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Captain Richard Quinn (Global Frequency comics)

Captain Richard Quinn


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Quinn is a character from the 2002-2004 Global Frequency comic book by Warren Ellis. Taking place in the near future, Global Frequency depicted a disparate series of potential catastrophes getting handled by a shadow agency. This organisation used online networked activism methods to activate flash mobs of agents and specialists.

For more about the Global Frequency, see our Miranda Zero character profile.


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Background

  • Real Name: Captain Richard Quinn.
  • Marital Status: Unrevealed.
  • Known Relatives: None.
  • Group Affiliation: USAF.
  • Base Of Operations: Big Wheel, Nevada.
  • Height: 7’2” Weight:
  • Eyes: Blue Hair: None


Powers and Abilities

Quinn is the recipient of $500M worth of cybernetics technology, powered by six nuclear motors. He has had most of his body replaced. A new skin, tough enough to stand the tension of superhuman strength, was grafted on the few remaining portions of his flesh. He:

  • Is superhumanly strong.
  • Can resist heavy gunfire.
  • Can run at speeds of 70 mph.
  • Is shielded against electromagnetic pulses.
  • Has a miniature chemical laser housed in his lower abdomen.
  • Has a taser system in his right forearm.
  • Has a million-round-a-minute explosive micro-pellet gun in his left forearm.
  • Has jaws that can bite through carbon steel.
  • Has an acid delivery system in his mouth.

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He’s no longer able to physically speak, and must use nearby technology to talk to people.


History

A USAF officer, Quinn was a test subject at the Big Wheel complex in Nevada. He underwent numerous cybernetic enhancements. Unlike his seven predecessors, he survived the experimentation. Waking after a three-day sedation following his last operation, one of the staff accidentally let him see a mirror.

No longer recognizing what he saw, Quinn snapped, killing everyone he could find.

The military’s initial option was to sterilize the location with a large nuclear weapon. But it would have been too close to habitable areas. They grudgingly contacted Miranda Zero of the Global Frequency first, allowing her to take in a squad of specialists to deal with Quinn.

The monstrous cyborg Captain Quinn

They tried talking to him, but he had little interest in anything other than killing. Quinn took down 2 of their number before they threw a small scale EMP  at him. He survived it, despite being damaged, and hunted them.

As Zero and most of the surviving members fled in a helicopter, Quinn deployed his laser preparing to finish them off. However, he hadn’t noticed the sniper they’d left. The sniper managed to destroy Quinn’s remaining power source, killing him and irradiating the area surrounding the Big Wheel complex.


Personality

Formerly a loyal soldier, Quinn was driven insane by the changes to which he’d been subjected. His only goal now is to kill anyone and everyone he can.


Quotes

“You’re a multiple amputee who’s been flayed alive. You can’t feel your own heartbeat. You can’t feel yourself breathe. You can feel metal rubbing against your muscles and organs. And you don’t recognize the man in the mirror.”

“Come on. Come on and kill the world’s first bionic man ha ha ha ha ha ha ha ha”

“They took my genitals away. Can you make that better ? There’s a wire in my brain that simulates sexual pleasure when I kill people. That’s all I have now.”



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Captain Richard Quinn

Dex: 05 Str: 08 Bod: 08 Motivation: Nihilist
Int: 03 Wil: 03 Min: 02 Occupation: Former soldier and test subject
Inf: 04 Aur: 05 Spi: 04 Resources: 000
Init: 014 HP: 020

Powers:
Acid: 08, Claws (Teeth): 05, EMP Shielding: 06, Laser Beam: 12, Lightning: 07, Projectile Weapons: 07, Running 06, Self-Link (Gadgetry): 12, Sharpness (Claws): 08, Super-Ventriloquism: 03

Bonuses and Limitations:

  • Acid has No Range (-1).
  • Laser Beam projector takes a minute to extend (-1).
  • Lightning and Projectile Weapons have Ranges of 3 AP (-1).
  • Super-Ventriloquism only works via electronic communication devices (-1).

Skills:
Martial Artist: 04, Military: 03, Vehicles (Air): 04, Weaponry: 04

Advantages:
None demonstrated.

Connections:
None demonstrated.

Drawbacks:
SIA (Killing), MPR (Can’t speak), Strange Appearance.

By Gareth Lewis.

Source of Character: Global Frequency #2 by Warren Ellis.

Helper(s): Darci.

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