Fortress WilyQuixote 
BIOSIGNS
Val Char Base Points Total Roll Notes
15 STR 10 5 15/50 12- / 19- HTH Damage 3d6/10d6 END [1]
10 DEX 10 0 10 11- OCV 3 DCV 3
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
10 INT 10 0 10 11- PER Roll 11-/12-
20 EGO 10 20 20 13- ECV: 7
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
16 PD 3 1 16 16 PD (12 rPD)
16 ED 4 0 16 16 ED (12 rED)
3 SPD 2.0 10 3 Phases: 4, 8, 12
10 REC 7 6 10
20 END 40 -10 20
40 STUN 33 7 40
6" Running 6 0 6"
2" Swimming 2 0 2"
3"/1 1/2" Leaping 3 0 3"/10" 74 Total Characteristics Points
PROFILE
FLEET
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"/10"
V. Leap (2") 1 1/2"/5"
Flight 0"/26" [0"/52" NC]
CRED
Total earned: 175
Spent: 175
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 400
VIS
Hair Color:  Dark Brown
Eye Color:  Brown
Height:  5' 8"
Weight:  160 lbs
Description:
Fortress is a determined (some have said "sinister") looking individual of impossibly pale and eerie complection which detracts from his otherwise regular features. He typically dresses in off-the-shelf jeans, a dark t-shirt and sometimes a jacket. He is not style conscious, and is seemingly unconcerned by cosmetics. He is relatively stiff, and tends to not move his body much, as he is used to relying on his TK to do physical things.
BAGGAGE
Cost  Disadvantage
0 Normal Characteristic Maxima No Age Restriction
Delta-V
20
1) Hunted: BioCorps 8- (Mo Pow, NCI, Capture)
Notes: BioCorps considers Fortress to be its property and wants him back (along with most of the other members of Delta-V).
15
2) Hunted: Yakuza 5- (Mo Pow, NCI, Rarely Occurs, Kill)
Notes: Delta-V ran afoul of the Yakuza several times and had a prolonged shadow war with several prominant families in the San San area two years ago. Members of Delta-V are still on the Yak's hit list even though they've disbanded as a team.
5
3) Reputation: Former Member of infamous Delta-V Runner team (Fortress, Wyatt, Triage, Callidus, Ghost), 8-
10 Distinctive Features: Meta (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
Personal Issues
10
1) Casual Killer: Uncommon, Strong
10
2) Ghostly Palor, As If Never Been Exposed To The Sun: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15
3) Image-conscious: Very Concerned About Street Cred; Will Go To Great Lengths For Credibility Common, Strong
15
4) Reputation: Mercilous Killer, 11- (Extreme)
100 Total Disadvantages Cost

 Fortress WilyQuixote 
MOVES
OCV: 3 DCV: 3
Combat Skill Levels:
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
MODS
LONG DISTANCE MISS FACTOR
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
CYBERNETICS CLOSE QUARTERS COMBAT
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
CYA
Type Amount Notes
Physical Defense 16 Current BODY:
Res. Phys. Defense 12 (15)
Energy Defense 16 Current END:
Res. Energy Defense 12 (20)
Mental Defense 10 Current STUN:
Power Defense 10 (40)

 Fortress WilyQuixote 
METAPOWERS / ENHANCEMENTS / SUPERSKILLS / BIOTECH
Cost  Power END
Force Effects Elemental Control
50 Elemental Control, 100-point powers
24   1)   Force Dome:  Force Wall (12 PD/12 ED/2 Flash Defense: Sight Group; 5" long and 1" tall), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (128 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Only Within Range Of Stretching (-1/2), Restricted Shape (-1/4) 0
68   2)   Force Limbs:  (Total: 174 Active Cost, 86 Real Cost) Extra Limbs , Invisible Power Effects (Fully Invisible; +1) (10 Active Points) (Real Cost: 10)
plus
+35 STR, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), AOE Accurate (One Hex; +1/2) (109 Active Points); Only with Extra Limbs (-1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 47)
plus
Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (Extra Limbs Only) (-1/4) (Real Cost: 22)
plus
Clinging (normal STR) (10 Active Points); Only with Extra Limbs (-1/2) (Real Cost: 7)
0
50   3)   Force Screen:  Force Field (12 PD/12 ED/2 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (99 Active Points) 0
28   4)   Force Slide:  Flight 26", Position Shift, combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (100 Active Points); Must Land At The End Of Each Phase (-1/2), Straight Lines Only (-1/4) 0
Related Abilities
60   1)   Latent Screen:  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30)
plus
Energy Damage Reduction, Resistant, 50% (Real Cost: 30)
0
8   2)   Body Screen:  Power Defense (10 points) (10 Active Points); Linked (Force Screen; Greater Power is Constant or in use most or all of the time; -1/4) 0
9   3)   Many Hands Makes For Light Work:  Ambidexterity (no Off Hand penalty)
5   4)   Mind Screen:  Mental Defense (10 points total) (6 Active Points); Linked (Force Screen; Greater Power is Constant or in use most or all of the time; -1/4) 0
3   5)   Does Not Scan:  Anonymity (5 Active Points); Cannot use most bio-identification forms (-1/2)
1 Sharp Eyes:  +1 PER with Single Sense Group 0
306 Total Powers Cost
EXPERTISE
SKILLS
Cost  Name
3 Hoist 11-
3 KS: San-San (Area Knowledge) 11-
3 PS: Runner (INT-based) 11-
3 Streetwise 12-
12 Total Skills Cost
PERKS
Cost  Name
2 Tough As Nails: Reputation: Bad Ass Meta Killer (A medium-sized group) 11-, +2/+2d6
2 Follower/Contact Points: 10
4 Money: Well Off
8 Total Perks Cost

 Fortress WilyQuixote 
RESOURCES
Equipment (30/30)
  *  Handsfree Secure Phone:  High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-7 with High Range Radio Perception PER Rolls), Discriminatory (26 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes: Real Cost: 6 points
0
  *  Frag Grenades:  RKA 3d6 (vs. ED), Explosion (+1/2) (67 Active Points); 4 Charges (-1), OIF (Grenades; -1/2), Range Based On STR (-1/4) [4]
Contact Pool (10/10)
  *  Contact: Unger (Fixer) (Contact has useful Skills or resources, Very Good relationship with Contact) 12-
  *  Contact: Ghost (Runner) (Contact has useful Skills or resources, Good relationship with Contact) 11-
Vehicles (10/10)
  *  Street Car

 Fortress WilyQuixote 
BI-OPS
APPEARANCE
Height: 5' 8" Hair: Dark Brown
Weight: 160 lbs Eyes: Brown
Fortress is a determined (some have said "sinister") looking individual of impossibly pale and eerie complection which detracts from his otherwise regular features. He typically dresses in off-the-shelf jeans, a dark t-shirt and sometimes a jacket. He is not style conscious, and is seemingly unconcerned by cosmetics. He is relatively stiff, and tends to not move his body much, as he is used to relying on his TK to do physical things.
PSYCH EVAL
Fortress is a cold-hearted, mercilous, ruthless, unsympathetic, hardened killer. He doesn't take enjoyment from killing, but neither does he suffer even an iota of remorse, and he is perfectly comfortable killing anyone that gets in his way unless it would cause more trouble than its worth. He has no empathy for his fellow human beings in general, though he does understand the concept of allies and has always consistently taken action to fiercely protect his own. However, being very cred conscious himself, he does put great stock in giving and receiving respect and has been known to bargain or reach amicable accords with those he respects.

He is driven to become a top-tier Runner and is determined to do whatever is necessary to earn his place at the top. He wants to be a "household name" as it were. Why and what he hopes to gain from it isn't very clear even to Fortress himself, but its an almost all consuming goal. He works as many contracts as he can get and even stacks them up when possible, being on one Run thats ready to go, another thats in the planning stages, and yet another thats just forming up. Unlike many he never seems to need downtime, and in fact seems to loathe it.

Fortress has made a lot of money over the years and has no notable expenses, but he really doesn't seem to care about the credits and just sticks them in a secured account. He lives like a miser, buying only what he needs. He seems to be entirely unmotivated by material goods, the spoils of fame, or any of the usual Runner motivators. The only time he seems really happy is when he's cutting loose with his powers.
SOUND BITE
"If that's the best you've got, you're doomed."
PIZZAZ
Fortress has a potent but narrow MetaPower of a sort generally referred to as "tactile telekinesis". Most tactile telekinetics have practically no range on their powers at all, needing to physically touch something to exert their TK upon it, but Fortress is far more powerful than that and is able to manipulate things with his TK at a range of up to approximately 40 feet.

Fortress has indicated that he visualizes his powers as being equivalent to using an infinite collection of mental arms complete with hands. While this conceptualization has facilitated the development and use of his powers to highly impressive results, it is still a mental crutch that he has taken to an extreme, and it hampers him in some ways. If Fortress were to ever overcome this crutch he very well could become one of the most powerful general telekinetics in the world. Note that Fortress's Force Limbs Affect Desolid and also, thanks to the sheer number of "limbs" he can bring to bear, the equivalent of AoE One Hex Accurate; in addition they are invisible so most opponents suffer DCV penalties as well and are often taken by surprise.

In addition to his "Force Limbs" manifestation, Fortress also exhibits extremely comprehensive telekinetic force fields that protect him and anything he carries from a broad array of threats and dangers. Furthermore, Fortress has demonstrated an ability to become more resistant to particular sorts of dangers after being exposed to them. It is not inconceivable that Fortress's Force Fields might one day become so potent as to offer him practical invulnerability versus anything short of weapons of mass destruction.

Fortress is able to use his force limbs to slide himself around at high speeds by pushing and pulling his body. Usually he skims along the ground in straight lines, but he is also able to move up or down buildings and other vertical surfaces, and can slide between rooftops if they are within the length of his range. However he cannot gain altitude without something vertical to anchor himself to, and must end each Phases movement anchored to something. Fortress's movement is in straight lines, but he can take a half move to reposition himself to move again in the new direction, or move laterally while maintaining his original facing so long as the two Half-moves are in straight lines without turns. Due to SFX, this Power would not work in an environment where Fortress had nothing to grab or push off of, such as a vaccum or an artificially frictionless environment.

Also, Fortress can use his Clinging and Stretching either in conjunction with his slide or independently to move around in an interesting fashion in enclosed or semi-enclosed areas, including urban areas and is very capable of suprising opponents by taking advantage of this fact.

Fortress can also create a dome of telekinetic force which he can use either to provide himself with extra protection, to provide others with protection, and even to trap others inside of it. However, it's very taxing for him to do this and requires a great deal of concentration.

Fortress has little need or use for gear, but has started carrying a few grenades on missions to take out clutches of security guards and other nuisances in a time-effecient manner.
M.O.
META BOOMER (OGRE): Fortress is commonly employed to wreak mass havok, as he's able to destroy just about anything that gets in his path and racks up big casualty and collateral damage lists when he really cuts loose. However, he's also very capable of serving as a Scrapper as there are few who can contest with him at short range.

GM's NOTE: Fortress represents an extremely powerful and experienced Meta. Due to the synergistic nature of his abilities and the sheer magnitude of raw power involved (as measured in Active Points) he is not appropriate for all scenarios or campaigns. Consider him to be a big red "STOP SIGN" character and use with caution if at all.

 Fortress WilyQuixote 
ORIGIN
Sean Sullivan aka Fortress is one of the most powerful Metas in the world, possessed of vast telekinetic powers of incredible strength.

Along with four other young adult Metas, Fortress was freed from a secret BioCorps facility by the famous Runner team The Omega Five who were hired to break into the facility and discover what its purpose was by the rival MegaCorps Zionetix. As it turned out, the purpose of the facility was the development of a creche of Metas as part of BioCorps extremely secret Project: PREDATOR initiative. The five young Metas the Runners discovered were brainwashed amnesiacs undergoing intensive training and development by teams of BioCorps scientists and behavioral therapists and trainers.

Wreaking mass havok in the process, the Runners extracted the "cargo" and cut out, delivering the five Metas including Ghost to their Zionetix contact who had no idea what to do with five young amnesiacs with superpowers. He was expecting genetics data or info on some hot new product line or something like that, not human experiments! The hapless exec put the five lost souls up in a hotel on Zionetix's dime while he tried to get direction on what to do next, but the young metas proved to be far more powerful than they first appeared in their initially confused state and soon extricated themselves to find their own way in the world. Hard knocks followed, but thanks to their fantastic powers the five managed to survive and even began to prosper, taking what they needed to survive, wiping out a couple of small gangs and taking their stuff, and after a rough and ready education on the dark side of San-San's streets they started doing Runs as a group.

Small at first, they quickly made quite a name for themselves running under the team name of Delta-V (pronounced "Vee", not as a Roman numeral five). Of particular note they fought famous battles against numerous Yakuza families, and against BioCorps hit teams trying to recapture them. One of the original Metas, Farad, was slain fighting Yakuza razorboys, but he was soon replaced by another young Meta the group had met previously (a former enemy in fact), the super-fast Meta known as Callidus. On the surface the group was doing very well, was turning ever larger contracts, their cred was swelling, and the money was flowing. However, internal problems abounded due to severe personality clashes between several members of the group, particularly between the fearsome telekinetic called Fortress and the bio manipulator Meta known as Triage.

Finally the group succeeded in a long-time goal of theirs and managed through multiple raids against BioCorps facilities to discover the original Meta's true identities and the circumstances by which they came under BioCorps's power. However their victory was short lived, as the group soon fractured apart thereafter to seek their own ways in the world. The laser-projecting Wyatt and Triage decided to retire, at least for awhile, and attempt to return to their lives before BioCorps meddling and perhaps even fully recover their memories. Ghost decided to go his own way and has spent the last couple years slacking off and laying low.

For his part Fortress continued to pursue his march to the top tiers of Runner society, usually working in conjunction with Callidus either as a duo or as part of a pick up team, though he has occasionally taken jobs without Callidus. Fortress has grown his already extant rep and has considerable street cred as top quality talent and a top-tier wreaker of havoc. Not only does he not lay low, he actively invites MegaCorps and the Yak to take their best shot, as he enjoys the boost to his rep each time he wrecks hit teams, and he strains his brains to think of new ever more creative ways to kill and mutilate such hapless foes for shock value.
Character created with Hero Designer (version 2007121308)