After swapping a few posts with Doctor A, editing Supercape thusly:
[b][u]Power Level[/u][/b]: 11 (150/166PP)
[b][u]Trade-Offs[/u][/b]: -2 Defense / +2 Toughness
[b][u]Unspent PP[/u][/b]: 0
[b][u]Gold Status[/u][/b]: 16/30
[b][u]In Brief[/u][/b]: Professor and polymath, who has cracked quantum forces with his mind. Not good with crowds, he dons a particularly spiffy and enormous cape to hide behind when fighting crime.
[b][u]Alternate Identities[/u][/b]: Quentin Quill
[b][u]Identity[/u][/b]: Secret
[b][u]Birthplace[/u][/b]: London, United Kingdom
[b][u]Occupation[/u][/b]: Lecturer / Professor
[b][u]Affiliations[/u][/b]: Cambridge University (former), Freedom City University (current)
[b][u]Family[/u][/b]: All Deceased
[b][u]Age[/u][/b]: 40 (Apparent Age 35)
[b][u]Gender[/u][/b]: Male
[b][u]Ethnicity[/u][/b]: Caucasian
[b][u]Height[/u][/b]: 5'11"
[b][u]Weight[/u][/b]: 210 lbs.
[b][u]Eyes[/u][/b]: Blue
[b][u]Hair[/u][/b]: Blond
[b][u]Description[/u][/b]: A slightly stocky chap who is not in good shape but still robust. Supercape wears a baggy, flowing costume and enormous cape that change colour and cut at his will. He tends to favour blue and white colouration.
[b][u]History[/u][/b]: Quentin was a fairly charming academic/polymath with some radical ideas on quantum mechanics and cognition. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking". He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment.
So, Quentin has come to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. Whilst he is a charming man and good debater on one to one situations, he has never liked crowds or, worse, being idolised. To compensate for this (?) flaw, he dashes into action wearing a spiffy and massive cape which frequently changes hue and cut. Excellent to hide behind.
[b][u]Personality & Motivation[/u][/b]: Supercape is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics based on utilatirianism. Whilst the "end justifies the means" technically, he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly, bumbling buffoon rather than a cold logical machine.
[b][u]Powers & Tactics[/u][/b]: Supercape has the psychic ability to perceive mass and energy and manipulate atomic forces. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces.
In addition, he can manipulate the forces between atoms, to strengthen or weaken them - thus decreasing tensile strength (drain toughness) or altering inanimate objects from solid to liquid to gas (toughness). The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target.
A particularly amusing power is his ability to irradiate targets, who start to glow in a variety of blue-green-purple hues. Living targets are soon sickened by this. The irradiation is contagious, meaning anyone touching an irradiated target may also become sickened. Supercape can choose to "unirradiate" any such target.
Tactically, Supercape is a straightforward (even inexperienced) hero. He will fly in and try a monologue or diplomacy at first. This doesn't mean he is a fool. If he see's an oppurtunity or tactic, he will use it. Whilst he can cause explosions of damaging radiation, this is something of a last resort; it may well harm bystanders. He may start with a radiation pulse; although he would think twice with bystanders around (although at least the effects aren't painful or dangerous). He is not adverse to irradiating enemies to weaken them, but again its contagious nature may make him think twice (although he can reverse the effects, a plague is not a desirable outcome).
[b][u]Complications[/u][/b]:
[b]Academic Reputation[/b]: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win.
[b]Monologue[/b]: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for.
[b]Secret Shame Over ID[/b]: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape.
[b]Unpredictable Effects[/b]: Supercapes powers are not exactly precise. The relationship between thought and quantum mechanics is still largely unknown, and sometimes his powers can have peculiar effects such as mutations in living organisms, freezing, crystalisation, boiling, etc.
[b][u]Abilities[/u][/b]: 0 + 0 + 4 + 8 + 8 + 2 = 22PP
Strength 10 (+0)
Dexterity 10 (+0)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 18 (+4)
Charisma 12 (+1)
[b][u]Combat[/u][/b]: 8 + 16 = 24PP
Initiative: +0
Attack: +4
Grapple: +4
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed
Knockback: -6
[b][u]Saving Throws[/u][/b]: 4 + 2 + 4 = 10PP
Toughness: +13 (+2 Con, +8 Force Field, +3 Supercape)
Fortitude: +6 (+2 Con, +4)
Reflex: +2 (+0 Dex, +2)
Will: +8 (+4 Wis, +4)
[b][u]Skills[/u][/b]: 60R = 15PP
Concentration 10 (+14)
Diplomacy 9 (+10)
Disguise 4 (+5)
Knowledge (Behavioural Sciences) 6 (+10)
Knowledge (Life Sciences) 6 (+10)
Knowledge (Physical Sciences) 12 (+16)
Knowledge (Theology and Philosophy) 2 (+6)
Languages 3 (French, English [Native], German, Latin)
Notice 6 (+10)
Perform (Orate) 2 (+3)
[b][u]Feats[/u][/b]: 2PP
Benefit 2 (Status [Academic Prestige], Wealth 1)
[b][u]Powers[/u][/b]:62 + 9 + 4 + 8 + 1 + 3 + 6 = 93PP
[b]Atomic Force Control 22[/b] (56PP Array, Feats: Alternative Power 6) [62PP]
* [b][u]Base Power[/u][/b]: Blast 10 (Extras: Penetrating, Range [Perception], Secondary Effect ["Afterglow"], Feats: Affects Insubstantial 2, Incurable, Subtle, Variable Descriptor-1 [Any Electromagnetic], Precise) [56PP] (Radiation Control)
* [b][u]Alternate Power[/u][/b]: Blast 10 (Extras: Area [Targeted, Burst, 40ft radius], Penetrating, Range [Perception], Feats: Affects Insubstantial 2, Incurable, Subtle, Triggered 2) [56PP] (Radiation Burst)
* [b][u]Alternate Power[/u][/b]: Create Object 10 (10 5ft cubes, STR 50, Toughness +10, Extras: Impervious, Range [Perception], Duration [Continuous]; Feats: Affects Insubstantial 2, Stationary, Subtle, Progession 2 [size x5]) [56PP] (Quantum Material)
* [b][u]Alternate Power[/u][/b]: Dazzle 10 (Visual + Radio Senses; Extras: Area [General, Burst], Range [Perception], Feats: Progression [Area] 3 [400ft radius], Subtle, Triggered 2) [56PP] (Radiation Pulse)
* [b][u]Alternate Power[/u][/b]: Drain Toughness 10 (Extras: Affects Objects, Range [Perception], Total Fade, Feats: Affects Insubstantial 2, Reversible, Subtle, Slow Fade 1 [1 min], Insidious) [56PP] (Atomic Unbonding)
* [b][u]Alternate Power[/u][/b]: Nauseate 10 (Extras: Contagious, Range 2 [Perception], Feats: Affects Insubstantial 2, Reversible, Subtle) [56PP] (Irradiate)
* [b][u]Alternate Power[/u][/b]: Transform [Inanimate objects, between solid/liquid/gas states 4PP/r] 10 (Extras: Range [Perception], Subtle, Precise, Selective [Only certain types of molecules in the material] ) [53PP] (Atomic Bond Manipulation)
[b]Atomic Travel 4 [/b](8PP Array, Feats: Alternative Power) [9PP]
* [b][u]Base Power[/u][/b]: Flight 4 (100mph / 1,000ft per Move Action) [8PP]
* [b][u]Alternate Power[/u][/b]: Teleport 8 (2,000 miles per Full Action, Flaws: Long Range) [8PP]
[b]Device 1[/b] (5PP, Flaws: Hard-To-Lose) [4PP] (Supercape)
[device][b]Enhanced Feats 2[/b] (Quick Change 2) [2PP]
[b]Protection 3[/b] [3PP][/device]
[b]Force Field 8[/b] [8PP]
[b]Immunity 1[/b] (Own Powers) [1PP]
[b]Super-Senses 3[/b] (Detect Energy [Radio], Extras: Accurate 2) [3PP] (Energy Sense)
[b]Super-Senses 6[/b] (Detect Mass/Gravity [Mental], Extras: Accurate 2, Acute, Radius, Ranged) [6PP] (Atomic Sense)
[b][u]Drawbacks[/u][/b]: 0PP
[b][u]DC Block[/u][/b]:
CODE: SELECT ALL
ATTACK RANGE SAVE EFFECT
Atomic Unbonding Perception DC20 Fortitude (Staged) Drain Toughness
Irradiate Perception DC20 Fortutude (Staged) Nauseate
Radiation Burst Perception/Burst DC25 Toughness (Staged) Damage
Radiation Control Perception DC25 Toughness (Staged) Damage
Radiation Pulse Perception/Burst DC25 Reflex/Fortitude Dazzle Visual/Radio
Atomic Bond Control Perception/Burst DC 20 Fortitude Transform
Unarmed Melee DC15 Toughness (Staged) Damage
[b]Abilities (22) + Combat (24) + Saving Throws (10) + Skills (15) + Feats (2) + Powers (93) - Drawbacks (0) = 150/166 Power Points[/b]
Doktor'd, after much re-coding and re-alphabetizing