Quake
Character Name: Quake
Alternate Identities: Mike Zykowski
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
25 DEX 10 45 25 14- OCV 8 DCV 8
23 CON 10 26 23 14-
13 BODY 10 6 13 12-
18 INT 10 8 18 13- PER Roll 13-/21-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
20 PD 3 17 20/30 20/30 PD (0/10 rPD)
9 ED 5 4 9/19 9/19 ED (0/10 rED)
6 SPD 3.5 25 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 8 4 10
57 END 46 6 57
32 STUN 32 0 32
7" Running 6 2 7"/17",
0" Swimming 2 -2 0"
2" Leaping 3 0 2 1/2" 151 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Let's play ball."
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 245
Spent: 245
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 595
MOVEMENT
Type Total
Run 7"/17",
Swim 0"
H. Leap 2 1/2"
V. Leap 1"
DEFENSES
Type Amount
Physical Defense 20/30
Res. Phys. Defense 0/10
Energy Defense 9/19
Res. Energy Defense 0/10
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
20 Hunted: HARP 11- (As Pow; PC is easy to track through the Media; Harshly Punish)
Notes: Notes: This has increased from 8- after a character becomes known to the Media. Because of that media coverage, it is fairly easy to find the character if necessary.
10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently; Greatly Impairing)
5 Psychological Limitation: Hates Flying/Elevators (Uncommon; Moderate)
5 Psychological Limitation: Hates of Boats (Uncommon; Moderate)
15 Psychological Limitation: Uncomfortable when not in direct contact with the ground (Very Common; Moderate)
Notes: Uncomfortable on anything not in direct contact with the ground, i.e. buildings with crawl spaces, floors above ground level, riding in a car etc.
15 Psychological Limitation: Worries About Using His Earthquake Creating Powers (Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
0 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: Unless there is a huge uptick in metahuman crime, the usual calls are for assistance in emergencies such as ships sinking, skyscraper fires, earthquakes, flooding, etc.
0 Watched: U.S. Government 8- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: While the Government isn't specifically Watching, they are aware of where to find and how to contact.
100 Total Disadvantages Cost

Character Name: Quake
Alternate Identities: Mike Zykowski
Player Name: NPC
SKILLS
Cost  Name
0 AK: Walnut Creek CA 8-
0 Acting 8-
3 Breakfall 14-
3 Bureaucratics 12-
3 CK: San Diego 13-
3 Climbing 14-
3 Concealment 13-
2 Contortionist 10-
3 Conversation 12-
0 CuK: Home Culture 8-
3 Deduction 13-
3 Instructor 13-
0 Language: English (Idiomatic)
2 Language: Japanese (basic conversation)
2 Navigation (Underground) 13-
3 PS: Baseball Player 14-
2 PS: Earth Scientist 10-
3 Paramedics 13-
3 Persuasion 12-
3 Research 13-
3 Scholar
4
1) KS: Baseball Rules 15-
1
2) KS: Criminal Law 8-
1
3) KS: Federal Law Enforcement Procedures 11-
1
4) KS: Federal Meta-Human Regulations 8-
4
5) KS: Major League Baseball 15-
4
6) KS: San Francisco Giants 15-
3 Scientist
1
1) Science Skill: Geology 10-
1
2) Science Skill: Geomorphology 10-
1
3) Science Skill: Geophysics 10-
1
4) Science Skill: Plate Tectonics 10-
1
5) Science Skill: Speleology 10-
1
6) Science Skill: Vulcanology 10-
2 Shadowing 10-
3 Stealth 14-
2 Survival (Underground) 13-
0 TF: Bicycles, Small Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 14-
84 Total Skills Cost
PERKS
Cost  Name
0 Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Law Enforcement Rank: U.S Marshall
0 Police Powers: Federal
0 Weapon Permit: Licensed Superpowers
0 Total Perks Cost
TALENTS
Cost  Name
3 Bump Of Direction
3 Total Talents Cost
 
POWERS
Cost  Power END
101 Earthquake Powers: Multipower, 101-point reserve, all slots Personal Immunity (+1/4); all slots Only When In Contact With The Ground (-1/4)
6u
1) Earthquake!: Energy Blast 6 1/2d6, Reduced Penetration on any target not anchored to the ground (+0), Explosion (+1/2), MegaScale (1" = 10 km; +1/2), Continuous (+1); Only affects targets in contact with the ground (-1/4), Does No Knockback (-1/4)
Notes: This power could be used to destroy an entire city and is the power Mike dreads the very thought of using.
10
3u
2) Localized Earthquake: Energy Blast 10d6, Area Of Effect (4" radius; +1); Only works on structures (-1), No Range (-1/2), No Knockback (-1/4), Only affects targets in contact with the ground (-1/4)
Notes: With this power Mike is able to touch a building or structure and subject it a limited earthquake.
10
6u
3) Earth Shaker: Drain Running 3 1/2d6, Reduced Endurance (1/2 END; +1/4), Explosion (+1/2), Continuous (+1); Only Affects Targets on the Ground (-1/4)
Notes: This power causes the ground to shift and roll under foot, slowing movement.
4
4u
4) Earth Ripple: Telekinesis (34 STR), Area Of Effect Nonselective (20" Line; +3/4) (89 Active Points); Side Effects: 1 1/2d6 RKA to Ground Along Path of Attack, occurs automatically whenever Power is used (only affects the environment near the character; -1/2), Only Affects Targets on the Ground (-1/4), Only to push away (-1/4)
Notes: This power will create a ripple in the earth that will push anything in its area of effect away from the user. This includes not only people but anything not tied down, like cars.
9
7u
5) Earth Blast: Energy Blast 13d6+1, Indirect (from the ground, any direction; +1/2); Only affects targets in contact with the ground (-1/4), Side Effects: 1 1/2d6 RKA to ground at point of origin, occurs automatically whenever Power is used (only affects the environment near the target; -0)
Notes: This power causes a sudden uptrust of pavement, sidewalk, stone, etc. from the earth.
10
5u
6) Earth Wall: Force Wall (18 PD; 10" long and 4" tall) (Opaque Sight Group, Varying Dimensions) (89 Active Points); Side Effects: 1 1/2d6 RKA to Ground the Length of the Wall, occurs automatically whenever Power is used (only affects the environment; -1/2)
Notes: This power causes a wall to rise up that is constructed of whatever material consistant with the surrounding terrain. This will damage/destroy such things a sidewalks and roadways.
9
4u
7) Earthen Dam: Force Wall (22 PD; 4" long and 1" tall) (Opaque Sight Group, Varying Dimensions), MegaScale (1" = 1 km; +1/4) (101 Active Points); Side Effects: 1 1/2d RKA to Ground Along Length of the Wall (Area Effect Line), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment; -1 1/2)
Notes: This power causes a wall to rise up that is constructed of whatever material consistant with the surrounding terrain. The wall created can be up to 64 km length with a height of 125 meters by increasing the length while lowering the height.
10
2u
8) Quake-Proof: Armor (10 PD/0 ED), Usable By Other (+1/4), MegaScale (1" = 1 km; +1/4), Area Of Effect (2" Radius; +1); Costs Endurance (-1/2), Only affects objects anchored in the ground (-1/4)
Notes: The purpose of this power is to reduce or even prevent damage from an earthquake. It will effectively reinforce any object anchored into the ground such as buildings or trees, i.e. anything with a foundation or root structure.
4
6u
9) Quake Suppression: Suppress Earthquakes 9d6, Area Of Effect (One Hex; +1/2), MegaScale (1" = 100 km; +3/4); No Range (-1/2)
Notes: This power is used to lessen the severity of natural earthquakes.
10
52 Predict Earthquakes: Precognitive Clairsentience (Touch Group), Analyze, Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting, Reduced Endurance (0 END; +1/2), Persistent (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (195 Active Points); Precognition Only (-1), Always On (-1/2), No Range (-1/2), Time Modifiers (-1/2), Only When In Contact With The Ground (-1/4)
Notes: This sense allows Mike to fairly accurately predict the location and magnitude of earthquakes anywhere on the planet. The time until the earthquake is based on his Touch Preception roll using the Time Modification Table at -2 per step. He predictions are 100% accurate if the quake will hit in the next 20 minutes. As there are millions of earthquakes every year, he has learned to automatically filter out any with a magitude of less the 6.0 on the Richter Scale. Magnitude 7+ occur every two to three weeks and most are in the ocean, With this power he can give at least a twenty minutes warning. He has, in the past, predicted a few quakes as far off as a month.
0
61 Feel An Earthquake: Detect A Single Thing 13- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4); Only When In Contact With The Ground (-1/4)
Notes: As long as Mike is in contact with the earth he is able to determine the severity and location, within a kilometer, of an earthquake anywhere on the planet. As there are millions of earthquakes every year, he has learned to automatically filter out any with a magnitude of less than 6.0 on the Richter Scale. Magnitude 7+ occur every two to three weeks and most are in the ocean. As there is nothing he can do, he will just report undersea quakes to warn of a possible Tsunami. This is not a predictive ability.
0
32 Sense Vibrations: Detect Physical Vibrations 13- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting Sense (40 Active Points); Only In Contact With Ground (-1/4)
Notes: Mike is able to sense even slight vibrations and can sense things like movement inside a closed room, or an invisible target just walking. This is accurate enough to allow him to target the origin of such vibrations.
0
16 Hypersensative Touch: +8 PER with Touch Group0
15 See Through The Earth: N-Ray Perception: Blocked by metals, wood, water (Sight Group), Discriminatory0
13 Earth Riding: Running +10" (7"/17" total); Side Effects: 1 pip RKA to Ground Along Path of Travel, occurs automatically whenever Power is used (only affects the environment; -1/2)
Notes: When used, this power does minor damage along the travel path such as cracks in roads/sidewalks or ripples in open ground. If used indoors, structural damage may occur.
2
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years)0
22 Q Costuming Armor Mk 2.0: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold)
Notes: Provides insulation against cold.
0
357 Total Powers Cost
EQUIPMENT
Equipment END
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage
0
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2)

Character Name: Quake
Alternate Identities: Mike Zykowski
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Hazel
Height: 6' 0"
Weight: 170 lbs
Description:
Mike is a good looking young man with dark brown hair and hazel eyes of an average height and weight for his age. He passion for baseball has made him physically fit with extraordinary stamina. While he does love his ball cap, he is polite and will remove it indoors automatically as he comes through a door. He prefers sneakers, loose fitting jeans and will generally wears a pin-stiped baseball shirt.
BACKGROUND
Mike is 18 and in his first year at USC.
POWERS/TACTICS
Like his classmate, Ave, Mikey is one of the more dangerous of the Minuteman. In his case, rather than causing a 25 mile long tsunami, Mikey can create an earthquake with a 60 kilometer radius capable of destroying most anything out to ten kilometers. This, he knows would kill a lot of people. He can concentrate all this power into a smaller area, like a single building, but there isn't much call for that unless he gets into the demolition business. On the other hand, he can also create a wall 20 meter long and 8 meters high to protect people. On a far larger scale he can also raise up an earthen dam as long as 8 kilometers or a shorter one as high as a kilometer. Nat has suggested to Miller that Mikey might be stationed near the Orville Dam in California the next time it is in danger of overtopping.

On a far smaller scale, with a thought, Mikey can cause the earth to tremble, making it difficult to walk, or 'escape' pursuit. He can cause a column of earth to trust up suddenly at a target or he can cause a ripple in the earth to push his targets away from him. Using a modification of this power he can cause such a ripple to lift him and propel him at a speed of about 30 mph. A more mundane ability is that he can sense minute vibrations through the ground accurately enough to target its source. The one power the Government is most interested in though is his ablitiy to sense an impending earthquake. His sense can extend over the whole planet, however, the further away, the lower the chances of him noticing. His predictive powers are also limited by the amount of time before an event. This means his flashes of insight will usually indicate an emminent earthquake. Anything more than a month out is impossible and to this point, the longest warning he has been able to offer has been 20 minutes.
PERSONALITY/MOTIVATION
Mikey loves baseball ... watching, playing, talking, doesn't matter, and having been part of one ball team or another since he was four has given him a strong sense of team. He doesn't like to talk about is his powers. To be honest, they scare the crap out of him. He is capable of causing an earthquake that could portentially destroy an entire city and kill millions.
On the up side he has also been successful in predicting an earthquakes before they happened. This excited the government more than any other power any meta has displayed. The idea of having an accurate early warning system could save millions of lives. It is this that Mikey prefers to think about.
Mikey is a friendly guy capable of fitting in with any 'jock' crowd but is also aware that not everybody loves baseball so he is perfectly capable of shutting up about the subject. He is quick to support his teammates but is not a blind follower. He secretly believes that baseball can solve a great many of life's problems.
CAMPAIGN USE
Mike is a nice kid with super-scary powers.
DESIGN NOTES
Created: Thu, 8 Feb 2024 18:40:36

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