get the job done in most cases. Unable to stand toe-to-toe with most metahumans or individuals in power-suits, Quarrel must rely on tactics such as ambush to see the job done, even when non-powered criminals are involved so as to maximize his own survivability.

While his arrows lack the scientific sophistication they once had whilst he and Handiwork were both a part of The Underdogs, it is perhaps the simplicity in their design that makes them sufficient enough in terms of usability, making them easily available for Quarrel to reproduce with common parts refashioned for his own benign purposes. Taking advantage of some mechanical know-how picked up from high school automotive, some of the easier blueprints passed-on by his friend Handiwork, and little creativity, Quarrel can cobble any number of arrows with a bit of time, each varying in their purpose and function, granting him a wide breadth of options in regards to dealing with the local crime infestation that seems inexorable from the bowels of Freedom City.


Complications:

Hatred (Organized Crime): Drug Cartels. Syndicates. The Mafia. Whatever you want to call them, organized crime ultimately served the purpose of pushing Enzo Flores from the humble realms of the Ordinary into a life of Extraordinary action. A vendetta unforgotten, Quarrel makes it his personal mission to undermine all manner of organized forms of crime.

Responsibility (Career): Being a superhero is hard; being a superhero who also has a nine-to-five gig is murder. This doesn't make things easy to balance, and Enzo needs his career as an automotive technician to make ends meet. That being the case, while a few sick days here and there are arguably fine and moonlighting is well and good, constant absences and disappearances during his work shift are bound to be noticed, making it all that more difficult for the "full-time hero" occupation to come to fruition.

Secret (Identity): Behind a façade of a humble mechanic, Enzo Flores is just another average working stiff in Freedom City, tinkering here-and-there with automobiles and their ilk to make ends meet… at least until night falls. Nonetheless, in order to prevent being targeted as some sort of attempted revenge, Enzo makes doubly sure not to flaunt his secret identity as the moonlight vigilante Quarrel, more so as a safety precaution to keep others safe and to prevent him from being caught unawares at his own game.

Abilities: 4 + 12 + 4 + 2 + 4 + 4 = 30PP

Strength 14 (+2)

Dexterity 22 (+6)

Constitution 14 (+2)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 18 + 16 = 34PP

Initiative: +10 (+6 Dex, +4 Improved Initiative)

Attack: +9, +15 with Bow

Grapple: +11

Defense: +15 (+8 Base, +7 Dodge Focus), +4 Flat-Footed

Knockback: -2/-1 Flat-Footed, -3/-2 with Costume

Saving Throws: 4 + 6 + 3 = 13PP

Toughness: +4/+5 (+2 Con, +1 Costume, +2 Defensive Roll)

Fortitude: +6 (+2 Con, +4)

Reflex: +12 (+6 Dex, +6)

Will: +5 (+2 Wis, +3)

Skills: 128R = 32PP

Acrobatics 14 (+20, Skill Mastery)

Bluff 8 (+10)

Craft: Mechanical 13 (+15, Skill Mastery)

Drive 8 (+14, Skill Mastery)

Gather Information 13 (+15, Skill Mastery)

Intimidate 8 (+10)

Knowledge (History) 14 (+15, Skill Mastery)

Knowledge (Streetwise) 9 (+10)

Knowledge (Tactics) 14 (+15, Skill Mastery)

Notice 12 (+15, Skill Mastery)

Language 1 (Spanish)

Stealth 14 (+20, Skill Mastery)

Feats: 29PP

Attack Specialization (Bow) 3

Defensive Roll 1

Dodge Focus 7

Equipment 3

Evasion 1

Improved Initiative 1

Jack-of-All-Trades

Luck 2

Master Plan 2

Move-By Attack

Power Attack

Precise Shot 1

Quick Draw 1

Skill Mastery 2 (Acrobatics, Craft [Mechanical], Drive, Gather Information, Knowledge [History], Knowledge [Tactics], Notice, Stealth)

Uncanny Dodge 1 (Auditory)

Well-Informed

Costume: Protection 1 (Power Feats: Subtle) [2EP]

Grappling Gun: Super-Movement 1 (Swinging) [2EP]

The Montezooma: Compact Car (Stats: Strength 30, Speed 5, Defense 9, Toughness 8, Large Size; Features: Alarm, Remote Control) [11EP]

Powers: 12PP

Device 4 (Easy to Lose; 20pp of traits) [12PP]

Trick Arrow Array 8 (16pp Array, Power Feats: Alternate Powers 4) [20PP]

Base Power: Blast 3 (Power Feats: Improved Critical 2, Improved Range [75' Increment], Mighty 2, Progression [750' Maximum Range], Variable Descriptor [bludgeoning/Piercing]) [13PP] (Standard Arrows)

Alternate Power: Blast 3 (Extras: Autofire 1 [+1], Flaws: Action - Full [-1], Power Feats: Improved Critical 2, Improved Range [75' Increment], Mighty 2, Progression [750' Maximum Range], Variable Descriptor [bludgeoning/Piercing]) [16PP] (Standard Arrows, En Masse)

Alternate Power: Dazzle 5 (Visual Senses) [20PP] (Dazzler Arrow)

Alternate Power: Obscure 8 (Visual, 1000' Radius, Extras: Independent [+0]) [16PP] (Smokescreen Arrow)

Alternate Power: Snare 5 (Power Feats: Obscures Sense 2 [Visual, Auditory]) [16PP] (Gloop Arrow)

DC Block:

ATTACK        RANGE     SAVE                         EFFECT

Unarmed       Touch     DC 17 Toughness (Staged)     Damage

Arrows        Ranged    DC 20 Toughness (Staged)     Damage

Rapid Arrows  Ranged    DC 20 Toughness (Staged)     Damage, Autofire

Dazzle        Ranged    DC 15 Reflex/Fortitude       Blinded

Snare         Ranged    DC 15 Reflex (Staged)        Entangled/Helpless

Abilities (30) + Combat (34) + Saving Throws (13) + Skills (32) + Feats (29) + Powers (12) - Drawbacks (0) = 150/154 Power Points

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