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Quantum Flux ("The Spaceman") (Previously known as Supercape) Power Level: 13 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +5 Tough / -5 Defence, +1 Attack/-1 Damage for Nuclear Glow Power. In Brief: Master of Sub atomic physics Alternate Identity: Quentin Quill Identity: Secret Birthplace: London, United Kingdom Occupation: Lecturer / Professor Affiliations: Cambridge University (former), Freedom City University (current) Family: All Deceased Catchphrase: "Fascinating..." Theme Tune: Knee Play 3 [Phillip Glass] Age: 45 Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 85 Kgs Eyes: Bright Blue Hair: White Description: Flux is a man of average build who engages in light excercise. As a hero, he normally wears a customised space costume made of unstable molecules with blue and white colours. History: Quentin was talented physicist with some radical ideas on quantum mechanics and sub atomic physics. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking" in his head. 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 came 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. He started his career as the superhero Supercape, with admittedly mixed feelings. During 2015-2017, Quentin went on hiatus, absent without leave. In actuality, he had become trapped in a microverse of dark energy whilst on one of his exploratory trips around the universe in an attempt to understand the fundamental forces of the universe. During this period he has come to see himself not as an Earth bound hero, but rather as a interdimensional, intergalactic hero who addressed cosmic problems with a scientific eye. He has redesigned his costume and image to a more functional space costume and a new name. Quantum Flux. Personality & Motivation: Flux 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; the "end justifies the means". However the flavour of this 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 man at heart, not an unthinking machine. Powers & Tactics:Flux has the psychic ability to perceive mass and energy and manipulate atomics telekenetically. This doesn't mean he can actually move matter, but he is able to affect these forces directly. In practice, this means he is able to remotely cause bursts of radiation and weaken or strengthen atomic bonding (most spectacularly, disintegrating matter). As a consequence of this ability and his uncanny understanding of quantum physics, he is able to “link” areas of space (even between different dimensions), for instance teleporting across the multiverse. He wears a “Space” costume made from unstable hyperdimensional matter. This provides him with protection, life support, and the ability to (admittedly rather slowly) fly via gravitational manipulation. Tactically, Flux has immense destructive or offensive potential. Whilst he also is highly resistant to damage when his force field is up, he is vulnerable to biological attacks and is not a particularly skilled fighter. He is thus vulnerable to certain attacks, and has developed a sense of caution. Usually he will float in the air (or space), ensure he is the advantage of distance, and carefully utilise his powers to disable his opposition. He is a very intelligent man (even though not decisive or tactically trained) and will often use his powers in clever or creative ways. He generally avoids large scale destructive powers (such as nuclear explosions). Complications: Quantum Wave Collapse: Flux works with barely understandable sub atomic physics. With other such effects active (particularly in the hands of an antagonist with good physics skills) his powers might fail, or worse, act in a catastrophic manner. Indecisive: Caution is often a positive thing, but Flux has this too much. He is very concerned about not harming or hurting more than the bare minimum necessary, even when there is every indication that this is not an issue. He can pause or hold back with minimal (or even no) reason. Pithecophobia: Early on in his career Flux was rendered idiotic by Dr. Simian. This has manifested as a lingering fear of monkeys and apes. Despite his high will he can easily lose his nerve around such creatures, and will almost certainly be automatically intimidated by them. Masters of psychology might also magnify this phobia significantly. Distracted by shiny: Flux has an amazing degree of super senses both inherently and augmented by his space costume. When significant sub atomic events happen he might get overloaded and miss even basic visual, auditory, or olfactory events! Scientific Curiosity: Flux is drawn to strange phenomena, and driven to understand them. Even if dangerous, distracting, or time consuming, he will have a strong tendency to pursue such activity even if its clearly unwise. Finesse Required: If Flux lost his intelligence or understanding of physics (for instance with a drain or other psychic power), his finesse with his nuclear array would fade. At best, his powers would lose the precise feat. They would then become progressively poorly controlled or dangerous and ultimately be impossible to use altogether. His disintegrate power requires the least understanding of these physics (being "straightfoward" and brute) but even this would be impossible to use eventually. Abilities: 2 + 0 + 2 + 12 + 10 + 2 = 28 Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 20 (+5) Charisma: 12 (+1) Combat: 16 + 16 = 32 Initiative: 0 Attack: +8, +14 Nuclear Glow Defense: +8, +4 Flat Footed Grapple: +9 Knockback: -9 Saving Throws: 7 + 8 + 10 = 25 Toughness +18 (+1 Con, +12 Force Field, +5 Costume) Impervious 10 vs Energy Fortitude +8 (+1 Con, +7) Reflex +8 (+8) Will +15 (+5 Wis, +10) Skills: 80 Ranks = 20 PP Bluff 4 (+5) Computers 4 (+10) Concentration 16 (+21) Craft (Electronic) 4 (+10) Diplomacy 8 (+9) Knowledge [Earth Sciences] 4 (+10) Knowledge [Physical Sciences] 16 (+22) Knowledge [Technology] 4 (+10) Language 6 (English [Native], French, Gal Standard, German, Greek, Latin, Lor) Notice 8 (+13) Search 2 (+8) Sense Motive 4 (+9) Feats: 4 PP Benefit 1 (Wealth; Well Off) Equipment 2 Jack of All Trades Equipment: Reserved for pooled super team / organisations (2 PP/10 EP) Powers: 84 + 20 +17 + 3 + 17 = 141 All powers have the quantum descriptor. The "Nuclear" powers also have Nuclear descriptor. Sub-Atomic Manipulation Array (76 PP Array, Feats: Alt Power 8) 84 PP BP: Disintegration 10 (Extras: Range Perception, Feats: Precise, Subtle, Indirect) [76/76 PP] AP: Damage 13 (Extras: Range Perception [+2], Area [Burst, 1-650’ r], Feats: Decrease Area 13, Increase Areas 3, Subtle, Precise, Indirect, Affects Insubstantial 2, Variable Descriptor 2 [Any EM Energy], Incurable) [76/76 PP] “Nuclear Explosion” AP: Dazzle 13 (Radio and Visual, Extras: Range Perception, Area [Burst, 65-6500’], Feats: Increase Area 6, Incurable, Indirect, Precise, Selective [Can choose which sense types to effect], Subtle) [76/76 PP] “Nuclear Pulse” AP: Nauseate 12 (Extras: Range Perception [+2], Area [Cloud, 1-300’ radius], Feats: Increase Area 2, Decrease Area 12, Subtle, Indirect) [76/76 PP] “Nuclear Fallout” AP: Nullify 12 (EM Energy Effects, Extras: Alt Save [Fort, +0], Affects Objects, Range Perception, Duration [Sustained +2], Feats: Indirect, Precise, Selective, Subtle) [76/76 PP] “Nuclear Suppression” AP: Communication 20 (Radio, Anywhere in the Universe, Feats: Dimensional 2 [Alternate Realities], Subtle 1, Flaw: Limited [One way]) [13 PP] linked with ESP 20 (Radio Senses, Anywhere in the Universe, Extras: No conduit, Duration [Sustained], Feats: Dimensional 2 [Alternate Realities], Subtle) [63 PP]) Total cost [76/76 PP] “Quantum Entanglement” AP: Teleport 20 (Anywhere in the Universe, Extras: Affects Others, Accurate, Feats: Change Direction, Change Velocity, Progression Mass 4 [2500lbs], Flaw: Long Range) [66 PP], linked with Super Movement 2 (Dimensional 2 [Alternate Realities], Extras: Affects Others, Feats: Progression Mass 4 [2500lbs]) [10 PP] Total Cost [76/76 PP] “Quantum Tunnel” AP: Transform 13 (10K lbs, Inorganic to Inorganic [5 PP/Rank], Extras: Affects objects only [+0], Range Perception [+1], Feats: Affects Insubstantial 2, Indirect, Precise, Subtle, Flaws: Limited to changing matter state [Gas / Liquid / Solid Etc], not chemical composition or state) [70/76 PP] “Alter Atomic Attraction” AP: Environmental Control 8 (10K’, Bright Light, Extreme Heat, Extreme Radiation [6/Rank] Extras: Independent [+0], Range Perception [+1], Total Fade [+1], Feats: Indirect, Precise, Selective [Customise mix of light, heat, radiation], Slow Fade 6 [1 day], Subtle) [74/76PP] “Irradiate” Device (Device 5, 25 DP, Hard to Lose) [20 PP] “Space Costume” Flight 2 (25 mph, Feats: Environmental Adaptation 3 [Zero, low, high Gravity], Subtle) [8 DP] [Gravity Descriptor] Immunity 7 (Environmental Effects, All Suffocation) [7 PP] Protection 5 [5 DP] Super Senses 4 (Microscopic Vision 4) [4 DP] “Eye Lenses” Enhanced Feat 1 (Alternate Power to Nuclear Array) - Damage 12 (Extras: Sustained Duration Aura [+3], Penetrating, Feats: Accurate 3, Affects Insubstantial 2, Incurable, Selective Aura) [67/76 PP] “Nuclear Costume Glow” [1 DP] Protection 12 (Extras: Impervious 10, Sustained, Flaws: Impervious limited to energy) [17 PP] “Force Field” Immunity 3 (Radio Dazzles [2], Own Powers [1]) [3 PP] Super Senses 17 (Accurate [All Radio], Analytical [All Radio], Counters Concealment [All Radio], Detect Dimensional [1]. Detect EM energy [3], Detect Quantum [1], Extended 1 [x10, All Radio], Radar sense [1], Radio Sense [1]) [17 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Disintegration Perception DC 20 Fort and DC 25 Tough Drain + Damage Nuclear Blast Perc/Burst DC 28 Toughness Damage Nuclear Pulse Perception DC 23 Reflex/Fort Dazzle Nuclear Fallout Perc/Cloud DC 22 Fort Nauseate Nuclear Supress Perc DC 22 Fort Nullify Nuclear Glow Touch/Aura DC 27 Toughness Damage Transform Perc DC 28 Fort/Ref (Objects) Transform Totals: Abilities 28 + Combat 32 + Saving Throws 25 + Skills 20 + Feats 4 + Powers 141 = 250/250 Power Points