Quake Character in Tales of Justice | World Anvil

Quake

Dragnos Valentinov

Personality Characteristics

Motivation

Mercenary
Current Location
Species
Children
Current Residence
Vlatava
Gender
male
Aligned Organization

Quake

DEX
5
STR
8
BODY
6
INT
5
WILL
6
MIND
7
INFL
4
AURA
5
SPIRIT
3
Initiative
16
Hero Points
50

POWERS

(* Linked Powers)

Power Name:

APs

FC and Notes



Disintegration:

04

FC 4; Dice; Quake can break down the actual molecular bonding of an object, causing its structure to dissolve into nothingness. Once a target has been successfully attacked with Disintegration, he will continue to be attacked by the Power each successive phase, using the APs of Power as AV/EV and the victim's Body/Body as OV/RV, until one of these attacks fails.

Quake actually finds the process INCREDIBLY disgusting, and will only use it on an opponent's equipment or on the environment. Power Armor, sure; people, no



"Stoneskin" (Skin Armor):

07

FC 5; Auto; Special Effect: Quake's skin suddenly looks like a brightly colored cobblestone floor! The colors in particular reflect what he's been eating lately.

Quake adds his APs of Skin Armor to the RV against anything that causes injury through force or impact. Wheeee.



Vibe:

06

FC 7; Dice; Quake can vibrate nearby objects at frequencies great enough to damage those objects. Unfortunately he has to concentrate to do so, which means this very seldom happens DURING combat. It's not great as a cooking trick, either!

BONUSES AND LIMITATIONS

SKILLS

(* Linked Skills)

Skill Name (subskills):

APs

FC and Notes



Acrobatics (Climbing, Dodge):

07

FC 6; Dice



Animal Handling:

05

FC 4; Dice



Charisma (all):

07

FC 6; Dice; Intimidation may be his favorite, but he is skilled in all three



Martial Artist:

09

FC 6; Dice; Style best described as "mixed martial arts", a hodgepodge of brawling and various bits they've picked up throughout their career



Medicine (First Aid):

07

FC 3; Dice



Military Science (Camouflage, Cartography, Danger Recognition, Field Command, Tracking):

08

FC 7; Dice



Thief (Escape Artist, Stealth):

08

FC 4; Dice



Weaponry (Firearms, Melee):

08

FC 3; Dice

ADVANTAGES

  • Area Knowledge: home town in Vlatava

  • Iron Nerves

  • Leadership

  • Scholar: English

DRAWBACKS

  • Authority Figure

  • Irrational Hatred, Minor: Organized Military

OCCUPATION AND WEALTH

Warlord
: Wealth 7 ( Approx. Annual Income : $150,000)

EQUIPMENT

Gadgets are for lesser villains, generally speaking.



Quake has a nicely dramatic supersuit, complete with good steel-toed combat boots.



He knows how to use a firearm but does not waste effort in carrying and maintaining one -- if a weapon beyond his own ability is needed, he'll simply take one from a nearby undeserving fool.



Quake is, however, dying to get one of those nifty headset-style team communications radio things that all the cool mercenary units seem to have these days.

SUBPLOTS

ATTRIBUTE BREAKDOWN

Attribute
Benchmark (based on current attributes above)

 
DEX (Dexterity)
The person possesses agility equivalent to individuals well honed in atheletic prowess. Examples: gymnasts, stunt men or women, circus aerialists.

 
STR (Strength)
The individual has superhuman strength, enough to bend a steel crowbar. Lifting range: 3 - 6 tons

 
BODY (Body)
The individual can withstand the greatest amount of physical damage humanly possible. They possess an exceptional resistance to fatigue.

 
INT (Intelligence)
The individual has the ability to process information on the level of an industrious college student.

 
WILL (Willpower)
This individual has exceptional self-discipline and can remain calm and rational during a crisis.

 
MIND (Mind)
This person has the mental fortitude to continue normal activities even in persistently painful or stressful situations, such as those experienced by hardened soldiers.

 
INFL (Influence)
This person has the ability to hold and draw the attention of a small audience.

 
AURA (Aura)
This person has a presence strong enough to change the emotional state of an auditorium-sized crowd from a dead calm to electrified frenzy.

 
SPIRIT (Spirit)
The person's Spirit is equivalent to that of an individual who can weather an assault on his or her core beliefs.

 
WEALTH
This person can afford to spend up to $3200 per week

 
 

 

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