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Supercape

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  1. I would be interested in throwing Supercape in as his debut!
  2. Hello everybody, me and my hero (Supercape) have arrived in Freedom City! Having glided in, I would like to shamelessly advertise for some heroic action, if any is going? I am a bit of a newbie at all of this, by which I mean, complete newbie. Familiar enough with the system but not PBM. However, I can offer an extremely spiffy cape, and totally unrealistic green radiation effects all in the spirit of superheroic fun. If someone can offer me some action, I will do my best to contribute (im ignorant but I do listen!) - would love to have Supercape debut! Cheers for any help! :D
  3. Morning/Afternoon/Evening, I'm a Londoner, married, no kids, and a Doc by trade. I play RPGs now and again, and was very impressed with M&M. I guess i'm a bit of a superhero fan, although not a comic reader. I think I found this through Atomic Think Tank, I thought I would try it out. My writing skills are atrophied to the point of utter feebleness; perhaps this site will sort that out! Also, I have mild dyslexia and am an appalling proof reader, so apologies for the mess that will leave!
  4. Oops. Sorry. Dang, this post too! Sorry again!
  5. I'm far from expert here: only in PnP version. However, if you breathe over entire skin, you may wish to get Immunity 1 (Suffocation, from stragulation/choking) ?
  6. His fear may not be totally routed in reality. He sees flying around in a cape slightly silly for a 40 year old man who up to now was a respectable academic. He is more of the bumbling oxford academic than Reed Richards academic. Does that make sense?
  7. Editted, I hope the final time! Thanks for all your help.
  8. THats the gravity/mass thing then! I like the idea of not being able to sense insubstantial things with it! (although it might depend partly on descriptors I guess. But most insubstantial things would be massless). The Energy sense? It feels more like a radio based sense, +accuracy for 3 PP.However its not a "radar", it just detects energy. Would this be ok? Cheers again
  9. Thanks for your replies. Ok, ill tell you what I am trying to acheive! I would like him to be aware of energy and mass around him basically. Aware of its nature and its location. So, these senses I think would be radius, ranged, acute, and accurate. As to what exactly he is aware of The gravity/mass thing is like a form of mental spatial awareness: I am lumping them together because all mass has gravity! Its a kind of "atomic sense". So he couldn't read or work out colours, but he could sense there is a lump of heavy metal on the table, navigate "blindly" or sense there is a 200 lbs man-shaped object about to hit him with a club shaped heavy object. The energy sense is similar. He could see invisible force fields, electic currents, radiowaves, power cells, robots, etc. Does that help?
  10. Thanks again. Supersense allways defeated me. OK. So the best way I can think of his supersenses is: A "mental" Gravity/Mass sense: Detect/Ranged (2), Radius (1), Acute (1), Accurate (2) = 6 A "radio" Energy sense Detect (1), Accurate (2) = 3 but isnt this just a radar? Or should this be a mental sense as per the Gravity/Mass sense, allowing him to sense where energy is and what energy it is?
  11. Actually, thinking about it, it might be best to plump all 3 spare PPs into making energy sense acute and accurate. That fits him a lot better I think. It leaves reflex at +0. This fits conceptually (it will be pumped up if/when he gains further pps as he becomes more experienced in fighting). Would that be acceptable?
  12. Huge thankyou for that. Very helpful. May I ask a few questions? Re: Supersenses. I thought there was an "esoteric" category aswell, but I guess not! In which case, I am not entirely sure which category to put his powers. The energy sense might be best thought of as Radio I guess. The Mass/Gravity sense feels more mental (he is just kind of aware of atoms and mass). I am presuming as its accurate, he can use this to navigate (that was the intention anyway, like a very advanced form of blindsight). Re: Explosions. No qualm here, I chose that as it fitted better conceptually, but I know what a pain that can be (playing it PnP we used to just give guestimates of how close people would be in). Would changing to burst be ok? Profession can be replaced no problem - I was thinking of it terms of a skill rather than wealth but If the game isnt really using these skills... I wouldn't be too keen on Perform (Orate), maybe 2 ranks only, as one of his RP features is not particularly liking big crowds (Allthough liking and being able to do it are not always the same!) Why no reflex save? Well, because he is not a fighter, getting on to middle aged, and just not that sprightly I guess. I was pondering even reducing his Dex to 8 (thoughts on that). I could push it up reflex a point or two maybe? Re Subtle. I was thinking here that the point of enemation was subtle rather than the effect. So, if he mentally manipulates some quantum forces, it isnt obvious it comes from him (unless someone has some nifty special senses that see some quantum flux strings or whatever enemating from him). The actual effect I would like to be quite obvious, shining comic book radiation of one form or another. I hope this is a reasonable use of subtle? It explains why his forcefield, flight, teleport are all unsubtle. I was toying with using the optional "Noticible" drawback making them superobvious, but this felt like point-gaming. Perception is very much how I see his power. Sense an atom, manipulate it, effect. Any further advice? At the moment i'm thinking scrapping Profession skill (providing its not being used in the game at all), plumping 2 ranks into Perform (Orate), saving 1 PP With that, and the two reserve PP from the senses, giving him +2 Reflex and Making his energy sense acute (which it should be, really). Overall, i'm conceptually thinking about putting up his combat skills and saves with experience (more pp). He has all the powers he wants (maybe energy sense could be accurate, and ultimately he would bump up his radiation control powers at PL 11). Further pp's representing him maturing from a "what's this fighting all about" inexperienced hero, to one with some actual skill.
  13. AH Cheers. Sorry for my litany of mistakes. AT this point, it seems reworked enough for a complete repost - is that advisable or persue with this thread?
  14. Oops, I cut and paste and it turned non-bolded, non italic for some reason, I will readjust! Re: Background. Yes, I can see it could be seen as Iron Age, but that's not how I envisage him. Whilst technically the ends justify the means, he is still an upright/uptight monologue type of guy. In some ways, he would react with great antipathy towards anything Iron-Age - like a raging religious fanatic who believes divine authority makes him automatically right, or even a vigilante who is reacting more to rage than anything else. I'm thinking more Mr. Spock than the Punisher. I hope that makes sense. Yes, his loud skepticism is going to be a problem. Hopefully in a good way. He would view divinely influenced characters as something else, not gods. As above, they hold no moral authority. Judge a man by the facts!. Again, this is more about monologues, debates and complications than aiming to screw up the game. Re: Powers. I can understand the issues here. I don't want to make an academic professor a good fighter however (maybe when he has had some fights). Hence the envisaged perception range powers. The AoE radation bursts are something that feel quite key to me however (excite an atom, it go boom). More like a pulse of energy / light than a destructive force. I have found AoE powers can be quite fun from a rpg perspective - they are not to be used lightly. Could I ask advice: I could rejig quite happily in a couple of ways: 1. Make them ranged powers, and buy some Accurate feats, meaning he would have a high attack bonus using his own powers (this fits. As I said, I don't see him as a skilled fighter, but he could be nifty with his powers) 2. Loose some of the other extra's, like penetrating, reducing cost of powers, and ultimately lowering disintegrate power rank. 3. Something else entirely!
  15. [floatr][/floatr]Player Name: Supercape Character Name: Supercape Power Level: 13/15 (250/250 PP) [352] Trade-Offs: -5 Defense / +5 Toughness Unspent PP: 0 Progress to Orichalcum Status: 207/180 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 great 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 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. 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 - altering inanimate objects from solid to liquid to gas . 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. Supercape has the ability to create “Quantum Matterâ€, a crystalline substance that is extremely tough and durable. Quantum matter is normally very stable, but in many ways doesn’t technically exist. If it is observed or analysed (particularly by somebody who is scientific) it can cease to be. Whilst Quantum Matter is extremely durable, even a slight crack will cause it to shatter completely, like a crystal or glass. Supercape protects himself with an quantum field. Normally this is an invisible (until struck) shield of energy (quantum energy, of course!). However, he can alter the modulation of this field, to either turn into a reflective, mirror like surface (that reflects energy back), or a field that is less strong, working by “phasing†him, allowing him to move through solid objects, and (more importantly for the space traveller) recycling oxygen molecules. 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 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. Don’t look to closely…: Quantum Matter is a curious substance. If perfectly observed (by someone with the right instruments or supersenses, and with adequate INT or knowledge skills) it’s wave-function collapses in on itself and it ceases to exist (if it did anyway?). Abilities: 4 + 0 + 4 + 10 + 10 + 2 = 30PP Strength: 14 (+1) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 12 (+1) Combat: 8 + 16 = 24PP Initiative: +0 Attack: +4 Grapple: +6 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -9/-1 Saving Throws: 8 + 5 + 13 = 26PP Toughness: +18/+2 (+2 Con, +10 Forcefield, +6 Supercape) Fortitude: +10 (+2 Con, +8) Reflex: +5 (+0 Dex, +5) Will: +18 (+4 Wis, +15) Skills: 76R = 19PP Concentration 15 (+20) Computers 2 (+7) Diplomacy 9 (+10) Disguise 0/4 [from costume] (+5) Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Earth Sciences) 5 (+10) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 15 (+20) Languages 3 (English [Native], French, German, Latin) Medicine 2 (+7) Notice 10 (+15) Feats: 3PP Benefit 1 ( Wealth 1) Equipment 0 (+1 Veteran Reward) Luck 2 Powers: 78 + 20 + 24 + 1 + 19 + 6 = 148PP Atomic Control 31.5 (71PP Array, Feats: Alternative Power 7) [78PP] Base Power: Blast 13 (Extras: Penetrating, Range [Perception], Secondary Effect ["Afterglow"]; Feats: Affects Insubstantial 2, Incurable,, Precise, Subtle, Variable Descriptor [Any Electromagnetic]) [71PP] (Radiation Control) Alternate Power: Blast 13 (Extras: Area [Targeted, Burst, 20-650ft radius], Range [Perception], Feats: Affects Insubstantial 2, Incurable,, Progression: Decrease Area 9, Progression Increase Area 3 (x10), Subtle, Triggered 2, Variable Descriptor [Any Electromagnetic]) [71PP] (Nuclear Explosion) Alternate Power: [26 + 44 = 70PP] Communication 20 (Radio, "Anywhere In The Universe," Feats: Dimensional 2 [Alternate Realities], Indirect 3, Variable Descriptor [Any Electromagnetic]) [26PP] plus ESP 20 (Radio Senses, "Anywhere In The Universe," Extras: Duration [sustained], Feats: Dimensional 2 [Alternate Realities], Subtle 2) [44PP] (Quantum Tunnel) Alternate Power: Create Object 13 (13 cubes, STR 60 [Heavy Load: 50 tons], Toughness +13, Extras: Duration [Continuous], Impervious, Range [Perception], Feats: Affects Insubstantial 2, Innate, Precise, Stationary, Subtle, Variable Descriptor [different hues and translucency. Drawbacks: Any damage (injury) will cause shattering, equal to a “disabled†condition) [67PP] (Quantum Matter) Alternate Power: Dazzle 13 (Radio & Visual Senses, Extras: Area [General, Burst], Range [Perception], Feats: Feature [Can choose to Dazzle individual senses instead of all senses of a given type] , Progression [Area] 3 [600ft radius], Subtle, Triggered 2) [67PP] (Radiation Pulse) Alternate Power: Nauseate 13 (Extras: Poison (environmental radiation immunity as opposed to poison immunity resists this power), Range 2 [Perception], Feats: Affects Insubstantial 2, Incurable, Precise, Reversible, Subtle) [71PP] (Irradiate) Alternate Power: Transform 11 (Change Matter States of Inanimate Objects [solid, Liquid, Gas], 1000 lbs., Extras: Affects Objects (only) (+0), Duration [Continuous], Range [Perception], Feats: Precise, Progression 2 (up to 12,500lbs), Selective [Only certain types of molecules in the material], Subtle) [71PP] (Atomic Bond Manipulation) Alternate Power: Teleport 20 ("Anywhere In The Universe," Extras: Accurate, Linked [Dimensional Movement], Flaws: Limited [Long-Range / Full Action], Feats: Change Velocity, Change Direction, Progression [Cargo] 6 [10,000 lbs.]) [47PP] + linked Super-Movement 5 (Dimensional Movement 2 [Any Non-Mystic], Temporal Movement 3 [Any Time], Extras: Linked [Teleport], Feats: Progression (Dimensional Move) 6 [10,000lbs], Progression (Temporal Move) 6 [10,000lbs]) [10PP] (Quantum Entaglement) [48+ 22 = 70PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Supercape) Atomic Force Control 0 (Feats: Alternate Power) [1PP] Alternate Power: Strike 12 (Extras: Aura, Duration 2 [sustained], Feats: Accurate 4, Affect Insubstantial 2, Extended Reach 1, Incurable, Selective) [69PP] + Linked Light Control 2 (Bright Light, 10’ Radius Flaws Range (Personal)) (Glowing Cape, Quantum, Radiation) [1PP] Enhanced Disguise 1 (+4 to Disguise skill) [1PP] Features 3 (Environmental Adaptation [Zero Gravity], Quick Change 2) [3PP] Flight 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [9PP] Immunity 5 (All Environments ) [7PP] Protection 6 [6PP] Force Field Array 11 ( 22 PP Array Feats Alternate Power 2) [24PP] (Quantum Fields) Base Power: Force Field 10 (Quantum Shield; Extras: Impervious Feats: Selective, Subtle) {22PP } Alternate Power: Force Field 10 (Quantum Mirror; Extras: Impervious (+1), Reflective (+1)Flaws: Impervious and Reflective only against energy attacks Feats: Selective, Second Chance (Laser Blast) ) {22PP} Alternate Power: Force Field 10 (Phased Shield; Feats: Subtle, Selective[ b]) linked with Immunity 2 [Suffocation (all); Extras: Sustained Duration (+0)) linked with Super Movement 3 (Permeate 3 (Full movement)) {12+2+6=20PP } Immunity 1 (Own Powers) [1PP] Super-Senses 19 (Accurate, Analytical, Extended [100ft Notice Increments], Tracking Radio Senses [All], Counters Concealment [All Radio Senses], Detect Dimensional 1, Detect EM Radiation 3 [Radio], Detect Quantum 1, Detect Temporal 1, Radar [Radio], Radio) [19PP] (Energy Sense) Super-Senses 6 (Gravitic Blindsight [Mental], Extras: Accurate, Acute, Radius, Ranged) [6PP] (Atomic Sense [Gravity/Mass]) Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Atomic Bond Control Perception/Area DC21 Fortitude Transformed Atomic Unbonding Perception DC23 Fortitude (Staged) Drain Toughness Irradiate Perception DC23 Fortitude (Staged) Sickened/Nauseated/Helpless Radiation Burst Perception/Area DC28 Toughness (Staged) Damage (Energy) Radiation Control Perception DC28 Toughness (Staged) Damage (Energy) Radiation Pulse Perception/Area DC23 Reflex No Effect DC23 Fortitude Dazzle Radio+Visual Strike Aura Touch DC27 Toughness Damage (Energy) Totals: Abilities (30) + Combat (24) + Saving Throws (26) + Skills (19) + Feats (3) + Powers (148) - Drawbacks (0) = 250/250 Power Points
  16. Rejigged, Attack now at +4, STR and power array lowered Presenting Supercape for scrutiny. Did my best with the format thingy! Power Level: 10 (105/105pp) Trade-Offs: -4 Defence, +4 Toughness Unspent pp: 0 Gold Status: 0/30 In Brief: An impressive but radical academic polymath, Quentin Quill was investigating the relationship between thought and physics when he found his perception expanding to the quantum level, Armed with the power over atomic forces, he has become Supercape! Alternate Identities: Quentin Quill Identity: Secret Birthplace: London, UK Occupation: Lecturer Affiliations: Paragon University Family: None alive Age: 40 Apparent Age: 35 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 205 Eyes: Blue Hair: Blonde Description: Supercape is a large, stocky built man who is muscular but not in good shape. He remains a handsome and somewhat youthfull appearance. He dresses in smart casual clothes which, in a blink of an eye, he can transform to any cut and colour, in particular, the magnificently caped costume of his hero: a deep blue and white patterned, loose cloth, with a huge fluttering cape. History: Something of a recluse for most of his life, caught up in radical research in Cambridge, when Quentin cracked the relationship between quantum mechanics and thought, he found his perception and mental powers expanded. It is not entirely clear whether this is mutant, psychic, or just a natural ability of all thinking beings, but he has mastered it. Able to sense mass and energy, even at the atomic scale, and then use his power to manipulate atomic bonds and forces (on a small scale), he has decided this power must be used to protect and safeguard humankind. Personality & Motivation: Supercape is a charming recluse. He is not particularly comfortable with publicity or crowds, although pleasant company individually. This is perhaps why he hides behind his massive ostentatious cloak as a superhero. He remains an interested, curious academic in personality. He is deeply moral, but not in a religious or simple sense. Rather, he feircely beleives in utalitarian ethics (he is an atheist himself, quite militant in this manner). Powers & Tactics: Supercape can fly and teleport by manipulating local quantum forces. He can sense mass (gravity) and energy all around him, to a fine detail, using this instead of normal vision if he wishes. He wears specially psychically reactive constructed clothes, with an unstable atomic structure. Aside from protection, they can rearrange into any clothing he wishes. Supercapes main power is the ability to manipulate atomic forces. He can weaken atomic bonds, causing matter to fly apart and disintegrate, or increase the bonding, allowing him to form solids out of gas in structures he chooses. By directly stimulating an atom, he can cause a minor nuclear explosion, or pulse of EM and light energy, blinding those in its wake. FInally, he can directly irradiate an object, or person, giving them a contagious radiation sickness. He is of course, somewhat loathe to use highly destructive powers, and will do so only in dire need. In a fight, Supercape will tend to fly in, deliver a monolouge or engage in (usually ineffective) rational argument and debate. If things require a more direct approach, he will unleash his atomic powers usually directly. This is not to say he will adapt his tactics and think intelligently should the need arise. Complications: Ethical Code: Supercape is quite vehement in his own moral code of utalitarianism. He finds it difficult to abide by any other moral (in his view, illogical) system, particularly a faith based one. 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. Secret Shame over ID: Supercape is absolutely petrified of his secret ID being revealed. It would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape. Unpredictable Effects: 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. Abilities: 0 + 0 + 6 + 8 + 8 + 2 = 24pp Str 10 (+0) Dex 10 (+0) Con 16 (+3) Int 18 (+4) Wis 18 (+4) Cha 12 (+1) Combat: 8 + 12 = 20pp Initiative: +0 Attack: +4 Grapple: +0 Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 3 + 0 + 3 = 6pp Toughness: +14 (+3 Con, +11 [Other]) Fortitude: +6 (+3 Con, +3) Reflex: +0 (+0 Dex, +0) Will: +7 (+4 Wis, +3) Skills: 36R = 9pp Diplomacy (4) +5 Knowledge (Behaviour Sciences) (6) +10 Knowledge (Life Sciences) (6) +10 Knowledge (Physical Sciences) (6) +10 Language (3) English, French, German, Latin Medicine (1) +5 Notice (6) +10 Profession (Lecturer) (4) +8 Feats: 3pp Attractive 1 Benefit Wealth Benefit Academic Prestige Powers: 52 + 1 + 3 + 8 + 7 + 7 + 9 + 4= 93pp Base Power: Atomic Blast (Blast 9; Extras: Penetrating, Range (Perception), Explosion; Power Feats: Affect Insubstantial 2, Reversible) [48pp] Alternate Power: Atomic Consolidation (Create Object 9; Extras: Custom (Objects have impervious toughness), Range (perception); Power Feats: Affects Insubstantial 2, Stationary) [1pp] Alternate Power: Atomic Pulse (Visual and Radio Dazzle 9; Extras: Range (perception), Explosion; Power Feats: Progression increase area -3 up to x10) [1pp] Alternate Power: Atomic Rending (Disintegrate 6 i.e. linked blast 7 and drain toughness 7; Extras: Affects Objects, Range (perception); Power Feats: Affects Insubstantial 2) [1pp] Alternate Power: Irradiate (Nauseate 9; Extras: Contagious, Range (perception); Power Feats: Affects Insubstantial 2, Reversible) [1pp] Immunity 1 (Own powers) [1pp] Protection 8 [8pp] Super-Senses 7 (Ranged detect and free action: Energy. Radius, Acute, Accurate) [7pp] Super-Senses 7 (Ranged detect and free action: Mass/Gravity. Radius, Acute, Accurate) [7pp] Base Power: Flight 4 (Flight 4 100mph) [8pp] Alternate Power: Teleport 8 (2000 miles as full action; Flaws: Long range) [1pp] Atomically Unstable Clothes - Device 1 (Hard to loose) [4pp] Enhanced Trait 2 (Quick Change 2) Protection 3 Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC16 Toughness (Staged) Damage Atomic Rending Perception DC 17 Fortitude Drain Toughness DC 22 Toughness (Staged) Damage Irradiate Perception DC 19 Fortitude (Staged) Nauseate Atomic Pulse Perception DC 19 Fort/Reflex Dazzle Vision + Radio Atomic Blast Perception DC 24 Toughness (Staged) Damage Abilities (24) + Combat (20) + Saving Throws (6) + Skills (9) + Feats (3) + Powers (88) - Drawbacks (0) = 150pp
  17. Cheers, missed that! will sort out
  18. Supercape

    Supercape!

    Presenting Supercape for scrutiny. Did my best with the format thingy! Power Level: 10 (105/105pp) Trade-Offs: -4 Defence, +4 Toughness Unspent pp: 0 Gold Status: 0/30 In Brief: An impressive but radical academic polymath, Quentin Quill was investigating the relationship between thought and physics when he found his perception expanding to the quantum level, Armed with the power over atomic forces, he has become Supercape! Alternate Identities: Quentin Quill Identity: Secret Birthplace: London, UK Occupation: Lecturer Affiliations: Paragon University Family: None alive Age: 40 Apparent Age: 35 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 205 Eyes: Blue Hair: Blonde Description: Supercape is a large, stocky built man who is muscular but not in good shape. He remains a handsome and somewhat youthfull appearance. He dresses in smart casual clothes which, in a blink of an eye, he can transform to any cut and colour, in particular, the magnificently caped costume of his hero: a deep blue and white patterned, loose cloth, with a huge fluttering cape. History: Something of a recluse for most of his life, caught up in radical research in Cambridge, when Quentin cracked the relationship between quantum mechanics and thought, he found his perception and mental powers expanded. It is not entirely clear whether this is mutant, psychic, or just a natural ability of all thinking beings, but he has mastered it. Able to sense mass and energy, even at the atomic scale, and then use his power to manipulate atomic bonds and forces (on a small scale), he has decided this power must be used to protect and safeguard humankind. Personality & Motivation: Supercape is a charming recluse. He is not particularly comfortable with publicity or crowds, although pleasant company individually. This is perhaps why he hides behind his massive ostentatious cloak as a superhero. He remains an interested, curious academic in personality. He is deeply moral, but not in a religious or simple sense. Rather, he feircely beleives in utalitarian ethics (he is an atheist himself, quite militant in this manner). Powers & Tactics: Supercape can fly and teleport by manipulating local quantum forces. He can sense mass (gravity) and energy all around him, to a fine detail, using this instead of normal vision if he wishes. He wears specially psychically reactive constructed clothes, with an unstable atomic structure. Aside from protection, they can rearrange into any clothing he wishes. Supercapes main power is the ability to manipulate atomic forces. He can weaken atomic bonds, causing matter to fly apart and disintegrate, or increase the bonding, allowing him to form solids out of gas in structures he chooses. By directly stimulating an atom, he can cause a minor nuclear explosion, or pulse of EM and light energy, blinding those in its wake. FInally, he can directly irradiate an object, or person, giving them a contagious radiation sickness. He is of course, somewhat loathe to use highly destructive powers, and will do so only in dire need. In a fight, Supercape will tend to fly in, deliver a monolouge or engage in (usually ineffective) rational argument and debate. If things require a more direct approach, he will unleash his atomic powers usually directly. This is not to say he will adapt his tactics and think intelligently should the need arise. Complications: Ethical Code: Supercape is quite vehement in his own moral code of utalitarianism. He finds it difficult to abide by any other moral (in his view, illogical) system, particularly a faith based one. 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. Secret Shame over ID: Supercape is absolutely petrified of his secret ID being revealed. It would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape. Unpredictable Effects: 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. Abilities: 2 + 0 + 6 + 8 + 8 + 2 = 26pp Str 12 (+1) Dex 10 (+0) Con 16 (+3) Int 18 (+4) Wis 18 (+4) Cha 12 (+1) Combat: 0 + 12 = 12pp Initiative: +0 Attack: +0 Grapple: +1 Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 3 + 0 + 4 = 7pp Toughness: +14 (+3 Con, +11 [Other]) Fortitude: +6 (+3 Con, +3) Reflex: +0 (+0 Dex, +0) Will: +8 (+4 Wis, +4) Skills: 36R = 9pp Diplomacy (4) +5 Knowledge (Behaviour Sciences) (6) +10 Knowledge (Life Sciences) (6) +10 Knowledge (Physical Sciences) (6) +10 Language (3) English, French, German, Latin Medicine (1) +5 Notice (6) +10 Profession (Lecturer) (4) +8 Feats: 3pp Attractive 1 Benefit Wealth Benefit Academic Prestige Powers: 57 + 1 + 3 + 8 + 7 + 7 + 9 + 4= 93pp Base Power: Atomic Blast (Blast 10; Extras: Penetrating, Range (Perception), Explosion; Power Feats: Affect Insubstantial 2, Reversible) [53pp] Alternate Power: Atomic Consolidation (Create Object 10; Extras: Custom (Objects have impervious toughness), Range (perception); Power Feats: Affects Insubstantial 2, Stationary) [1pp] Alternate Power: Atomic Pulse (Visual and Radio Dazzle 10; Extras: Range (perception), Explosion; Power Feats: Progression increase area -3 up to x10) [1pp] Alternate Power: Atomic Rending (Disintegrate 7 i.e. linked blast 7 and drain toughness 7; Extras: Affects Objects, Range (perception); Power Feats: Affects Insubstantial 2) [1pp] Alternate Power: Irradiate (Nauseate 10; Extras: Contagious, Range (perception); Power Feats: Affects Insubstantial 2, Reversible) [1pp] Immunity 1 (Own powers) [1pp] Protection 8 [8pp] Super-Senses 7 (Ranged detect and free action: Energy. Radius, Acute, Accurate) [7pp] Super-Senses 7 (Ranged detect and free action: Mass/Gravity. Radius, Acute, Accurate) [7pp] Base Power: Flight 4 (Flight 4 100mph) [8pp] Alternate Power: Teleport 8 (2000 miles as full action; Flaws: Long range) [1pp] Atomically Unstable Clothes - Device 1 (Hard to loose) [4pp] Enhanced Trait 2 (Quick Change 2) Protection 3 Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC16 Toughness (Staged) Damage Atomic Rending Perception DC 17 Fortitude Drain Toughness DC 22 Toughness (Staged) Damage Irradiate Perception DC 20 Fortitude (Staged) Nauseate Atomic Pulse Perception DC 20 Fort/Reflex Dazzle Vision + Radio Atomic Blast Perception DC 25 Toughness (Staged) Damage Abilities (26) + Combat (12) + Saving Throws (7) + Skills (9) + Feats (3) + Powers (93) - Drawbacks (0) = 150pp
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