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Push (PL12) - Quinn (Bronze)


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“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.â€

[floatr]PushNoHammer.png[/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?â€

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)

1 + 1 + 4 + 22 + 10 + 20 = 55/50 EP = 11PP

Commlink

Camera

Multi-Tool

PDA

Rebreather – 1 EP

Undercover Vest (+3 Toughness, Subtle) – 4 EP

Smoke Grenade (Obscure 2 [Visual], Independent, 10 ft. radius) - 4 EP

Medical Kit (+2 to Medicine checks) - 1 EP

(All of this except Undercover Vest contained in Messenger Bag)

Vehicle: "Lazarus" - Rebuilt & Modified Black/Gold Flightcycle (21EP)

Size: Medium, Strength: 15 [Medium Load: 133 lbs.], Defense: +0 (DC10), Toughness: +10, Features: Caltrops, Oil Slick, Remote Control, Smokescreen, Powers: Speed 10 (10,000mph), AP: Flight 5 (250mph)

Drive Mode/Flight Mode â€Lazarus†was one of Push’s first pieces of real auto work when he first started working at L.A.R back in Gear City; it’s a Kawasaki Ninja that was found on the scrap heap, practically broken beyond repair. It took two years of solid effort, but eventually he got it back into working condition, and he’s used it ever since. The bike itself appears as a very heavily modified Kawasaki when not in flight mode, stock parts replaced with extremely high-performance equipment (some particularly high-performance pieces actually experimental AEGIS technology in disguise!), a nitrous tank, and odd bits and bobs worked into the body where the caltrops, oil slick tank, and smokescreen generator are hidden. When the bike is in flight mode, it transforms into a sleek flightcycle with a small turbine on the front, jets to keep it aloft below and on the back, and a slightly more elongated chassis to compensate.

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.

Lazarus Auto Repair is a small, one-floor building in Midtown Freedom City. From the outside, it looks pretty rundown, with a small neon sign hanging on the roof: Lazarus Auto/Industrial Repair. Two huge garage doors sit side by side on the building's front, both currently closed. A single smaller door sits to the right (viewing from the front), with a window on which a sign hangs; "Resurrections done cheap". Going through the front door leads into a small reception, some cushy chairs and magazines around (the latest auto periodicals), and a door in the rear leading to a *very* cluttered-up office. On the left side of the reception and office (walking in) are two huge windows looking over a big garage area, with the usual garage accoutrements, and maybe a car or two. In the middle of the floor are two long holes, rectangular in shape; if a car's over one, it's probably open, if not, then it's closed with a solid steel shutter. Hidden behind a large pile of toolboxes and equipment at the back of the big garage room is a solid steel trapdoor, with a hidden console in the floor beside it (disguised by a concrete panel). In the back left corner is a doorway leading out to the back alley.

Opening the trapdoor or going down one of the ladders leads to the mechanic's pit basement. It's slightly smaller than the garage room upstairs, with three doors in various spots. Beneath the two holes are piles of tools and car parts, along with a pair of heavily used workbenches. At the side is what looks like a small sitting area with a small TV, a recliner, a couch, and a door in the wall. Beside the sitting area to the left is a small kitchenette, with a fridge, microwave, and freezer. The other side has the other two doors, but in between them is a large corkboard with a map of the USA, and some pins sticking in it here and there. In front of the map is a large worktable, with what looks like far finer tools and some odd tech that's been disassembled, along with a battered radio with some rather odd buttons on the side. Going through the kitchenette door leads to a bedroom, fairly sparse, with a futon, a small bookshelf, some floor cushions, and a rather nice wall hanging of some mountains. The door to the left of the corkboard leads to a small library, with wall-to-wall bookshelves and a big cushy chair, and in between two shelves is a very elaborate computer system, multiple monitors, speakers, the whole nine yards. Finally, the door to the right of the corkboard just leads to a storage room with lots of old junk in there, mostly car parts, and a manhole.

As for the defense and security systems, Ironclad installed one of her better works, an ED-209 system from Dawes Tech, and Warlock threw up a pack of wards nearly as good as the ones around his own home, although tailored for Push. Along with both of those, the structure itself has been scientifically and magically reinforced (strengthening wards, rebar & steel plates, etc) in case of the worst. Security consists of wired cameras and speakers hidden here, there, and everywhere around each floor, along with a few stashed in exterior disguises (one in the L of Lazarus, one in a lamppost across the street, one in an alley light beside the building, and so on), number locks on the doors and a hidden console beside the trapdoor to the basement requiring both vocal recognition and a typed in number code. All of this can be also be accessed, activated, and deactivated by the computer system in the library as well.

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

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Fluff stuff

Where is Gear City? What kind of place is it? A comic book counterpart of Detroit (like how Gotham and Metropolis are kinda-sorta counterparts of New York)?

What was his degree in? You mention that he knew

"think Professor Fate at PL 15" doesn't really work as a description for Prof. Wyrd, as I have no idea who Prof. Fate is. Do you plan on writing him up as an NPC?

And speaking of NPCs, the other big one, Mr. Scratch. Is he some sort of demon? An evil sorcerer? Does Gabe even know?

So Scratch killed a museum full of people, animated them, sent them after Gabe, Gabe blasted them, but when the cops showed and saw the dead folks they assumed Gabe had killed them all? And then he shot at cops as he ran? Why aren't the feds after him? Why would he got to Freedom City, home of the world's biggest collection of superheroes? Did he change his costume, or is he wearing the same costume as he did during his days in Gear City?

Why didn't he try and tell the cops what happened? Why did he run (and shoot them) when they showed up and assumed the worst? (Why did they assume the worst? This setting, unlike DC and Marvel, is one where the General Public usually doesn't fear & hate their heroes and expect them to become murdering psychos.)


Crunch stuff

Abilities: 2 + 8 + 6 + 0 + 4 + 2 = 22 pp

Str 12 (+1)

Dex 18 (+4)

Con 16 (+3)

Int 10 (+0)

Wis 14 (+2)

Cha 12 (+1)

Adds up

Combat: = 16 + 8 = 24 pp

Initiative: +8 (+4 Base, +4 Improved Initiative) (8 pp)

Attack: +8 Base

Grapple: +9, +20 Telekinesis

Defense: +8 (8 pp) (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -10*/-1 (*Force Field up)

I'm not sure why you're listing 8pp next to his Initiative; that should be removed.

Everything else looks fine.

Saving Throws: 4 + 4 + 6 = 14pp

Toughness: +12/+5* (+2 Con, +9 [Force Field, when active]) (*when Force Field is not active & wearing Undercover Shirt) (Impervious 10/0)

Fortitude: +7 (+3 Con, +4) [4pp]

Reflex: +8 (+4 Dex, +4) [4pp]

Will: +8 (+2 Wis, +6) [7pp]

Adds up.

Skills: 36r = 9pp

Bluff 10 (+11)

Craft (Mechanical) 6 (+6)

Concentration 10 (+12)

Notice 10 (+12)

Adds up, but why so much Concentration? And why no Knowledge (Technology) for automobile work?

Feats: 23 PP

All-Out Attack

Dodge Focus 4 (4 PP)

Diehard

Evasion

Equipment 5 (5 PP)

Fearless

Interpose

Improved Initiative

Luck 2 (2 PP)

Move-By Action

Power Attack

Precise Shot

Quick Change

Taunt

Uncanny Dodge 1 (Hearing)

Everyone gets Diehard for free here, you don't even need to list it. So that's 1pp freed!

For someone with a Complication related to collateral damage, I wouldn't tihnk he'd have Precise Shot.

Please list the game stats for the Smoke Bomb and Sleep gas bomb.

Other than that, looks good.

Powers: 3 + 10 + 19 + 27 = 58PP

Device 1 (Warhammer, 5 points, Easy to Lose) [3pp]

Strike 3 (Power Feats: Improved Critical, Mighty)

Flight 5 (250 MPH / 2,500 feet per Move action) [10pp]

Force Field 9 (kinetic energy barrier; Extra: Impervious x10) [19pp]

Kinetic Control 12 (24pp effects; Power Feats: Alternate Power x3) [27pp]

BE: Blast 12 (Kinetic Energy Blast) [24/24]

AP: Paralyze 12 (Kinetic Energy Drain; Extra: Alternate Save [Fortitude], Ranged [Ranged]; Flaws: Action [Full]) [24/24]

AP: Move Object 12 (Kinetic Telekinesis; Str 60) [24/24]

AP: Strike 10 (Kinetic Shockwave; Extras: Area [General, 50-ft. Explosion]) [20/24PP]

3 + 10 + 19 + 27 = 59PP, not 58. Fortunately, you have 1 pp free form the Diehard feat you don't need to buy ;)

Other than that, looks good... but why does he use a Warhammer? His Blasts are better in every way.

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