Quincy Merrill

Basic Info:

Player: ImpKitsu

Demeanor: Quincy is your stereotypical stoic bad ass who inexplicably runs up to everyone he meets and asks them what's up. Or attempts to interrogate them. Or just eaves drops on their conversations with others. He also has an air of mysterious volatility to him. He doesn't always move in a way that makes sense to others and sometimes he spends a long time staring at the textures of things- as though impressed.

Nature: Quincy is what he was programmed to be- the hero of an RPG. He is what every child wants to grow up to be, in their heart of hearts. Half James Bond, Half Batman, Half Solid Snake. He's also deeply confused. He watches others carefully and finds that what he does and what others do- they don't add up. Nothing here meets his expectations. He also has a bad case of Kleptomania, hoarding, and occasional poor hygiene.

Description: Quincy has chin-length luscious but messy hair. He is extremely well muscled with muscles everywhere muscles should be. He looks equally dashing in a suit- working an undercover assassination gig- or in a ghillie suit- which can't truly cover up his dashing frame but still does it's job just right somehow. He has electric blue eyes- literally. They have little electric bolts flashing through them which he can turn off if he thinks about it. He has the ability to change his clothes in an instant- literally. He has a strong jaw and just the right nose to set his features. His posture is strong and straight- a military guy- despite being only sixteen.


HP and Psyche start at 6, can't raise during creation, but add 1/2 of Brawn to HP.
Brawn, Agility and Brains start at 1 each, starting cap 4, total cap 6, and you get 5 points to distribute among them.

HP: 8

Psyche: 6

Brawn: 4

Agility: 3

Brains: 1


Things your character is good at, things normal people can do
Skills rolls add their associated stat as well (Brawn, Agility or Brains). You get 12 points to spend on skills at creation, with a starting cap of 4 and total cap of 6.

  • Stealth - (3) Agility Quincy is good at both urban and rural stealth.
  • Toughness - (4) Brawn Oh well, there's always respawn, right? He can tough out almost anything and keep fighting.
  • Speechcraft (4) Brains Quincy wheels and deals and talks his way into and out of situation. Every good game has a social solution.
  • Lockpick (1) Brains Quincy can pick locks, crack safes, and get into other hard to open things.

Supernatural Abilities:

These are things you're character accomplishes via their power. +2
Abilities/Powers should be fairly broad, but look at other characters for good examples. They can grow over time, so don't worry if you start on the small side! You get 7 points to spend on powers at creation, with a starting cap of 4 and total cap of 7. Powers add your Tier to their rolls, usually.

RPG Physiology - 2 - Quincy is an RPG character, as such his body and mind work a little differently.

Body - Quincy can take a lot of punishment- more than a natural born human. He also can perform feats worthy of futuristic space marine child soldiers from video games- including strength and agility feats. His grip meter is huge. He can also carry larges amounts of things in his backpack- more than should fit- where else would he keep all his ammo, weapons, armor, tents, potions and trade goods?

Mind - Quincy has a hud in his vision showing him his current health (as an image that drains as needed). He can also see a map of the immediate local area without exploring it. He also has some awareness of where people are around him - displayed as dots on his map. This doesn't work through lead or very thick concrete walls or in water. The map shows a six meter radius but cannot be zoomed out or panned through. The hud also stores notes he sees and mission details under the mission section. He can interact with it in various ways by simply touching the relevant area in his field of vision.

Living weapon - 4 - Quincy is genetically engineered by the space marines of the year 2300 in the video game SPACE QUEST: HUNT FOR THE AUDITOR. A game that was popular despite its narrative, programming, and continuity problems. As such- he has a myriad devices that activate and deactivate different weapons built into his body. (Roll determines effectiveness of the ability he choses.) He has six right now:

Alien Blood: This self-refilling injection of alien blood grows him physically, he becomes a massive hulking figure that can cause damage and destruction by swinging its huge hands or throwing whatever is on hand. It has higher resistance to injury and lasts four hours. This refills once every three days and cannot be used unless full. If he takes more damage than he has HP while in this form- he is unconscious until the next morning and has to take time to recover.

Nano Injection: This self-refilling injection of nanomachines allows him to interface his mind with a computer from any era- even these silly tennies ones. He is able to enter the computer to transfer data to his hub. He can also use the computer normally in there and can bypass most security. He becomes susceptible to computer viruses and power surges during this time. Computer Viruses usually pass but if he gets one it disallows the deactivation of the nanomachines until they degrade in seven days- during that time he will act a little weird- depending on what it was.

Electrodes: By attaching four electrodes to his fingers and pressing a button- he can turn his arm into an energy weapon. It changes form slightly and glowing energy shoots from his palm letting out blasts. He has as many blasts as the absolute value of this power's roll. He can use this once every three days and has to allow his nervous system to recover afterwards- since normal nerves aren't meant to handle that kind of power. The aftereffects remove his ability to feel in the effected hand. He is more accurate with his right hand so he usually sacrifices the feeling it in for a few days to make the most of his power- but he could proceed to also use his left.

Chips: Quincy has a slot for chips- they can give him different kinds of vision including echolocation, infrared, thermal, and wireframe. These could possibly be upgraded by someone with a very good knack for technology. These can be used at the same time as other devices

Active Camouflage: Quincy can wear a blue bracelet and his body starts to emit active camouflage. It takes a great deal of energy and if he does more than run or move his arms normally the effect is messed up by latency and rippling.


Respawn - 2 Quincy can respawn if his HP reaches zero. He vanishes and wakes up in the last bed he slept in with no memory of the last three days.


Things that cause problems for your character, often side effect of your powers (or of having your powers), not necessary. Not just 'limitations' of your powers.

  • My weakness is cupcakes


List everything your character carries on their person here. Be reasonable.

  • Different types of armor

Pod: Quincy can seal himself into a strong metal pod when his HP gets low. It removes him from the fight but saves his life. He has to have time to do activate it (about three seconds). The pod itself is covered in reactive spikes and can crawl to safety on two caterpillar tracks that are attached to the underside. It can move at about two miles per hour top speed over smooth terrain. It looks like a flat disk that he keeps attached to his backpack. Sci-fi spookiness. He could also use it on someone else if the need to do so was made aware to him. The unlock code is 5499- which anyone who has played the game would know and anyone who can google could look up.

And everything that they keep in their dorm at SunnyBrook. Anything that's not listed here or in the section above will be difficult for the character to retrieve.

  • Mine!
  • Also mine…

Personal History:

List what your character's life has been like, from birth until 2018. The more, the better. Be sure that all of your character's skills and supernatural abilities are mentioned.


Any other information you think would be interesting.

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