Mike 'Mikey' Zykowski
Character Name: Mike 'Mikey' Zykowski
Alternate Identities: Quake
Player Name: NPC
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
22 DEX 10 36 22 13- OCV 7 DCV 7
22 CON 10 24 22 13-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10 11- PRE Attack: 2d6
14 COM 10 2 14 12-
20 PD 2 18 20/30 20/30 PD (0/10 rPD)
8 ED 4 4 8/18 8/18 ED (0/10 rED)
5 SPD 3.2 18 5 Phases: 3, 5, 8, 10, 12
8 REC 6 4 8
54 END 44 5 54
26 STUN 26 0 26
7" Running 6 2 7"/17"
0" Swimming 2 -2 0"
2" Leaping 2 0 2" 119 Total Characteristics Points
"Let's play ball."
Off Rating: Def Rating: Move Rating:
Total earned: 31
Spent: 31
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 381
Type Total
Run 7"/17"
Swim 0"
H. Leap 2"
V. Leap 1"
Type Amount
Physical Defense 20/30
Res. Phys. Defense 0/10
Energy Defense 8/18
Res. Energy Defense 0/10
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
OCV: 7 DCV: 7
Combat Skill Levels:
Maneuver Phase OCV DCV Effect
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
10 Distinctive Features: Meta-human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: HARP 8- (Mo Pow, Harshly Punish)
Notes: HARP may be unaware of a particular meta-human but they are constantly searching for them none the less
10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)
5 Psychological Limitation: Hates of Flying/Elevators (Uncommon, Moderate)
5 Psychological Limitation: Hates Being on Anything That Floats (Boats/Ships) (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.
10 Social Limitation: Minor ( 15 and under) (Occasionally, Major: Cannot vote, buy alcohol, drive, drop out of school, get into R rated movies, see a doctor without a parent's knowledge, etc.)
15 Social Limitation: Secret ID (Frequently, Major)
15 Social Limitation: Subject to parental/guardian orders (17 or less only) (Frequently, Major)
0 Watched: U.S. Government 14- (Mo Pow, NCI, PC is very easy to find, Watching)
100 Total Disadvantages Cost

Character Name: Mike 'Mikey' Zykowski
Alternate Identities: Quake
Player Name: NPC
Cost  Name
0 Acting 8-
0 AK: Walnut Creek CA 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 CuK: Home Culture 8-
0 Deduction 8-
1 Teamwork 8-
0 Language: English (Idiomatic)
0 Paramedics 8-
0 Persuasion 8-
3 PS: Baseball Player 13-
0 PS: Student 11-
3 Scholar
1) KS: Baseball Rules 13-
2) KS: Federal Law Enforcement Procedures 8-
3) KS: Major League Baseball 13-
4) KS: San Francisco Giants 13-
0 Shadowing 8-
0 Stealth 8-
3 Teamwork 13-
0 TF: Bicycles, Small Motorized Ground Vehicles
17 Total Skills Cost
Cost  Name
2 Contact: Friendly Adult (Contact has useful Skills or resources) 8-
3 Fringe Benefit: Membership: Clique: Right-winger
Notes: Right-wingers are students who live on campus or in the neighboring housing complex.
1 Fringe Benefit: Fake ID
1 Reputation: Jock (A small to medium sized group) 8-, +1/+1d6
7 Total Perks Cost
Cost  Name
3 Bump Of Direction
3 Total Talents Cost
Cost  Power END
81 Earthquake Powers: Multipower, 101-point reserve, all slots Only When In Contact With The Ground (-1/4)
1) Earthquake!: Energy Blast 6d6, Reduced Penetration on any target not anchored to the ground (+0), Personal Immunity (+1/4), 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 Mikey dreads the very thought of using.
2) Localized Earthquake: Energy Blast 10d6, Area Of Effect (4" radius; +1) (100 Active Points); 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.
3) Earth Shaker: Drain Running 3d6, Personal Immunity (+1/4), 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) 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.
5) Earth Blast: Energy Blast 13d6+1, 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), Indirect (from the ground, any direction; +1/2); Only affects targets in contact with the ground (-1/4)
Notes: This power causes a sudden uptrust of pavement, sidewalk, stone, etc. from the earth.
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.
7) Earthen Dam: Force Wall (22 PD) (Alterable Size: Max Dimensions 8 kilometers long, 125 meters high, Opaque Sight Group), MegaScale (1" = 1 km; +1/4) (87 Active Points); Side Effects: 1 1/2d RKA to Ground Along Length of the Wall (Area Effect Radius), 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 anywhere from eight kilometer in length at 125 meters height to a kilometer in height if length is kept to a kilometer or less.
8) Quake-Proof: Armor (5 PD/0 ED), MegaScale (1" = 1 km; +1/4), Usable As Attack (+1), 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.
9) Quake Suppression: Suppress Earthquakes 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (5" Radius; +1); No Range (-1/2)
Notes: This power is used to lessen the severity of natural earthquakes.
46 Predict Earthquakes: Precognitive Clairsentience (Touch Group), Increased Arc Of Perception (360 Degrees), Telescopic: +10, Reduced Endurance (0 END; +1/2), Persistent (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (150 Active Points); Precognition Only (-1), Time Modifiers (-1/2), Always On (-1/2), Only When In Contact With The Ground (-1/4)
Notes: This sense allows Mikey to fairly accurately predict earthquakes just about anywhere on the planet.
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: Mikey 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.
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 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.
235 Total Powers Cost
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
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Heatset; -1 1/4), Subject to WIFI Limitations (-1/2)

Character Name: Mike 'Mikey' Zykowski
Alternate Identities: Quake
Player Name: NPC
Hair Color: Brown
Eye Color: Hazel
Height: 5' 4"
Weight: 140 lbs
Mikey is a good looking kid 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 wear a pin-stiped baseball shirt.
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.
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 inwith any 'jock' crown 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.
Mikey is a nice kid with super-scary powers.
Mikey started out at about 300 points but as I built and rebuilt him, the total grew as I discovered new ways to use his powers. O39 D 28 M25 T92
Created: Tue, 30 Jan 2024 14:40:06

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