Post by kurff on Mar 22, 2008 4:07:32 GMT -5
Character Name: Jason Quinzel
Power Category: Special Training
Alias: the Magician, Mad Hatter, Arcadian
Occupation: Magician (Current)
Alignment: Unprincipled, with Aberent tendencies at times.
XP Level: 3
XP Points: 4241
Next Level @ XP: 8481
Birth Order/Family Ties: none, family killed by Alternate Paragon , raised by the alternate dimensional Heckler
Land of Origin: Paragon City, NA, Alternate Dimension of Earth
Childhood Environment: Resistance Fighter/Urban
Social/Economic Background:Urban
Disposition: Determined, ruthless and dedicated to his goals. A friendly but secretive fellow. Can be a good friend once past his defences and it can be difficult to earn his trust.
Insanity:
Obsession: Dimensional travel (wants to get home)
ATTRIBUTES
I.Q.: 19
M.E.: 19
M.A.: 17
P.S.: 18
P.P.: 27
P.E.: 17
P.B.: 15
Speed: 17
PHYSICAL DATA
PPE: 5
HP: 24
SDC: 38
Age: 22
Sex: male
Height: 5’11"
Weight: 190 lbs.
Description:
A common, but moderately attractive man, he is rather focused. Blond hair and blue eyes, keeps it longish. At times look intense and can be highly focused.
Day clothes:
He wears typical jeans and T-shirts when possible, but has a suit and tie for job interviews and business meeting. Quinzel is presently working as a stage magician and takes gigs at kids parties, weddings and such.
Special Skills
Sleight of Hand: (as per page 220, HU Revised edition)
A skill that involves manual dexterity of hand and finger manipulation to perform certain feats. One of the tricks or gimmicks of sleight of hand is to distract the observers with one hand and palm or otherwise manipulate an item with the other hand. Sleight of hand also includes Basic levels of escape artistry. Techniques include hand positioning, misdirection (making the observer follow one hand or a particular action while the magician is doing something else with the other hand, Prepping for a trick, Palming a card, etc.) Tensing and relaxing muscles, keeping hand and wrists flexible, the study of knots, and the use of hidden picks, and tools.
Penalties:
Contortionist: (Page: 220, HU Revised edition)
The ability to temporarily dislocate bones from joints, fold and bend the body to fit into extremely small areas or spaces normally to tiny for a normal person. Can fold into to a two foot ball, and flatten oneself to 4 inches.
Bonuses:
*+5% to escape
*+2 to roll with Punch fall and Impact.
Juggling: (as per page 220 HU revised Edition)
The ability to toss "up" a number of objects such as balls, clubs, knives, lit torches, and almost any, usually small, objects and keep them continuously in the air. As an expert, the practitioner develops a superior sense of coordination, manual dexterity and reflexes which provides the following bonuses:
*. five attacks per melee with a thrown weapon. This can include darts, knives, throwing axes, javelin, small spear, club and other small item appropriate for throwing. It DOES NOT include swords, maces, ball and chain, pole-arms, staves, chairs or other objects. add one throwing attack at third level and another sixth and ninth. The throw attack takes place of normal hand to hand combat that melee. This means the character can either attack by throwing missile weapons or by engaging in hand to hand combat; he cannot do both in the same melee round.
*Bonuses +1 to Strike with any thrown weapon/Missile weapon. +1 to parry. These are in addition to hand to hand or W.P.
*Number of items Juggled: 6 plus one for each additional level of experience. Base skill: 60%
EDUCATION LEVEL: Equal to one year of college.
Scholastic Skills
Common and General Skills:
Pilot Automobile--74%
Pilot Motorcycle--83%
Basic Mathematics--85%
Speak Native Language--75%
Read/write Native language--55%
Speak other language--75% (Sign Language)
Card Sharp--62%
Concealment--58%
Palming--60%
Pick locks--65%
Pick Pockets--55%
Safe Cracking--38%
Streetwise--38%
Dance--50%
Disguise --55%
Escape Artist--65%
Imitate Voices/Impersonation--59%/39%
T.V./Video--33% (+15% for tricks only)
Surveillance Systems--40% (+10% for tricks only)
Chemistry --40% (+10% for tricks and making stuff)
Acrobatics/Gymnastics
**Sense of Balance 74%
**Walk Tightrope or High wire --76%
**Work Parallel Bars--76%
**Climb Rope--84%
**Back flip--84%
**Prowl --75%
**Climb --70%
Secondary Skills
Radio: Basic 60%
Basic Mechanics --45%
Basic Electronics --45%
Computer Operation --55%
Swimming --55% (1st level)
Scuba Diving --55% (1st level)
Combat Data
Hand to Hand Type: Martial Arts
Number of Attacks: 4
Initiative Bonus: +2
Strike Bonus: +8
Parry Bonus: +9
Dodge Bonus: +9
Disarm Bonus: +2
HTH Damage Bonus: +2
Bonus to Roll w/Punch: +7
Bonus to Roll w/Fall: +9
Bonus to Roll w/Impact: +5
Bonus to Pull a Punch: +5
Other: Karate Kick-2d4, Back Sweep Kick, Tripping Leg hook, Round House (3d6 SDC) and Crescent Kick (2d4+2 SDC)
Weapon Proficiencies
W.P. Knife (+1 thrown, +2 strike, +2 Parry)
W.P. Targeting Weapons (+2 Thrown, +2 Strike)
W.P. Paired weapons (Knifes/Knife)
W.P. Archery and Targeting
Saving Throw Bonuses
Coma/Death: +5%
Toxins (15+): +1
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +2
Psionics (varies): +2
Inventory
Cash: Minimals, spends most his money on research for dimesional/time travel and equipment.
Other cash/savings/Assets: enough to pay bills and keep a stable growth in a savings account. ($1,500 dollars presently)
Future goals
Looking to start a business. probaly a magicians shop or supply based business
Equipment:
Throwing Cards:
Quinzel uses non-Ferrus metallic, weighted trick throwing cards that chemically reacts to the air as they are thrown. Some are magnetic to stick to metal. The Magnetic cards are chemically ‘timed’ to go off after a set time. Jason occasionally uses rigged Knife handles. Treat as Knife with a Mini-Bomb (can use any type of his current arsenal)
All cards have 10/6 written on the back of them.
(Something the Heckler added, he kept this ‘mark’ as favour.)
Typical Deck of cards: (52)
6 Flash Cards create a distorting light that can blind foes (6' range)
Card face:Goblin holding a sun
12 Goblin Cards (as goblin gas, but requires Contact)
Card face: Goblin holding a knife with a green blade.
12 Itching Cards (as Itching power, but requires Contact)
Card face: Goblin holding a knife with a red blade
22 Standard Edged cards (Sharp!!! Cuts for 1d6 SDC)
Card face: Goblin holding a knife with a silver/steel blade
Other Items: (typically carried)
-Mini-Stink Bombs (4)
-Mini-Smoke Bombs (4)
-Mini-Goblin Dust Bombs (4)
-Goblin Dust Packets (8(
Body Armor:
Ultra Light M-Flex (made by the alternate Archemedes)
A.R: 10
S.D.C.: 150
Wieght: Ultralight, can be worn as clothes
Descritpion:
A dark green Body Suit, Long coat, mask and a hooded sweater serve as his costume. It is Dark Green with Dark Grey Highlights and accents.
Features:
Cowl and face mask-Passive Nightvision lenses and Flash Compensation are built in.
has 8 pockets:
-1 deck of 52.
-Mini bomb pockets hold 4 bombs a piece or 2 Goblin dust pouches.
Transportation:
2035 BMW Motorcycle
A.R.: 10
SDC: 100
Speed: 110mph
Range: 350 miles
History:
Jason Quinzel was born in Paragon city. His parents were killed when Paragon's troops 'purged' a neighborhood that was harboring rebels. As The Heckler and the city’s freedom fighters fought off the assault they found the young child in his home. His father, a local Stage magician, that was sympathetic to the cause.
The Heckler took the boy in, to train him. Jason already a decent magician like his father learned fast as he learned Martial arts and the use of throwing weapons. He also had an anger growing in him, one that if not halted would get him killed quickly and pointlessly.
The Heckler recognized this and helped the young stage magician find balance. This effort proved to help the Heckler find peace of mind as well. Heckler overcame many of his demons.
Quinzel's training came to be tested when he was faced with the opportunity to kill Paragon. As he was about to make the kill, then realized he’d be no better than the man he sought to kill. Leaving the super soldier to the alien monster he had come full circle.
Perhaps it wasn’t right, but it was better than killing him outright. After a few months the Resistance learned Paragon was slowly losing his powers. The resistance sought out why. they found the alien that poisoned the Paragon caused irrepairable damage.
As Paragon searched for a cure he found a scientist who was constructing a dimensional gate, the catch was that the gate could only be used once. Paragon planned on going through with the scientist.
Before he could Quinzel intercepted and went through first preventing Paragon from ever leaving and sealing the super soldiers fate. That was a year ago now Paragon in his timeline is virtually powerless and on the losing end of a war.
Today, Jason lives as best he can and helping where he can. Despite his best effort he is home sick and desires to return to his home timeline.