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Quinn

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  1. Push, to his credit, didn't bat an eye at the transformation, even whistling appreciatively as she transformed into the rather nice-looking shape that caved that poor thug's nose in. Whipping his hand in the direction of the gangers, a kinetic blast shot forward, warping the air, and caught another one of the thugs in mid-stride, rather unceremoniously crumpling him to the ground as he felt the force just slightly below that of speeding car connect with his torso. No need for fatalities, after all. The others looked confused and disoriented, having been struck at from both sides now. They were beginning to rally, however, and Push readied his hammer in case they tried to make a break for it. Of course, nobody said he couldn't enjoy a little snark, particularly if this cat-woman's "ambush" (as it was looking to be) had just distracted him when he was in a hurry. "The only ones who had this were the guys who had you surrounded and outnumbered, Miss Skintight Leather. I just saved that well-toned ass of yours, perhaps a thank-you is in order?"
  2. Ok, Charge and Enhanced Strike with the Warhammer, Thug #1 makes a right nice smear on the wall. 1d20+10=27 -Enhanced Hammer strike Surprise round, so the 9 minions aren't attacking yet, and won't until after Push and Grimalkin's attacks next round (I think.) I'm still new at this gig, so give me a shout if I screw up. >.<
  3. Wherein Push and Grimalkin argue over semantics, and several thugs have a really, really, REALLY bad day.
  4. The city lights of the Fens screamed by as Push cranked his bike faster and faster, his coat and scarf billowing behind him as he went roaring down the city streets like a Polaris missile straight for the Waterfront. He'd gotten bloody sidetracked by that walking deadman, and if he didn't hurry, odds are he'd miss whatever was going down there. His eyes almost had tunnel vision as he rounded a street corner, running lights in his haste. Not that it mattered in the Fens, hardly anyone drove here anyway. Besides, he'd cut his eyeteeth driving this thing on the gridlocked streets of Gear City, weaving through traffic here was a piece of cake. So focused was he that he almost missed the pack of thugs advancing on an old woman in an alleyway carrying weaponry. Almost. His head spun around, and he screeched the bike to a halt, nearly flipping him over the handlebars. Quinn stared at the alley he'd roared by, then back down the street, then back at the alley. Scratch could be right there waiting for him...damnit, where were those flamboyant capes when you needed them? He watched the sky in vain for a few seconds, before cursing and cranking the bike up once more, spinning around in a bootlegger reverse. The back wheel screeching, he juked the bike forward and aimed at the alley, turning it neat as you please to roar down the thin alleyway, relishing the look on the thugs' faces as they realized he was aiming straight for the pack. A second, the clasps were undone, two seconds, the familiar weight of his custom-made warhammer was in his hands, three seconds, he'd shoved a whole pile of juice into the hammer, and four seconds, he'd gone right by the old woman and slammed the weighty end of the hammer into the gut of the jerk who'd insulted the woman, the oldest one with the hair gunk. The thug's look of surprise lasted approximately two seconds before he went spiraling away, slamming into a wall and landing in a heap. Push, however, kept going, barreling through the gang and screeching to a halt at the end of the alleyway, calmly stepping off his bike, slinging the warhammer on his shoulder, and fixing the rest with a cold stare. "Right. I'm in a bad mood, and you punks just made it a whole lot worse." He cracked his neck, eyeing the old woman and motioning for her to clear off. The thugs, meanwhile, started clutching their weapons and advancing slowly.
  5. Push gave a crooked smile under the scarf as he kept his distance. "I'd say I'd tell you, but then I'd have to kill you...but under the circumstances, that might be a bit redundant. And you'll forgive me for not shaking hands, but the last time I met one of your kind, it was trying to choke my lights out." The zombie obviously didn't know where Scratch was, that was certain. And time was nearly running out. A dead end, again. Quinn sighed and lowered his hand, the energy moving back through his hand and into his body. "Alright, alright. I'll take a gamble here, say you're some kinda good guy. I've made bigger mistakes before. And I sure as hell've seen weirder back where I came from...and here too, come to think of it." The ersatz hero looked at Dead Head (kickass name for a band), shot his hands downwards and lifted himself off the ground, feeling the familiar pressure of the kinetic waves pulsing through his arms and out. Dust kicked up beneath him, and a deep bass hum rumbled from the twin jets of energy pushing him off the ground. "Cops'll be here soon. If you're a hero, you'll make sure those guys end up behind bars. If you aren't...well...then I'll feel mighty dumb then, won't I?" His scarf and coat billowed behind him as he raised higher, turning around. He took one last glance at Dead Head. "I'll tell you this, tho'. Name's Push. If that doesn't ring any bells, then thank heaven for small blessings." And on that note, he rocketed off, leaving a small rush of wind in his wake as the kinetic backwash blew over the Revoltin' Revenant, shaking his clothes but doing no damage.
  6. The vigilante froze as he saw the hand crawling towards him, a creeping chill running up his spine. "I'll...pass on that backscratcher, thanks." Whatever this particular zombie was, either it didn't know who Scratch was, and was independent...or it was a particularly strong minion of that insidious grey-suited man. At this point, he was leaning more towards independent. And he honestly didn't know if that was a good or bad thing. This town was supposed to be filled with heroes, why weren't any of them putting this guy back in the ground? Quinn wished he had the comforting weight of the warhammer slung on his back, but squelched that thought fast. Always make do with what you have, and if push came to shove...he shifted his ground slightly, keeping a fair distance from the creeping hand. Still, the thing mentioned demons. Push had some suspicions that Scratch had made some deals with something eldrich, and if there were some red-skinned pitchfork jockeys still around, that would mean more trouble. Watching the zombie move the unconscious thugs over, but keeping him well-covered by the blast, he kept an ear cocked for sirens. "Heh, awfully glib for a walking corpse. Got a name?"
  7. Hmm. I really should put in some kinda knockback blast at some point to go with the AoE shockwave.
  8. Push kept his eyes narrowed, the air in his hand beginning to warp and crackle from the force just sitting there. The zombie was talking, alright, and it was acting awfully friendly considering it'd walloped those thugs. And talking about heroin? Man, this could not get much weirder. Still, better safe than sorry. Time to test the waters a bit... "Right. Just your friendly neighbourhood zombie. Snapping pictures for the Daily Bugle too? You'll forgive me for not buying that right off the bat." He shifted his eyes left and right briefly, checking his flanks. Didn't look like anything nasty was creeping up, at least not yet. But the cops'd be rolling in real soon to check on that mugging. If things got ugly...he needed answers, fast. "I'll make it plain, husk. Tell me where Scratch is. Or I stuff you in your coffin." He stopped to ponder for a moment, then smirked. "Upside-down." Quinn flexed his fingers slightly, feeling the heat and pressure building up on his palm. He'd shoved about enough juice to knock over a car in this shot...again, better safe than sorry.
  9. Covering action, for a Kinetic Blast. 1d20+8=23
  10. Quinn screeched to a halt, ducking behind a nearby car and eyeing the zombie. Last time he'd seen one of those, it was the first time he'd run into Scratch, and that damned debacle at the museum. This one seemed a bit less...dense though. It wasn't dragging any of them off, and it wasn't moaning or groaning like those husks Scratch had raised. Still was shambling along though... Either way, a dead 'un's a dead 'un, the ersatz hero thought. He waited until it had reached down to pick up the purse they'd dropped, then stepped from behind and raised his arm, shoving a kinetic charge into the palm but not releasing. He lifted the scarf with his other hand to cover the bottom half of his face, then said in a muffled but still quite clear voice. "Hold it, bones. Drop the loot or I drop you."
  11. “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.†[floatr][/floatr] Players Name: Quinn Characters Name: Push Power Level: 12 (190/193PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 3 Progress to Silver Status: 43/60 In Brief: Kinetic-controlling mutant with a habit of getting in way over his head, and a wisecrack for every occasion. Also an excellent cook. Alternate Identities: Gabriel Quinn (real identity, from Gear City), Tom Walker (owner of Lazarus Auto and Industrial Repair, Freedom City), Mr. Stone (A.E.G.I.S freelancer). Identity: Secret Birthplace: Gear City Occupation: Mechanic Affiliations: Michael Sharpe, owner of Lazarus Auto Repair and former employer; AEGIS. Family: Robert and Susan Quinn (Parents), Rafael Quinn (brother) Age: 20 (DoB: September, 1990) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’2’’ Weight: 120 lbs. Eyes: Grey Hair: Black Description: When it comes to hero work, Quinn prefers his costume to be light, easy to move in, and somewhat intimidating. A black wool cap covers his head, with a really long red scarf obscuring his lower face. He generally wears an old brown leather longcoat (his most expensive piece of clothing, very worn, but very comfortable, with the small cape on the back and extra billow for dramatic moments), a pair of black fingerless gloves, brown work boots (he also uses them in the shop, the boots are both tough and durable), black jeans and an oversized gray sweater. He also carries a messenger bag that is usually loaded up with a few toys, some made by Michael, others pinched from Professor Wyrd. When going incognito, he generally sticks to blue jeans, sweaters, and more wool caps, those being his favourite kind of hats, along with the messenger bag. Overall, it’s big, warm, gives his arms plenty of room to move, and extremely comfortable. Just the way he likes it. 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 (Universe equivalent of Detroit, like FC is equivalent of NYC) 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 in Automotive Engineering 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 the Incident 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 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, 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. For a while he also embarked on a whirlwind romance with a young woman named Anna, the two dating for several years. However, in a tragic turn of events, Push discovered her identity as Wyrd’s daughter, Anastasia. Unable to decide between the hero who she constantly fought and bantered with, and the kind young man who dated her alter ego, she sought to use a device to combine the two. Push, forced to escape, revealed his real identity as her laboratory burned down around them. She fled into the flames as he tried to pursue her, but sadly, he was unable to find her before he himself had to escape. However, sometimes things don’t turn out as they should. Sometimes you can encounter an enemy that you 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. The fact that Push had only been vaguely heard of in rumors and connections with collapsed warehouses full of unconscious criminals didn't help either. The young hero, blindsided by a small army of SWAT officers pointing firearms at him, and having just finished fighting unholy things that shouldn’t have existed at all…panicked. And bolted. Quinn unfortunately had to blast several cops away as he ran for it, disappearing into the depths of the city. A news crew caught the running fight on TV, giving him the actual moniker of Push for the first time. Realizing that to clear his name of whatever Scratch had done to the tourists was to bust Scratch himself, wherever he was, Gabriel packed up and left Gear City, leaving Mike behind in the hopes of keeping him out of the mess he'd found himself in. Thus began a long investigation that has taken him everywhere from LA to New York City, perpetually chasing the enigmatic Mr. Scratch (who by this point Push had realized was both incredibly powerful and very clever, essentially a cross between Dr. Strange and Batman. Not that Push really cared about the odds, he still had to be stopped...). 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. AND being chased occasionally by Agent Kent, the fed assigned to Push's case, a nice guy, but SO persistent...hindsight, maybe Quinn should have surrendered when the SWAT team pointed those guns. So much trouble... Freedom City was the latest stop on the search, and it was there that Quinn finally heard something about Scratch. After following several minor leads and misadventures, not to mention a brief tussle with one of AEGIS's finest agents, Codename Victory, Push was captured by the government agency and offered a deal; capture Scratch in exchange for his name being cleared. He took it. Exonerated of his crimes, with the backing (albeit grudging) of an extremely effective government organization, and a new hideout beneath a refurbished auto repair, Push settled down in Freedom City, and began to marshal his newfound resources to bring Scratch down for good. Granted, 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 (although he has kept in infrequent contact with Mike via "letters from home", and the occasional postcard). On top of all of this, in addition to his new position as a freelancer for AEGIS and part-time vigilante, a fresh complication has also erupted in that of his ex-girlfriend, Anastasia Wyrd. Due to a time portal that sucked him in and hurled him back to the day of the laboratory disaster, the kinetic mutant successfully accomplished what his past self could not, and rescued the Associate Professor from the inferno that was her laboratory. He himself was unsure if that history was set in stone either way, given no evidence of her was ever found in the ruins of the lab after it burned to the ground. Now she lays on a hospital bed, hooked up to innumerable machines and trapped in a coma that doctors say she might never wake up from. It’s been a long, hard road to where the kineticist is now, and the weight on his shoulders keeps piling on. Running an auto repair that half the time can barely stay solvent, even with AEGIS’s help. Acting as a freelancer for a national organization devoted to protecting the country, chasing leads wherever they may arise. Being the sole person who knows of the existence of a time-lost mad scientist who also happens to be his ex-girlfriend. Hunting and being hunted by an incredibly powerful warlock and the eldritch abominations he summons, whose plans he still has no idea of. The nightmares don’t help much either…still, in the end, he works as best he can. As the Kinetic King. The Sensei of Shockwaves. The scarfed wonder with a sarcastic remark for every occasion. A guy way in over his head, with powers he never asked for, and more nightmares than he’d ever wanted. And a hero that, despite it all, will never quit. No matter what. Personality & Motivation: Gabriel Quinn, alias Push, is not the most likeable guy on the planet. He snarks whenever he feels the urge, never holds back from commenting on what, to him, is blatantly absurd, and a caustic wit that frequently pisses off both ally and enemy. More often than not, he'll deny any possibility of him being a "hero", instead stating that he's just a guy trying to make his way in the world with abilities he didn't ask for. That’s the façade he likes to present. The fact is, Push is a hero. He complains about his workload, deliberately avoids the classic superhero mythos, snarks whenever he feels the urge, wears plain clothes or the closest he can get as a costume…but if someone needs help, he’ll still hat up and wade in, blasts flying. And he relishes the battle, no matter what else he says. 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 sarcasm, 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. He’s seen them, he’s fought them, and he’s kicked them back through their portals more times than he can count. In his head and in his heart, he knows that if the centre is going to hold, then someone has to Push back. 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 he is actively letting his force field be seen, there seems to be a small storm of warps and static crackles surrounding his body. As for his movement senses; whenever he is “seeing into the currentsâ€, as he puts it, his eyes become subsumed by energy, turning into small motes of kinetic power. 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; persistent training has also allowed him to develop an ability to redirect physical strikes, such as bullets or actual fists, reflecting them backwards as they strike the field. It doesn’t always work, as sometimes an attack is moving faster than the field can deplete it and redirect the energy, but for the most part it does 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 prefers to start a fight by 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. He's also got a few toys cobbled together by Mike after a rare visit back to Gear City, and some other gadgets pinched from Wyrd after a few of their battles. Push's numerous experiences in Freedom City thus far have also forced him to re-examine his use of powers vis-a-vis fine control and larger-scale strikes. After taking into consideration the very nature of his abilities, not to mention a few jarring accidents that have impacted him heavily (the warehouse incident, for example), Quinn has taken time to practice and hone his control over his kinetic abilities; specifically developing countermeasures to protect others during large area blasts, among other things. While this has had the expected side-effect of leaving him more open to opponents as he uses the aforementioned countermeasures, he considers it an acceptable risk given the circumstances. Also, repeated practice extending the reach of his innate ability to sense kinetic energy has allowed him to refine his use of those senses, permitting him to “see†currents of movement energy and focus upon ones that he’s looking for in particular; essentially a powerful blind-sight. Complications: 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. Catalogue of Nightmares: Besides the Museum Massacre, Push has been in hot pursuit after Scratch for nearly two years. In that time, he's seen a lot of things both pleasant and unpleasant, but some things particularly stick in his mind. More than once he's run into eldrich forces left by Scratch, fell creatures of Old Night left to either delay or harry him...or stumbled upon the remains of particularly nasty things the Gentleman Warlock has done. (i.e Fear or mental effects might skip the save roll altogether due to the rather nasty memories being hauled up to the forefront of his mind, seeing a zombie pile-up on another hero might make him relive the Museum and act accordingly, etc.) Force Field Fizzle: Due to the rather unorthodox nature of Push's force field (that of reducing the energy of something before it hits him), the field itself might not work on various forms of energy or magic. Sometimes things go awry. Haunted and Harried: Being a wanted man by more than one party has made Push's life sometimes...complicated. He was on AEGIS's Most Wanted List for a couple of years, several of his old Rogues' Gallery from back in Gear City who want either revenge or answers might be hot on his trail, heaven knows what Scratch has planned (though he has summoned, or Push thinks he's summoned, some nasty eldrich creatures to chase and harry Push more than once), and all of this combines to make it very difficult to get any peace and quiet. Mad Scientist's (Comatose) Beautiful Daughter: Due to a recent trip back in time that resulted in the saving of his thought-dead ex-girlfriend, Anastasia Wyrd (also known as Associate Professor Wyrd), Push now finds himself in the unenviable position of being solely responsible for a comatose mad genius who is currently stuck on a bed in the ICU of a hospital; a person who, in this time frame, technically does not exist. No Sense Of Direction: This guy could get lost going in a straight line. With a map. Staring Into The Sun: Push’s kinetic senses, while powerful, do have a major drawback: movement energy permeates the world, it’s all around us, every time something so much as makes the tiniest possible movement, even on the subatomic level, it makes a spark in his vision; occasionally the sheer mass of energy in the air can make it nigh-on impossible for Push to even use those senses without being literally blinded. 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!: Push's luck involving buildings always seems to be questionable. While his accuracy with his kinetics has definitely improved, something inevitably seems to go wrong whenever architecture is involved; whether through a villain ducking a shot and it connecting with a support pillar purely by chance, or a tiny bit too much power being put into a shot when he's knocking down a door. Wyrd’s Weird Gear: Due to some of the extra gear in the messenger bag having been pinched from Dr. Wyrd, there might be some technical hiccups. Abilities: 2 + 8 + 6 + 4 + 4 + 2 = 26PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 16 + 8 = 24PP Initiative: +8 Attack: +8, +10 Kinetic Control Grapple: +9, +24 Kinetic Control Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -13/-3/-1 Force Field/Vest/Unarmored Saving Throws: 4 + 4 + 8 = 16PP Toughness: +14/+6/+3 (+3 Con, +11 Force Field [impervious 12, Reflective (Physical) 10] or +3 Undercover Vest) Fortitude: +7 (+3 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 60R = 15PP Bluff 11 (+12) Concentration 5 (+7) Craft (Mechanical) 8 (+10) Drive 6 (+10) Knowledge (Technology) 10 (+12) Knowledge (Arcane Lore) 10 (+12) Notice 10 (+12) Feats: 30PP All-Out Attack Attack Specialization (Kinetic Control) Dodge Focus 6 Equipment 11 (55EP) Fearless Interpose Improved Initiative Luck 2 Move-By Action Power Attack Precise Shot Quick Change Taunt Uncanny Dodge (Auditory) Hideout: "Lazarus Auto and Industrial Repair (L.A.I.R.)" – Semi-Solvent Car Garage (24 EP) Size: Medium, Toughness: 15, Features: Cover Facility, Communications, Computer, Concealed, Defense Systems 3 ([Parker Tech ED-209 Anti-Intruder System], +12 Attack, Stun 12 [shock coils], Snare 12 [net-launchers], Paralyze 12 [stasis module]), Fire Prevention System, Garage, Library, Living Space, Personnel (Darren Jones, Abigail Solo), Power System, Power 4 (Nullify 12 ([Warlock’s Wards] All Magic Effects, Extras: Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 2 [300ft radius])), Security System 3 (DC30), Workshop. Powers: 3 + 35 + 36 + 8 = 82PP Flight 1 (10mph / 100ft per Move Action; Power Feats: Moving Feint) [3PP] (Kinetic Flight Jets) Force Field 11 (Extras: Impervious [12], Reflective (Physical) [10] Feats: Subtle, Selective) [35PP] (Kinetic Energy Barrier) Kinetic Energy Control 14 (28PP Array, Feats: Dynamic Base Power, Dynamic Alternate Power 2, Alternate Power 3) [36PP] Base Power (Dynamic): Blast 14 (10 140ft Range Increments / 1,400ft Max Range) [28PP] (Kinetic Energy Blast) Alternate Power (Dynamic): Flight 14 (Rank 15; 500,000mph / 5,000,000ft [1,000 miles] per Move Action) [28PP] (Supercharged Flight Jets) Alternate Power: Move Object 14 (Lifting STR 70 [Heavy Load: 200 tons], 10 140ft Range Increments / 1,400ft Max Range) [28PP] (Kinetic Energy Manipulation) Alternate Power: Paralyze 14 (Extras: Alternate Save [Fortitude], Range [Ranged, 10 140ft Range Increments / 1,400ft Max Range], Flaws: Action [Full]) [28PP] (Kinetic Energy Drain) Alternate Power (Dynamic): Strike 14 (Extras: Penetrating 2 [DMG 16], Knockback 10 [DMG 24], Feats: Improved Critical 2 [18-20]) [28PP] (Kinetic Energy Strike) Alternate Power: Strike 12 (Extras: Area [General, Burst, 60ft radius], Penetrating [2, DMG 14], Selective, Flaws: Action [Full], Feats: Knockback 2 [DMG 14]) [28PP] (Kinetic Shockwave) Super-Senses 8 (Kinetic Sense [Tactile], Extras: Extended 2 [1,000ft Notice Increments], Penetrates Concealment, Ranged) [8PP] Drawbacks: -3PP Recurring Nightmares (DC10) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Strike Touch DC29 Toughness (Staged) Damage (Physical) Blast Ranged DC29 Toughness (Staged) Damage (Energy) Shockwave Touch/Area DC22 Reflex 1/2 Effect DC27 Toughness (Staged) Damage (Energy) Drain Ranged DC24 Fortitude (Staged) Slowed/Paralyzed Totals: Abilities (26) + Combat (24) + Saving Throws (16) + Skills (14) + Feats (30) + Powers (82) - Drawbacks (3) = 190/193 Power Points
  12. Quinn

    Push Fluff MK 1

    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
  13. Quinn

    Push Fluff MK 1

    “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
  14. Quinn

    Push Fluff MK 1

    “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.)
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