Jeremy Roddick: Difference between revisions
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Mega-Attributes<br> | Mega-Attributes<br> | ||
Mega-Dexterity: 1<br> | Mega-Dexterity: 1<br> | ||
Enhancement: Enhanced Movement<br> | |||
Mega-Stamina: 1<br> | Mega-Stamina: 1<br> | ||
Enhancement: Durability | |||
Mega-Perception: 1 <br> | Mega-Perception: 1 <br> | ||
<br> | Enhancement: Blindfighting<br> | ||
Abilities:<br> | Abilities:<br> | ||
<br> | <br> |
Revision as of 09:47, 9 May 2009
Name: Jeremy Roddick
Player: Singh
Nature: Outsider
Allegiance: None
Background:
For a long while, Jeremy was one of the police; a CSI agent that worked on capturing criminals and bringing them to justice. A well reputable man it all went to hell one day, though, when he was on the trail of a serial killer. A member of Project Utopia had been involved in the crime as a witness – however, there turned out to be a tiff between Jeremy and the Nova due to the uncomfortable nature of the questions.
The Nova unfortunately took things a bit too personally and over the next few weeks went about systematically sabotaging Jeremy’s life; from his work all the way to foreclosing his home and kicking him onto the streets. Wrought with anger at this unfair treatment, Jeremy eventually confronted the Nova – the latter of whom engaged him physically after a heated verbal argument.
Things would have ended there with his death quietly being covered up had it not been for the fact that the quantum energy directed at him caused his own latency to erupt. The result was gaining a speed, dexterity and brawling skills that allowed him to essentially stalemate the nova right then and there and even drive him back.
.
It wasn’t long before Project Utopia caught wind of the entire thing and intervened; apologizing to Jeremy for the other Nova’s actions and offering him a place in their senior hierarchy in compensation. Having had enough of Project Utopia though, Jeremy simply refused and went his own way.
He has been wandering the globe ever since, taking up the occasional odd job as a private detective or consultant for a police force. Recently though, he received a request to join a PMC that was being setup. Faced with little other work, he’s taken it up for now.
Attributes:
Mental (7)
Perception: 5 (Astute)
Intelligence: 4 (Rational)
Wit: 5 (Level-headed)
Social (5)
Charisma: 3
Manipulation: 4 (Persuasive)
Appearance: 2
Physical (3)
Strength: 3
Dexterity: 4 (Fast)
Stamina: 4 (Tenacious)
Mega-Attributes
Mega-Dexterity: 1
Enhancement: Enhanced Movement
Mega-Stamina: 1
Enhancement: Durability
Mega-Perception: 1
Enhancement: Blindfighting
Abilities:
Brawl (Str): 3
(Specialty: Multiple Opponents, Blind Fighting, Fighting in Flight)
Athletics (Dex): 3
Drive (Dex): 2
Firearms (Dex): 1
Endurance (Sta): 4
Resistance (Sta): 3 (free)
Awareness (Per): 3
(Specialty: Sharp Sight, Spot Ambush, Track)
Investigation (Per): 3
(Specialty: Interviews, Quick Search, Deduction)
Computer (Int): 1
Medicine (Int): 2
Science (Int): 2
Rapport (Wit): 1
Interrogation (Man): 2
Subterfuge (Man): 2
Background:
Contacts: 5
Influence: 2
Attunement: 3
Resources: 2
Willpower: 5
Quantum: 3
Initiative: 5
Quantum Pool: 26
Movement:
Walk: 7m
Run: 2+12 = 14m
Sprint: 2x3 +20 = 26m
Quantum Powers:
Intuition 1: He knows when something is off or not right.
Level 1
Dice pool: Perception + Intuition
Gauntlets 1: Same as claws, save that quantum energy surrounds his fists, doing lethal damage to anything it touches.
Level 1
Hypermovement 1: Running
Level 2
Dice Pool: Dexterity + Hypermovement
Note: need a little help in tracking the changes to initiative and movement rates if at all possible – the ones listed are all from the human baseline, but I don’t know how to factor in mega-atributes into them (especially for dexterity and movement rates) :s