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Sunset (PL10/11) - Supercape (Impervium)

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Player Name: Supercape
Character Name: Sunset
Power Level: 11 (155/165)
Trade-Offs: None
Unspent Power Points: 10
Progress To Bronze Status: 15/30

In Brief: Two lovers,  one superhero!

Alternate Identity: Sam Soma (and the suit “The Radicalâ€, see below)
Identity: Secret
Birthplace: New Delhi
Occupation: Businesswoman (Registered but rarely practicing lawyer)
Affiliations: Soma Industries, LGBT Communities / Civil Liberties Groups.
Family: Amil Soma (Father), Marina Soma (Mother)

Age: 30 (DoB: 1/1/1984)
Apparent Age: 30 [As the Radical, mid 30s]
Gender: Female [As the Radical, Male]
Ethnicity: Indian [As the Radical, Caucasian]
Height: 5’8†[As the Radical, 5’11â€]
Weight: 51Kgs [As the Radical, 81Kgs]
Eyes: Brown [As the Radical, Blue]
Hair: Mid/Short length Black [As the Radical, Blonde]

Sam Soma is a fairly tall woman of average build. She is of Indian descent but has fairly light skin. She has mid to short length dark black hair she wears in a variety of modern stylish cuts. She normally wears expensive clothes.
The PR Suit (Psycho Reactive Suit) is a small, thin costume that adapts to the wearers thoughts. It is virtually undetectable (subtle 2, noticed DC 20 by appropriate senses able to detect technology or psionic power, although note concealment to mental senses also applies), and can mimic most garments as per the thoughts of the wearer.
It also houses the psyche of “The Radicalâ€, a powerful if slightly deranged telepath of the 60s era. When the Radical utilises his psychic powers, the PRS will glow an orange/red light. Capable of exerting extreme flight and strength, the suit will flare initially a golden orange, but then fade to a dull red. Hence the name “Sunsetâ€.
When the Radical wishes to look out of the suit, it can form glowing red/orange eyes over it (giving radius vision).
As befitting a psycho-reactive suit, with Sam’s permission (or possibly without), the Radical persona/psyche can actively take over, effectively transforming Sam into the image of the Radical as he was in the sixties. A scruffy but handsome and muscular hippy, sandals or barefoot, with jeans, often bare chested, with a headband and long straggled blonde hair. He looks something like a surfer.
Power Descriptions:
Sunset’s powers normally are quite undramatic (bar the unusual appearance of her costume). The PR Suit is designed to greatly enhance physiological functioning, directly increasing strength and stamina, as well as allowing direct control over the wearers automatic physiological functions (such as heart rate, hormone levels, digestion, etc. ) These functions are basically invisible and built in to the system of the suit. Anyone wearing the suit will gain these powers.
The suit also houses the psyche of “the Radical†who is a powerful but slightly erratic psionic mutant (or at least, he was).  He had, and still has the ability to “steal†parts of peoples thoughts or brains. In addition, augmented by the PR suit, he can focus his psionic power into a kind of very limited psychokinetic power, effectively greatly increasing the effective strength of the suit, or propelling the suit with flight. However, whenever the Radical “manifests†these psionic abilities, the suit will flare a visible orange-red colour.
The Radicals ability to “Steal†peoples thinking allows mind reading and mimicking of their mental abilities, but also can be used to erase memories, or make people plain stupid. The greater suction needed to withdraw memories or intelligence requires him to enter the mind more fully, which in turn means the strong willed can enter his, and control him (and, by default, the PR Suit he resides in). A more subtle use of his “theft†skills is to eliminate social and mental inhibitions, hence increasing emotional responses.
The Radical was a trained doctor before he turned on, tuned in, and dropped out, and still possesses reasonable scientific and medical expertise which he can give to Sam. Of course, he may further augment these skills by “borrowing†the psychic and mental abilities of others.  

Sam Soma was born in Delhi, India, but soon moved to Freedom City with her parents when she was aged just five. A child of two cultures, and cultures that clashed, she was caught between authoritarian parents who pushed her to achieve and a more modern, liberal attitude around her. The death of her elder brother, in a car crash, five years later, only redoubled her parents attention and restrictions on her.
As she grew into teenage years, pushed into academic success by driven parents, she discovered she had a relatively minor, but still useful, telepathic power to sense the past. Not above using this to bend the rules, she has carved out a subsequent degree and career in law, and later, in he own company, Soma medical. But more importantly, she used this telepathic gift to escape her restricted upbringing. And with it, in her twenties, she met the Radical.
The Radical was a far more powerful telepathic figure in the 60s. A doctor initially, he joined the hippy movement, then became a drop out, an anarchist, liberal, political figure, and at least for a period, pin up for the hippy movement (both intellectually and romantically). He ended up destitute and drug addled on the streets, and eventually, dead on them. If he had not addled his brain so much on drugs, he could have been a powerful figure indeed, but as it was, he had a psionic ability to “tune in†to people and – in his words “borrow†their psychic strength. He could steal or eliminate parts of their thinking, but not telepathically communicate or control people.
Somehow, the two met through time, and somehow, they befriended each other. And, even stranger, they connected to a level that – after a fashion - they could be called lovers.
Sam well knew the Radical’s eventual fate and was determined not to let him fall to it. Using their combined abilities, in different era’s, they developed the PR Suit (Psycho-reactive Suit), a high tech nanomaterial that Sam could use to draw the Radicals psyche into.
It was a partial success. The Radical was drawn into the suit, leaving his destitute and addled body dead in the sixties, as was his fate. However, whilst housed in the suit, it would fully activate if worn. Which meant Sam and the Radical would be drawn into an even more intimate and symbiotic relationship.
But together, with Sam wearing the suit, they were a formidable force. The suit itself gave an extreme physiological strength to the wearer, and in addition, the Radical could manifest and use his significant telepathic powers within the suit. Whilst their agenda’s may not always truly match, together they can act as the superheroine (or maybe superhero), Sunset!

Personality & Motivation:
Sam has a fairly upbeat but passionate personality. She has a slightly ruthless streak (being a businesswoman) but personally is loyal and caring to those she knows. Politically she is all for freedom and capitalism, and fights furiously for social minorities groups and civil liberties. She is motivated by her politics, but also liking the thrill of adventure and power.
The Radical is more anti-authority and obstinate. He is remarkably pacifist but can be angered by intolerance. He prefers to slum it and would just like everyone to love and hug each other. He is motivated to protect the weak and make everyone turn on, tune in, and drop out.
Together, they are both motivated by their relationship, which is, in a sense, that of lovers (despite their unique situation they do share a remarkable psychic bond, and consider each other soul mates). They both consider the “Sunset†experience one they can journey on together. Of course, they do have friction and disagreement – and Sam does not want to wear the suit all the time.
The combined personalities, aptitudes and ability to mind read mean that Sunset can often get involved in quasi-political issues or corruption – being both motivated and able to deal with these.

Powers & Tactics:
Sunset usually fights in a typical Paragon manner, using her physical strength to restrain or hammer foes. Her mobility is not so much slow as limited in that her great speed and strength will fade quickly, so she will use this sparingly.  
She is however much more subtle than a straight Paragon. The combination of her limited psionic powers (to control emotions, read minds, reduce intelligence, or erase memories), and stealing of others’ mental abilities (such as skills) allows her much more flexibility. Given her “limited†amount of power for flight and movement, she needs to utilise these abilities carefully.

Brain Echo: When Sunset is mimicking the mental attributes of another, an “echo†of the targets personality is left with the Radical / the Suit. In normal individuals this is rarely more than a “Feeling†of something there, but in stronger willed (and/or malign) individuals, it can manifest as irritating chatter, to deceiving or misleading gossip, to distraction at critical times, up to disrupting the suit or the mental functions of Sunset, or even completely dominating them!
Note: Any Mimicked Personality  is essentially an echo of an NPC or (possibly) PC, and can be played by GM (or possibly other player) as “in the headâ€. Note however that this is an “echoâ€, so no helpful information or insight (without GM approval and HP)…this is meant to be a source of complications from distraction, confusion, and disruption, as the echo is likely to be disorientated and not best pleased with its situation.
Radical Vulnerability: The Sunset Suit is not just a device but houses a sentience. The Radical is an obstinate anti-authoritarian personality and may be distracted or otherwise unhelpful. He might even be directly mentally attacked or manipulated. The Radical himself was an addict in the 60’s and whilst he cannot take drugs now, he may be tempted to experience the highs of drug use by mind reading drug users for instance.
Visual Flare: The various powers of the suit cause a visible flare of orange-red light (as described above). Aside from potentially giving an indication of how much psychic juice is left in the suit, the flare also disrupts the subtle effect of the suit, and can give away her location in some situations (such as darkness or poor light).
Flashbacks: If Sam uses her Postcognition and witnesses something exceptionally powerful (not necessarily traumatic) she may experiences flashbacks of the event – temporarily disabling or blinding her, both at the time, and for some time after, if she experiences suitable triggers.
Sleepless: Wearing the suit causes a psychic symbiosis that makes natural sleep impossible for both parties. This does not confer immunity to sleep powers or effects, it merely means that Sunset cannot naturally fall asleep whilst wearing the suit (and will thus fall prey to the effects of sleep deprivation).
Abilities: 0 + 4 + 4 + 4 + 4 + 4 = 20PP
Strength: 10/30 (+0/+10)
Dexterity: 14 (+2)
Constitution: 14/30 (+2/+10)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 8 + 12 = 20PP
Initiative: +2
Attack: +4 Base, +10 Melee
Grapple: +20/+30 (Up to +40 if at full reserve power)
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5

Saving Throws: 0 + 3 + 8 = 11PP
Toughness: +2/+10 (+2/+10 Con)
Fortitude: +2/+10 (+2/+10 Con)
Reflex: +5 (+2 Dex, +3)
Will: +10 (+2 Wis, +8)

Skills: 32R = 8PP
Bluff 4 (+6)
Diplomacy 4 (+6)
Knowledge (Business) 8 (+10)
Knowledge (Civics) 8 (+10)
Languages 4 (Chinese/Mandarin, English [Native], French, Hindi, Spanish)
Sense Motive 4 (+6)
With Suit On:
Knowledge (Life Sciences) 8 (+10)
Medicine 8 (+10)
Feats: 13PP
Attack Focus Melee 6
Attractive 1
Benefit 2 (Wealth)
Dodge Focus 4

Powers: 4 + 83 = 87PP

Supersenses 4 (Postcognition) [4PP]

Device 20 (Sunset Suit, Psionic, Technological; 100PP Container;  Flaws: Hard-To-Lose; Feats:  Radical Powers only usable by Sunset or by mind controllers, Subtle 2[83/83PP]

Feature 1 (Autonomic Control) [1PP]

The wearer of the suit can control all automatic biological functions, such as heart rate, perspiration, hormone levels, and so on. Examples of use: Fooling lie detectors. +2 Situational bonus against certain diseases, poisons, or biological attacks, such as those slowing the heart. +2 Situational bonus on Medicine rolls on the wearer if he/she is conscious. Also, by manipulating these variables, it might be possible to improve some functioning at a cost, such as reducing metabolism to protect slightly against heat and starvation, at a cost of fatigue.

Enhanced Constitution 16 [16PP]
Enhanced Strength 20 [20PP]
Enhanced Feat 2 (Quick Change 2) [2PP]
Radical Array (5PP Array; Feats: Alternate Power 1) [6PP]

Base Power: Concealment 2 (All Mental, Feats: Selective) [5/5PP] (Hidden Radical)
Alternate Power: Morph 4 (+20 to Disguise, Single Form: the Radical Feats: Selective [May change parts of body into the Radical, the rest stays unchanged]) [5/5PP] (Free Radical)

Enhanced Skills 4 (Knowledge [Life Sciences] 8, Medicine 8) [4 PP] (Radical Knowledge)
Psychic Reserve Array (10PP Array, Feats: Dynamic Alt Powers 3) [13 PP] (Radical Power)
BDPFlight 10 (Flaws: Fades, recovers with sleep) [10PP]
ADP: Super Strength 10 (Flaws: Fades, recovers with sleep) [10PP]

Psionic Array (21PP Array, Feats: 4 Alternate Powers) [25PP] (Radical Manifesto)
Base Power: Superstrength 10 (+50 STR carry capacity, heavy load 820 tons Feats: Shockwave) [21PP]
Alt Power: Drain 10 (INT, Extras: Range 2 (Perception), Feats: Slow Fade 1 [1 Minute], Flaws: Side Effect [if fails, Mind Control attack from target] ) [21 PP]
Alt Power: Emotion Control 10 (Feats: Mind Blank) [21 PP]
Alt Power: Mind Reading 10 (Extras: Duration (Sustained), Sensory Link, Flaws: Feedback) [20PP]
Alt Power: Mental Transform 10 (Memories Extras: Duration (Permanent), Range (Perception), Feats:Reversible, Flaws: Limited (Only one specific memory erased), Side Effect (If fails, Mind Control attack from target) ) [21PP]

Mimic 2 (10 PP All traits, Extras: Duration (Continuous), Range: Perception [+2], Flaws: Action (Full), Limited(Only Mental/Skills*) ) [12 PP] (Radical Thinking)

The Radical can mimic, by creating a brain echo, any mental traits. These include INT, WIS, CHA, Most skills, possibly a few traits (such as second chance on skills), and psionic or mental powers (such as mental quickness)

Super Senses 1 (Radius Normal Vision) [1PP] (Radical Vision)

Drawbacks: -4PP
Normal Identity (Frequency: Common; Intensity: Major, Full Round to change into suit) [-4PP]

DC Block
ATTACK           RANGE          SAVE             EFFECT
Unarmed          Touch          DC25 Toughness   Damage (Physical)
Drain            Perception     DC 20 Will*      INT loss
Emotion Control  Perception     DC 20 Will       Varies
Mind Reading     Perception     DC 20 Will       Varies
Erase Memory     Perception     DC 20 Will*      Erase 1 Memory 
* If resisted, Sunset is subjected to a Mind Control DC 20 Attack from the target in response.   
Totals: Abilities (20) + Combat (20) + Saving Throws (11) + Skills (8) + Feats (13) + Powers (87) - Drawbacks (-4) = 155/165 Power Points Edited by AvengerAssembled
June 2014
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