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Supercape

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  1. GM By the time the butcher had wrapped up some (what looked like well prepared and good quality) sheeps offal, the flies had become a swarm and the customers in the queue had departed. "What the devil is this?" shouted the butcher, handing Marceau the meat. "Claude! Phone the public works! this is outrageous!!!" he yelled. "Putro, putredo Gallu adventum!"* roared the old lady behind him in a horrible, deep and rasping voice, her body contorting and oblivious to the world. She opened her mouth wide, her jaw dislocating from her skull and hanging loosely. A horrible buzzing heralded the onslaught of flies...flies!!! everywhere!!! pouring from her mouth!!! *Translation
  2. Another plauge! This is a Reflex save DC 20 Then, Fort Save DC 20 (or 15 if you make the roll) to avoid being sickened The flies are crawling everywhere - your face, nostrils, into your mouth etc.
  3. Just an inquiry, could Supercape use tracking superpower here?
  4. GM "Damn flies!" cursed the Butcher "where the devil have they come from, ruin my business!" he cursed. Indeed, there were more of them now, flying around the shop. "I do apologise Sir!" he said as diplomatically as possible to Marceau "rest assured that we at La viande des Dieux* take hygiene most seriously. We have the finest meats in Paris, nay, France! We do however appear to be beset by the damn thing's today...must be the cold air outside..." he added, unconvincingly.. "In any case" he continued, slapping down to meaty hands and trapping two more flies. "What can I get you?" *The Meat of the Gods
  5. I'm struggling to think of anything that you could use in an appartment building with no water... thoughts?
  6. GM "I just want to be Nora again..." said Nora, her voiced etched with sadness. "I was nothing special, just a poor girl, living off the streets when times was 'ard. I weren't too bright, I weren't too strong. My mam', she died, giving birth to me, and My daddy, well he wasn't so much of a daddy at all. 'All I could say for myself was that I got good and just plain 'survivin, any which way I could. And some of those ways, those ways weren't going down to well with decent folk. But Nora, well, Nora didn't much mind any how, as long as she got to surviving. Guess it go so much of a fight to survive, I didn't give much thought to whether I should be surviving. And I was hungry, and I was cold..." "You folks today, you would never know..." she said, with an Iron meanness to her voice. "So, I want to be just old Nora again, don't know what I would do, but I'll do what I got to..."
  7. Streetwise skill, untrained, (DC 10) to recognise that the woman is probably a "woman of the night" (keep it polite in the thread!).
  8. GM "Help....help!" came a faint voice, a woman's voice. It was from room 309, the door was ajar, but already aflame. The smoke and heat were really unbearable here. Looking in, Omen could see a woman, wrapped up in a dressing gown, hand over her mouth, coughing. She looked injured, and was crawling along the floor. It was hard to see in the smoke, but it looked like her left leg was broken, perhaps badly. The room itself was ablaze in several areas, and part of the ceiling had collapsed, on fire. It was surely that collapse that had injured the young woman. She looked Spanish, or thereabouts, with a dark olive complexion and a heavily made up face, now awash with tears from the smoke and fear. "Help me...my leg..." she whispered, coughing. Unfortunately, some collapsed ceiling had blocked off the door, and was quietly ablaze, a wall of flame between the woman and the door...
  9. Dude in a Suit is obviously lying - there is somebody back who is not dead (or at least, he thinks is not dead!)
  10. GM "Ah...I..." stuttered the man, looking over his shoulder at the fumes, smoke and flames behind him. "I...dunno...I think maybe, er, someone, er, I think she is dead, I saw her burn up, it was...horrible..." He looked at Omen again, panic in his eyes. "Look, anyways, we gotta get out of here, this whole building is gonna go! some bomb's went off, you understand? it ain't safe here anymore!" he gulped, and without ran to the stairs. "Come on, dude! Don't waste your time here!" he yelled, to the sound of some more falling ceiling. Indicating that Omen and the Russian should go to the second floor with him.
  11. Synth was dressed almost respectably today: in Jeans, and a hooded sweatshirt. Her hair still looked like she had been dragged through a hedge backwards however, a short scruffy mop. Still, today she was dressed well enough that that synthetic good looks was evident, and she had some attention. She didn't really want it. What she was interested in was McDermott's and the protest group. She had brought some coffee and had just, well, "hung out" with the protest group. She drew the line at singing protest songs however. She doubted she could sing. Well, properly sing. She turned around when the hue and cry went out. With an frightful turn of heel and speed, she launched herself at full pace towards the commotion.
  12. Tagged! Also, spending a move action to configure some PP, and as a free activation activating enhanced STR and CON! PP: Super-coiled muscles and bones: 2 PP Speed and 2 PP Leaping (x5 leaping, Speed now 25mph base).
  13. GM A man, dressed in a suit, came stumbling out of the smoke. He was of a largish build, African American, maybe in his thirties. Looked like a banker, or a city boy. He looked slightly singed but otherwise in fair health, although he was coughing violently. "Get...*hack*...get me out of here!" he said, grabbing Omen by his costume and pleading with him. "We gotta get out of here...now...this whole floor is ablaze...gotta...get out!..." he said, gripped by panic. "Pathetic!" replied the Russian "You risking your the skin for him?" he asked Omen, a trace of his contempt coming back. "Throw him out window, that save him from the burning, eh?" The suited man gave the Russian a fearful but defiant look "Nobodies throwing me out of the window? I got too much to live for! Its every man for himself!"
  14. GM The old woman just stared straight ahead, mumbling to herself. A fly landed on her face, and she paid in not attention. Then another landed on it. Phillipe took his order of pheasant and waved at Marceau "best meats in Paris!" he smiled "you must say hello to uncle Verdoux from me!" he added as he walked out, satisfied. He waved his hand at the air, batting away another fly. "What can I get you, Sir?" said the butcher, slapping his hand on the table and squashing a fly "we have any and all meats known to mankind!" he added, proudly. A slight buzzing could be heard all around.
  15. OK, ill wait at this point for DS42's reponse (or non response)!
  16. Supercape graciously took the USB device from the admiral. He paused a while, watching Ironclad and Quintescence scurry off excitedly. He had not the technological skill of Ironclad to be interested in, or indeed understand, the ships engines (other than in a highly theoretical way), and when he could travel the universe, the excitement of this particular quarter of space held no particular attraction. He tucked the device away and decided to simply head off to his quarters, bidding his companions and the Lor goodbye. He lay down on his bed, contemplating the events. He had a sneaking suspicion there was more to the whole matter than met the eye, but despite turning it over and stewing on it, he came to the conclusion that there was simply no way of penetrating the matter further until he knew more. Rest assured, his eyes closed, and he decided to take advantage of a sleep, to be better rested.
  17. Ace. Could I have a little direction in IC about what Omen is doing next? :)
  18. Hazard Time: Reflex Roll DC 12 to avoid the Steel Girder collapsing on you. If it hits, thats a DC 20 Toughness roll. Now, in addition the Russian will have to make the same rolls. Of course, you can shove him out of the way but that raises your Reflex DC to 17!
  19. GM The Big Russian, clearly frightened, alternated between resisting and helping. One thing was certain, he would be a big lump of dead weight if he was unconscious. Omen kicked open the door to the stairs - the designated emergency escape. It was full of fumes but still empty. The apartment complex was 5 floors. The top, where he had busted in, was pretty empty. The ground level was halls and reception, so that was probably relatively empty too. That left floors 3,2, and 1, with the residents in. There was an outside iron fire escape, hopefully at least some residents had managed to get away. Another explosion boomed through the stairwell, and with it, the roof cracked, spraying debris over Omen and the Russian. It was swiftly followed by a belch of smoke and a large part of the roof collapsed on them, with a steel girder swinging straight towards the pair!
  20. GM Marcus was a skilled fighter, better than the slower Gauntlet, but the Iron Shell's arms caught the bear - more by luck than judgement - and pushed his claws away. "You are a pale shadow of her..." it groaned, and started to lumber towards the girl. The young girl snarled at them both. "Stay away!" she spat, as she dropped to all fours. Her arms and legs seemed to bend and twist, rippling with sinew and bone, until finally she leapt away, running like a gazelle, into the forest depths. "Impressive..." came the iron grating of Gauntlet, as it continued to hurtle into the forest.
  21. Even for Gauntlet, that's a miss. Ferral: Move Action: Change!!! STandard Action: Run away!!! Gauntlet: Moving All Out, following Ferral and reaching her. Next Round!
  22. Ok major-ish edit on Supercape. Largely to bring him down to PL 12. He is not spending all his PP still. The reason for this is that I am going to work him up to have an alien sidekick next reward, so some PP put aside for that and some associated powers. Anyway, the changes: +4 STR, +2 INT. Just to make him a bit more heroic! +1 Reflex Save +3 PP of skills (slightly lowering concentration, increases to life sciences and notice, gain earth sciences and medical skills). He has one rank unspent on skills, this is left empty because he will learn an alien language later on! +1 Luck Feat Losing the "Academic Prestige" Benefit - I don't really know what this meant, and never used it. It's totally encapsulated by fluff in my opinion. Powers: Atomic Force Array is reduced down to PL 12, but improved with some additional extra's. No new alternate powers! Flight is folded into his Device (Supercape) which makes a lot more sense, as gravitic propulsion within the suit. Supercape has to fly of course, but it never really made much sense to me how he could. This solves that irritation. In addition, Supercape's quick change ability comes with a disguise skill bonus. Extra things he can detect with supersenses. Forcefield reduced in strength (to PL 12) and made subtle and selective. http://www.freedomplaybypost.com/wiki/images/b/ba/SupercapeHF.pngPlayer Name: Supercape Character Name: Supercape Power Level: 15 (230/241PP) Trade-Offs: -4 Defense / +4 Toughness Unspent PP: 12 Progress to Platinum Status: 91/120 In Brief: 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. Alternate Identity: Quentin Quill Identity: Secret Birthplace: London, United Kingdom Occupation: Lecturer / Professor Affiliations: Cambridge University (former), Freedom City University (current) Family: All Deceased Age: 40 Apparent Age: 35 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 210 lbs. Eyes: Blue Hair: Blonde Description: 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. 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 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. 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). 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. Abilities: 4 + 0 + 4 + 10 + 8 + 2 = 28PP Strength: 14 (+1) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 8 + 16 = 24PP Initiative: +0 Attack: +4 Grapple: +4 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -9/-1 Saving Throws: 8 + 5 + 8 = 24PP Toughness: +18/+2 (+2 Con, +12 Forcefield, +4 Supercape) Fortitude: +10 (+2 Con, +8) Reflex: +5 (+0 Dex, +5) Will: +15 (+4 Wis, +11) Skills: 75R = 19PP Concentration 16 (+20) Diplomacy 9 (+10) Knowledge (Behavioral Sciences) 6 (+10) Knowledge (Earth Sciences) 5 (+10) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 16 (+20) Languages 3 (English , French, German, Latin) Medicine 1 (+5) Notice 11 (+15) Feats: 3PP Benefit 1 ( Wealth 1) Equipment 0 (+1 Veteran Reward) Luck 2 The Lab (HQ) Powers: 75 + 20 + 10 + 1 + 18 + 6 = 133PP Atomic Force Control 31.5 (67PP Array, Feats: Alternative Power 8) Base Power: Blast 12 (Extras: Penetrating, Range , Secondary Effect ; Feats: Affects Insubstantial 2, Incurable, Indirect, Precise, Subtle, Variable Descriptor ) (Radiation Control) Alternate Power: Blast 12 (Extras: Area , Range , Feats: Affects Insubstantial 2, Incurable, Indirect, Progression: Decrease Area 11, Subtle, Triggered 2, Variable Descriptor ) (Radiation Burst) Alternate Power: Communication 20 (Radio, "Anywhere In The Universe," Feats: Dimensional 2 , Variable Descriptor ) (Quantum Hole) ESP 20 (Radio Senses, "Anywhere In The Universe," Extras: Duration , Feats: Dimensional 2 , Subtle 2) (Quantum Hole) Alternate Power: Create Object 12 (12 cubes, STR 60 Heavy Load: 50 tons], Toughness +14, Extras: Duration , Impervious, Range , Feats: Affects Insubstantial 2, Indirect, Innate, Precise, Progression 2 , Stationary, Subtle, Variable Descriptor ) (Quantum Matter) Alternate Power: Dazzle 12 (Radio & Visual Senses, Extras: Area , Range , Feats: Feature , Indirect, Progression 3 , Subtle, Triggered 2) (Radiation Pulse) Alternate Power: Drain Toughness 14 (Extras: Affects Objects, Range 2 , Feats: Affects Insubstantial 2, Indirect, Insidious, Reversible, Slow Fade , Subtle) (Atomic Unbonding) Alternate Power: Nauseate 14 (Extras: Poison (environmental radiation immunity as opposed to poison immunity resists this power), Range 2 , Feats: Affects Insubstantial 2, Indirect, Incurable, Reversible, Subtle) (Irradiate) Alternate Power: Transform 10 (Change Matter States of Inanimate Objects , 1000 lbs., Extras: Duration , Range , Feats: Indirect, Precise, Selective , Subtle) (Atomic Bond Manipulation) Alternate Power: Teleport 20 ("Anywhere In The Universe," Extras: Accurate, Linked , Flaws: Limited , Feats: Change Velocity, Change Direction, Progression 5 ) + Super-Movement 5 (Dimensional Movement 2 , Temporal Movement 3 , Extras: Linked , Feats: Progression (Dimensional Move) 5 , Progression (Temporal Move) 5 ) (Quantum Teleportation) Device 5 (25PP Container, Flaws: Hard-To-Lose) (Supercape) Atomic Force Control 0 (Feats: Alternate Power) Alternate Power: Strike 12 (Extras: Aura, Duration 2 , Feats: Accurate 4, Extended Reach 1, Incurable, Selective) (Glowing Cape, Quantum, Radiation) Enhanced Disguise 1 (+4 to Disguise skill) Features 3 (Environmental Adaptation , Quick Change 2) Flight 4 (100mph / 1,000ft per Move Action, Feats: Subtle) Immunity 7 (Environments , Suffocation) Protection 4 Force Field 10 (Feats: Selective, Subtle) Immunity 1 (Own Powers) Super-Senses 18 (Accurate, Analytical, Extended , Tracking Radio Senses , Counters Concealment , Detect Dimensional 1, Detect EM Radiation 3 , Detect Temporal 1, Radar , Radio) (Energy Sense) Super-Senses 6 (Gravitic Blindsight , Extras: Accurate, Acute, Radius, Ranged) (Atomic Sense ) Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Atomic Bond Control Perception/Area DC20 Fortitude Transformed Atomic Unbonding Perception DC22 Fortitude (Staged) Drain Toughness Irradiate Perception DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Radiation Burst Perception/Area DC27 Toughness (Staged) Damage (Energy) Radiation Control Perception DC27 Toughness (Staged) Damage (Energy) Radiation Pulse Perception/Area DC22 Reflex No Effect DC21 Fortitude Dazzle Radio+Visual Strike Aura Touch DC27 Toughness Damage (Energy) Totals: Abilities (28) + Combat (24) + Saving Throws (24) + Skills (19) + Feats (3) + Powers (132) - Drawbacks (0) = 230/241 Power Points And the sheet should look like this... http://www.freedomplaybypost.com/wiki/images/b/ba/SupercapeHF.pngPlayer Name: Supercape Character Name: Supercape Power Level: 15 (230/241PP) Trade-Offs: -4 Defense / +4 Toughness Unspent PP: 12 Progress to Platinum Status: 91/120 In Brief: 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. Alternate Identity: Quentin Quill Identity: Secret Birthplace: London, United Kingdom Occupation: Lecturer / Professor Affiliations: Cambridge University (former), Freedom City University (current) Family: All Deceased Age: 40 Apparent Age: 35 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 210 lbs. Eyes: Blue Hair: Blonde Description: 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. 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 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. 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). 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. Abilities: 4 + 0 + 4 + 10 + 8 + 2 = 28PP Strength: 14 (+1) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 8 + 16 = 24PP Initiative: +0 Attack: +4 Grapple: +4 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -9/-1 Saving Throws: 8 + 5 + 8 = 24PP Toughness: +18/+2 (+2 Con, +12 Forcefield, +4 Supercape) Fortitude: +10 (+2 Con, +8) Reflex: +5 (+0 Dex, +5) Will: +15 (+4 Wis, +11) Skills: 75R = 19PP Concentration 16 (+20) Diplomacy 9 (+10) Knowledge (Behavioral Sciences) 6 (+10) Knowledge (Earth Sciences) 5 (+10) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 16 (+20) Languages 3 (English , French, German, Latin) Medicine 1 (+5) Notice 11 (+15) Feats: 3PP Benefit 1 ( Wealth 1) Equipment 0 (+1 Veteran Reward) Luck 2 The Lab (HQ) Powers: 75+ 20 + 10 + 1 + 18 + 6 = 132PP Atomic Force Control 31.5 (67PP Array, Feats: Alternative Power 8) Base Power: Blast 12 (Extras: Penetrating, Range , Secondary Effect ; Feats: Affects Insubstantial 2, Incurable, Indirect, Precise, Subtle, Variable Descriptor ) (Radiation Control) Alternate Power: Blast 12 (Extras: Area , Range , Feats: Affects Insubstantial 2, Incurable, Indirect, Progression: Decrease Area 11, Subtle, Triggered 2, Variable Descriptor ) (Radiation Burst) Alternate Power: Communication 20 (Radio, "Anywhere In The Universe," Feats: Dimensional 2 , Variable Descriptor ) (Quantum Hole) ESP 20 (Radio Senses, "Anywhere In The Universe," Extras: Duration , Feats: Dimensional 2 , Subtle 2) (Quantum Hole) Alternate Power: Create Object 12 (12 cubes, STR 60 Heavy Load: 50 tons], Toughness +14, Extras: Duration , Impervious, Range , Feats: Affects Insubstantial 2, Indirect, Innate, Precise, Progression 2 , Stationary, Subtle, Variable Descriptor ) (Quantum Matter) Alternate Power: Dazzle 12 (Radio & Visual Senses, Extras: Area , Range , Feats: Feature , Indirect, Progression 3 , Subtle, Triggered 2) (Radiation Pulse) Alternate Power: Drain Toughness 14 (Extras: Affects Objects, Range 2 , Feats: Affects Insubstantial 2, Indirect, Insidious, Reversible, Slow Fade , Subtle) (Atomic Unbonding) Alternate Power: Nauseate 14 (Extras: Poison (environmental radiation immunity as opposed to poison immunity resists this power), Range 2 , Feats: Affects Insubstantial 2, Indirect, Incurable, Reversible, Subtle) (Irradiate) Alternate Power: Transform 10 (Change Matter States of Inanimate Objects , 1000 lbs., Extras: Duration , Range , Feats: Indirect, Precise, Selective , Subtle) (Atomic Bond Manipulation) Alternate Power: Teleport 20 ("Anywhere In The Universe," Extras: Accurate, Linked , Flaws: Limited , Feats: Change Velocity, Change Direction, Progression 5 ) + Super-Movement 5 (Dimensional Movement 2 , Temporal Movement 3 , Extras: Linked , Feats: Progression (Dimensional Move) 5 , Progression (Temporal Move) 5 ) (Quantum Teleportation) Device 5 (25PP Container, Flaws: Hard-To-Lose) (Supercape) Atomic Force Control 0 (Feats: Alternate Power) Alternate Power: Strike 12 (Extras: Aura, Duration 2 , Feats: Accurate 4, Extended Reach 1, Incurable, Selective) (Glowing Cape, Quantum, Radiation) Enhanced Disguise 1 (+4 to Disguise skill) Features 3 (Environmental Adaptation , Quick Change 2) Flight 4 (100mph / 1,000ft per Move Action, Feats: Subtle) Immunity 7 (Environments , Suffocation) Protection 4 Force Field 10 (Feats: Selective, Subtle) Immunity 1 (Own Powers) Super-Senses 18 (Accurate, Analytical, Extended , Tracking Radio Senses , Counters Concealment , Detect Dimensional 1, Detect EM Radiation 3 , Detect Temporal 1, Radar , Radio) (Energy Sense) Super-Senses 6 (Gravitic Blindsight , Extras: Accurate, Acute, Radius, Ranged) (Atomic Sense ) Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Atomic Bond Control Perception/Area DC20 Fortitude Transformed Atomic Unbonding Perception DC22 Fortitude (Staged) Drain Toughness Irradiate Perception DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Radiation Burst Perception/Area DC27 Toughness (Staged) Damage (Energy) Radiation Control Perception DC27 Toughness (Staged) Damage (Energy) Radiation Pulse Perception/Area DC22 Reflex No Effect DC22 Fortitude Dazzle Radio+Visual Strike Aura Touch DC27 Toughness Damage (Energy) Totals: Abilities (28) + Combat (24) + Saving Throws (24) + Skills (19) + Feats (3) + Powers (132) - Drawbacks (0) = 230/241 Power Points Fission generated by trollthumper.
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