The Scribbler

Gauntlet aka John Maddox's page

5 posts. Alias of Ironperenti.


Full Name

Gauntlet aka John Maddox

About Gauntlet aka John Maddox

Gauntlet - John Maddox - Human - Male - 27
6’2” - 215# - Blonde hair - Blue eyes - Base of operations Nashville TN
PL 10 - PP 175
Defenses 22 + Abilities 72 + Advantages 33 + Skills 15 + Powers 30 = 172

Background:

John awoke in a transparent tube. He found a panel inside the tube and after a little experimentation he was able to open it. There were four other tubes, two were cracked and the occupants dead, the other was empty. There was a man in blue overalls dead on the floor. As his disorientation from waking up subsided he realized he was on a ship or a submarine. He remembered they were going to a secure location for testing but if the ship was the location or merely the transportation he didn’t know. He left the room and began to walk the halls to get some answers.

For starters, he found he was on a submarine. The crew of twenty, a mix of men split between three colored sets of overalls, were dead. It seemed either someone managed to invade the sub, killed the crew, two of the others in the tubes, and took the fourth or; the fourth occupant of the tube awoke, exited the tube, killed the other two in the tubes, and then proceeded to kill the rest of the crew. In either case, John did not know why he was still alive. He suspected it likely was because of the actions of the man he found in the room with the tubes. The man probably came upon the murderer or murderers while they were killing the other two in the tubes. The unknown hero’s actions likely alerted the sub’s crew and so threw the killer’s timeline off, forcing him to hurry and thankfully forgetting John was still alive.

John didn’t know the others in the tubes. He was briefed separately from them. Supposedly, they were going to treat him with a stabilizing drug in the tube during transport. Then once they reached their destination he would be revived and briefed on the next part of the mission. Now, he just needed a way off the sub. He tried calling out on the radio, and clanged on the hull periodically. It was a boat with enough bunk spaces for nearly 30 people and it was fully stocked with food so he wasn’t going to starve anytime soon. As far as he could tell the sub wasn’t damaged either, just sitting somewhere.

A very special feature of the sub were the robots. They moved about the boat performing various maintenance functions. Over the next couple of days, John took the time to familiarize himself with the layout and looked for notes on anything. He didn’t find very many written notes but the crew used keycards for their computers and the Captain, or so John assumed since he had the nicest cabin, had conveniently left his key code written on a sticky note next to his computer. John took the keycard off the man sitting in the captain’s chair on the bridge and tried the code back in the room. It worked and he was able to browse the files. The computers were on a small intranet that was limited to the sub itself. Here, he found pretty much everything he knows about the sub, his gauntlets, and the program that made his body superhuman. He didn’t find a name for the organization that was running the program, just a symbol, a white ring and the name of the program, Project Planeshift.

He found a guide about the gauntlets and eventually went looking for them. He found them in a room full of weapons and gear along with two robots who floated about and maintained the arsenal. At the back of the room was a glowing doorway. After two weeks of reading and testing out the gauntlets he believed the glowing doorway was the dimensional rift that would allow him to reach back with the gloves to get a weapon from the room. Better yet, the gauntlets would send his thoughts back to the two maintenance robots who would hand him whatever he needed, assuming it was in the room of course.

From what he could tell by the instruments on the bridge, the sub was no longer under water. However, the upper hatch would not open. So, this left him with the glowing doorway. After exhausting all other possibilities he finally stepped through the doorway, with the gauntlets on so he could come back in if he needed to. He stepped out under water. He wasn’t sure how deep but it was dark so he used the gauntlets to step back onto the sub. Luckily, only the water that came in on him was all that spilled on the floor. He dug out some scuba gear and attempted the exit again. This time he looked around to see where the sub was and if it were stuck but there was no sub, just water. He then swam for the top, luckily his body must have been designed for the depths for the cold and the pressure did not bother him. After several minutes of swimming he finally surfaced.

He found himself in an endless ocean. Thinking he could use the gauntlets if needed to get back on the sub, he began to swim to see if he could find land. He didn’t, but six hours after he started swimming, super stamina was awesome, he was able to flag down a fishing trawler. He found he had come out of the sub well off the east coast of the United States. Later tests showed that the sub’s dimensional doorway would only open back on the last location from which he had entered.

Defense:

Cost: 6 + 6 + 4 + 6 = 22

DODGE: 22 = 10 + 12 (6 agility, 6 dodge)
PARRY: 22 = 10 + 12 (6 fighting, 6 parry)
TOUGHNESS 8 (6 stamina 2 defensive roll)
FOR: 10 (6 stamina, 4 For)
WILL: 9 (3 awareness, 6 Will)

Offense:

Initiative +10 (Dex 6, Advantage 4)
Speed 60ft ground movement; 250ft teleport
Melee
Unarmed +14 dmg 6 penetrating 6 critical 19

Ranged
Assault Rifle +14 ranged dmg 5 multi-attack
Heavy pistol +14 ranged dmg 4
Rocket launcher ranged dmg 10 blast
Hand grenade +10 ranged dmg 5 blast

Ability Scores:

Cost 12 + 12 + 12 + 12 + 12 + 6 + 6 = 72

Str 6 Agl 6 Dex 6 Ftg 6
Sta 6 Int 3 Awe 3 Pre 0

Advantages:

Cost: 4+4+2+1+1+1+2+1+8+2+1+1+1+1+1=33

Close attack 4
Ranged attack 4
Defensive roll 2
Power Attack
Defensive Attack
Improved Initiative 1
Improved Critical Unarmed 1
Takedown 2
Uncanny Dodge
Equipment 10
Evasion 2
Hide in Plain Sight
Improved Aim
Improved Grab
Improved Hold
Improved Trip

Skills:

Skill Points: 60 (15)

Acrobatics +10 (4 ranks, 6 Agl)
Athletics +8 (2 ranks, 6 Str)
Close Combat unarmed +14 (4 ranks, 6 fighting, 4 advantage)
Ranged Combat small arms +14 (4 ranks, 6 dexterity, 4 advantage)
Deception 0 (0 ranks, 0 presence)
Expertise: Streetwise +5 (2 ranks, 3 Int)
Insight +9 (6 ranks, 3 Awe)
Intimidation +8 (8 ranks, 0 Pre)
Investigation +10 (7 ranks, 3 Int)
Perception +11 (8 ranks, 3 Awe)
Persuasion 0 (0 ranks, 0 Pre)
Stealth +10 (4 ranks, 6 Agi)
Sleight of Hand +6 (0 ranks, 6 Dex)
Technology +10 (7 ranks, 3 Int)
Treatment +5 (2 ranks, 3 Int)
Vehicles +8 (2 ranks, 6 Dex)

Powers:

Cost: 1+1+5+5+6+12=30

Leaping 1
Running 1
Immunity: high pressure, cold, heat, poison, disease (5)
Regeneration 5 (5)
Senses 6 (Accurate Scent, Acute Scent, Extended Sight 1, Extended Hearing 1, Low-light vision, Tracking)

Gauntlets (device removable -1/5; -3 total) (12 total)
> Penetrating 6 on strength (6)
> AE: Teleport 3, 250’ (1)
> AE: Teleport 2, extended, 4 miles (1)
> Impervious Toughness 8 (8)

Equipment:

Equipment points: 1+11+38=50
Commlink (1)
Base: high tech submarine, large (1), toughness 12 (3), stationary submarine (isolated) (1), dimensional portal (1), infirmary (1), laboratory (1), living space (1), personnel (service robots) (1), power system (1)

Trans-dimensional reach back to submarine (either gauntlet)
> Allows Vanguard to reach into the space and withdraw any equipment he has stored there
Options
> Assault rifle ranged dmg 5 multiattack + Grenade launcher ranged burst area dmg 5 (30)
> Rocket Launcher ranged Damage 10, burst area 7 (1)
> Heavy pistol ranged damage 4 (1)
> Shotgun range damage 5 accurate 1 (only Dmg 3 vs protection) w/slugs dmg 5 vs protection no accurate bonus (1)
> Concussion Grenades: range burst damage area 5 (1)
> Handcuffs Steel cuffs have Toughness 9 and are DC 20 to escape using Sleight of Hand (or Technology to pick the lock). (1)
> Gas Mask: This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides immunity to eye and lung ir- ritants. The filter canister lasts for 12 hours of use. (1)
> Mini-Tracer: A tiny radio transmitter with an adhesive backing. It requires a successful attack check to plant a tracer on a target (or a Sleight of Hand check to plant it outside of action time). Noticing the tracer is a DC 20 Perception check or the result of the character’s Sleight of Hand check, whichever is higher. The tracer has a transmission range of about 2 miles. (1)
> Rebreather (1)