Supercape Posted January 24, 2018 Share Posted January 24, 2018 (edited) My first ever character, now shiny and Titanium! He was never my strongest but I kept him around for a while. Bringing him back partly because he is "free" and partially because I realise he might be an interesting space character. I have refined his powers into the "golden zone" around radiation (mainly) rather than the "do anything" Quantum descriptor. I am very open to fluff or mechanical suggestions on this PC. Perhaps even a name change? (to avoid a clash with my site name?). Captain Quantum maybe? Also very open to suggestions about how to use him meaningfully. SupercapePower Level: 13 (250/250)Unspent Power Points: 0 Trade-Offs: +5 Tough / -5 Defence, +1 Attack/-1 Damage for Nuclear Glow Power. In Brief: Master of Sub atomic physicsAlternate Identity: Quentin QuillIdentity: SecretBirthplace: London, United KingdomOccupation: Lecturer / ProfessorAffiliations: Cambridge University (former), Freedom City University (current)Family: All DeceasedAge: 45Apparent Age: 45Gender: MaleEthnicity: CaucasianHeight: 5'11"Weight: 210 lbs.Eyes: Bright BlueHair: WhiteDescription: A slightly stocky chap who is not in great shape but still has a certain robust muscle to his broad frame. 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.History: 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.Personality & Motivation: 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.Powers & Tactics: Supercape 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. 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. Supercape protects himself with an quantum forcefield, that is either a shining sparkling field, or a subtle invisible effect (the “Phase Shield”) that partially removes him from the mundane four dimensional world! Supercape has an extraordinarily high will power, perhaps because his psychic powers and awareness extend so far into strange realms giving him a truly metaphysical outlook on life. He is also a world class physicist and possesses an amazingly keen mind. Tactically, Supercape is a cautious, cerebral hero, prone to doubt and inactivity, which can make him ineffectual. He prefers to think out a problem than fight it directly. When forced to fight, he will hold back from his full force in most cases. He tends to use his toxic irradiation powers sparingly, and only rarely will he unleash the full nuclear explosive power he can muster. Complications: Academic Reputation: 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. Man of Inaction / Monologue: 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. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times. Pomfretphobia ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot. Secret Shame Over ID: 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. Quantum Wave Collapse: Supercape 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. Abilities: 2 + 0 + 2 + 12 + 10 + 4 = 30 Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 20 (+5) Charisma: 14 (+2)Combat: 16 + 16 = 32 Initiative: 0 Attack: +8, +14 Nuclear Glow Defense: +8, +4 Flat Footed Grapple: +9 Knockback: -15 (-9 With Phase Forcefield AP)Saving Throws: 7 + 6 + 13 Toughness +18 (+1 Con, +12 Force Field, +5 Costume) Fortitude +8 (+1 Con, +7) Reflex +6 (+6) Will +18 (+5 Wis, +13)Skills: 80 Ranks = 20 PP Bluff 4 (+6) Computers 4 (+10) Concentration 16 (+21) Craft (Electronic) 4 (+10) Diplomacy 8 (+10) Knowledge [Earth Sciences] 4 (+10) Knowledge [Physical Sciences] 16 (+22) Knowledge [Technology] 4 (+10) Language 4 (English [Native], French, German, Greek, Latin) Notice 12 (+17) Search 4 (+10)Feats: 2 PP Benefit 1 (Wealth; Well Off) Jack of All Trades Powers: 83 + 25 + 3 + 17 + 12 All powers have the radiation and quantum arrays. They originate psychically (in that his psychic powers can be nullified, but immunity to psychic phenomena will not protect) Sub-Atomic Manipulation Array (76 PP Array, Feats: Alt Power 7) 83 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, Subtle, Indirect, Selective [Can choose which sense types to effect], Precise) [75/76 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: Damage 12 (Extras: Sustained Duration Aura [+3], Penetrating, Feats: Accurate 3, Affects Insubstantial 2, Incurable, Selective Aura) [67/76 PP] “Nuclear Glow” 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” Force Field Array (24 PP Array, Feats: Alt Power 1) [25 PP] BP: Protection 12 (Extras: Impervious, Sustained [+0]) [24/24 PP] “Power Field” AP: Protection 12 (Extras: Sustained [+0], Subtle) [13 PP] linked with Immunity 7 (Environmental Conditions, Suffocation, Extras: Sustained [+0]) [7 PP] linked with Super Movement 2 (Permeate 2) “Phased Shield” 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] Supercape Device (Device 3, 15 DP, Hard to Lose) [12 PP] Flight 3 (Feats: Environmental Adaptation 3 [Zero, low, high Gravity], Subtle) [10 DP] [Gravity Descriptor] Protection 5 [5 DP] 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 22 Toughness Damage Totals: Abilities 30 + Combat 32 + Saving Throws 26 + Skills 20 + Feats 2 + Powers 140 = 250/250 Power Points Edited January 24, 2018 by Supercape Link to comment
Supercape Posted January 31, 2018 Author Share Posted January 31, 2018 Ok so I have made some minor alterations to crunch, and started to refine the build incorperating a change in philosophy and role during his absence. I would, as ever, be really grateful for ideas. If Tiff ever gets her interdimensional team up and running, this struck me as a good fit. Quantum Flux ("The Spaceman") (Previously known as Supercape)Power Level: 13 (250/250)Unspent Power Points: 0 Trade-Offs: +5 Tough / -5 Defence, +1 Attack/-1 Damage for Nuclear Glow Power. In Brief: Master of Sub atomic physicsAlternate Identity: Quentin QuillIdentity: SecretBirthplace: London, United KingdomOccupation: Lecturer / ProfessorAffiliations: Cambridge University (former), Freedom City University (current)Family: All DeceasedAge: 45Apparent Age: 45Gender: MaleEthnicity: CaucasianHeight: 5'11"Weight: 85 KgsEyes: Bright BlueHair: WhiteDescription: Flux is not in great shape but still has a certain robust muscle to his broad frame. 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 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 base; the "end justifies the means". However the flavour if 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. Abilities: 2 + 0 + 2 + 12 + 10 + 2 = 28 Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 22 (+12) Wisdom: 20 (+10) Charisma: 12 (+1)Combat: 16 + 16 = 32 Initiative: 0 Attack: +8, +14 Nuclear Glow Defense: +8, +4 Flat Footed Grapple: +9 Knockback: -9Saving 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: 5 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 radiation and quantum 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, Subtle, Indirect, Selective [Can choose which sense types to effect], Precise) [75/76 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 Link to comment
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