Blowup

 

Notes

One of the initial success stories of the Ares corporation's psychokinetic development project, the boy now known as "Blowup" was given higher and higher doses of psychokinetic potentiating drugs during his training. To the delight of his supervisors, his powers grew more rapidly than any of his peers - and he didn't develop the instabilities or psychoses that plagued most of them. When he hit puberty, however, his power started to grow uncontrollably and he found that if he didn't release the power that built up inside him eventually it would explode uncontrollably. His trainers encouraged him to hold his burgeoning power in for longer and longer periods, to build control. The result was an explosion that killed several of his classmates and teachers - and cracked the holding facility wide open. Terrified of the consequences, Blowup fled, ending up hiding in the 'Zone. He remembers almost nothing of his life before the project and survives in the 'Zone by petty theft. His attempts to join up with gangs or other support groups have all ended badly as most people are frightened by the magnitude of his power and terrified when they find out what tenous control he has over it. As a result Blowup is nervy, wary of strangers and sure of only one thing. He's *not* going back to the project.

Identifying Quote "If you don't get out of here now you're going to leave your heart in New York ...... and your spleen in New Jersey"

CHA

VAL

COST

NOTES

STR

15

5

DEX

20

30

CON

15

10

BOD

14

8

INT

13

3

EGO

14

8

PRE

13

3

COM

11

PD

3

ED

3

SPD

4

10

REC

10

8

END

50

10

STUN

30

Total

95

OCV:

DCV:

ECV:

7 ± 4 with Telekinetic powers

7 ± 4 with Telekinetic powers

5

Run:

Jump:

Swim:

Flight:

6"/12"

3"/6"

2"/2"

up to 60"/120"

Powers, skills, etc

4

6

6

6

2

9

Common Melee weapons, Small arms

Stealth, Climbing (both 13-)

Concealment, Streetwise (both 12-)

AK: The 'Zone, KS: Gangs, KS: Underworld (all 11-)

FAM: ground vehicles

6 PD/ED Armoured jacket (OIF, covers torso and arm locations)

53

Telekinetic powers - 150 point reserve, all powers take activation 14- (-1/2), Side effect (-3/4, 43 STR Telekinesis, area affect 7" radius, does not affect character), second 50 points takes 2x END (-1/2), third 50 points takes 4x END (-1 1/2)

10

(m) Telekinetic Flight - 20" at 2 END, +20" at +4 END, +20" at +8 END

10

(m) Force Wall 8 PD/ED at 2 END, +8 PD/ED at +4 END, +8 PD/ED at +8 END

10

(m) Force Field 20 PD/ED at 2 END, +20 PD/ED at +4 END, +20 PD/ED at +8 END

10

(m) Telekinetic Blast 10d6 EB at 5 END, +10 d6 EB at +10 END, +10 d6 EB at 20 END

10

(m) Telekinesis 30 STR (fine manipulation) at 2 END, +33 STR at + 10 END, +34 STR at 20 END

7

(m) Telekinetic Blast 5d6 EB, area effect (any), unranged at 5 END, +5 d6 EB at +10 END, +5 d6 EB at +20 END

12

+4 with Telekinetic powers

155

250

Total powers cost

Total Character cost

150+

Disadvantages

20

Normal Characteristic Maxima

15

Physical Limit., Side effect triggered if powers not used at least hourly

15

Psychological limit. - Extremely wary of strangers (Common, Strong)

15

Psychological limit. - Desperate for Friendship (Common, Strong)

10

Psychological limit. - Easily panicked (Common, moderate)

5

Psychological limit - Doesn't like to take orders (Uncommon, moderate)

10

Distinctive features (Telekinetic and Zone Ganger)

20

Hunted by NYPD, Inc., (8-, more powerful, extensive NCI)

20

Hunted by Ares Corporation (8-, more powerful, extensive NCI)

10

Reputation (8-, Unstable psychokinetic, extreme)

Normal equipment

 

 

 

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