Claim the Sky
A case could be made that wisecracking is Warp's true motivation for fighting crime. In what other situation could he just spout off with whatever comes into his head? Sometimes funny, and rarely profane, Warp provides a near-constant commentary as he stretches space to knock fleeing criminals off their feet, bounds the length of a football field, or delivers his signature double-fisted "warp punch." This punch is powerful enough to smash through a brick wall if he really cuts loose.
When he isn't fighting crime, Jacob Blazar works shifts at a plant that manufactures parts for larger companies, specializing in pieces that require a patented magnetic clasp. Rather than the glamorous life he envisioned as a superhero, Jacob struggles to make ends meet and care for his ailing father in his civilian identity. But heroes come in many forms, and Jacob is a hero in any of his.
In the Boundless setting, Warp lives in Chicago, where he is the Dagger's most hated opponent.
Motive: Fight crime
Environment: Anywhere
Health: 25
Damage Inflicted: Moderate wound (5 points)
Armor: 2
Movement: Short; very long when warp jumping
Modifications: Stealth as level 8 (when he activates his space-warping blind); Speed defense as level 7
Combat: Warp can jump a long distance and still punch a single target as his attack.
Alternatively, he can punch two targets as his action. Finally, he can execute a double-fisted warp punch against a single target, easing the attack by two steps and inflicting up to 15 points of damage, and on a failed Might defense roll, the target descends one step on the damage track. (Warp usually pulls his punch a little so as not to outright kill regular criminals.)
He can also throw a warp bolt that pushes a target off their feet, pulls a distant object to his hand, or provides a similar effect. He can create a space-warping curtain to hide himself.
And he's experimenting with other uses of his power, including a "big wallop" designed to knock everyone around him off their feet.
Interaction: Warp is talkative and self-deprecating, but he's not shy about disparaging someone he thinks is a criminal, possibly in an attempt to put them off balance, but also because he thinks it's funny. Quips and one-liners, he'll tell you, help alleviate stress (plus, had he had different opportunities in his civilian life, he would have liked to have been a standup comic).
Use: A nightclub DJ loses all their equipment in a robbery. First on the scene to render assistance is Warp, who asks for details, and also a free ticket for the DJ's next gig, if that's not too much to ask.
GM Intrusion: Warp makes an observation about the character that hits home, angering the character or otherwise putting them so off-balance that their tasks are hindered on their next turn.