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Tween Novice Superhero


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Q.U.I.C.K. (Quantum Unit Interpolated Carbon-fiber Kinetics) Jim Adams

 

VAL CHA  CP Base Price END Roll Notes   

  5 STR  -5  10    1   [1]  10- 1d6 HTH; 60 STR, 12d6 [6] w/DI    

 10 DEX   0  10    2        11-   

 10 CON   0  10    1        11-   

 13 INT   3  10    1        12- PER Roll 12-   

 10 EGO   0  10    1        11-   

  8 PRE  -2  10    1        11- PRE Attack: 1.5d6   

  3 OCV   0   3    5   

  3 DCV   0   3    5   

  3 OMCV  0   3    3   

  3 DMCV  0   3    3   

  3 SPD  10   2   10            Phases: 12, 4, 8   

  2  PD   0   2    1            19(17r) PD; 30(17r) w/DI   

  2  ED   0   2    1            15(13r) ED; 26(13r) w/DI   

  6 REC   2   4    1   

 20 END   0  20   1/5   

 10 BODY  0  10    1   

 20 STUN  0  20   1/2   

Meters Move

 10 FLY   -   -    -   [1]      X2 Ncbt; 30m w/Multipower, 20m Megascale, Usable underwater   

  4 LEAP  0   4    1   [1]      up to half upward   

 12 RUN   0  12    1   [1]      X2 Noncombat   

  4 SWIM  0   4   1/2  [1]      X2 Noncombat   

 45 TPORT -   -    -  [[4]]     X2 Noncombat   

 25 TUNN. -   -    -  [[4]]     10 PD   

  8 Characteristics & Movement Total

 

CP Powers Notes [END]   

Powers    

 10 Fully Penetrative Sight 'Residual Feedback' 10 AP [0]   

 10 10m Flight 'Residual Magnetism' [1]   

 19 Life Support 'QUICK Bio-Integration' Self Contained Breathing 10 AP All Safe Environments 9 AP [0]   

 56 17 rPD/13 rED Resistant Protection 'QUICK Integrated Nanofiber' Hardened (+1/4) [0]   

 11 12 END 12 REC Reserve for Multipower 'QUICK Capacitance' [[0]]   

 45 Multipower Reserve 'QUICK Control' 45 AP [[0]]   

  4 f.a 11x Density Increase 'QUICK Induced Magnetism' 200T +55 STR -22m KB +11 PD/ED 45 AP [[4]]

    3 f.b 9d6 Energy Blast 'QUICK Plasma Rays' 45 AP Reduced Penetration (-1/4) [[4]]

  4 f.c 5d6 Energy Blast 'QUICK Sonic Shout' 8m Cone (+1/4) Double Knockback (+1/2) 45 AP [[4]]

  4 f.d Enhanced Senses 'QUICK Feedback' HRRP w/o Transmit:10 AP, Active Sonar:15 AP, Ultraviolet:5 AP,

            Microscopic Vision x10:3 AP, Rapid x10:3 AP, Telescopic Sight +6 PER vs Range Modifier:9 AP; 45 AP [[0]]   

  4 f.e 4d6 5 PD/ED Entangle 'QUICK Cold Pump' [[4]]   

  4 f.f 20m Flight 'QUICK Magnetic Levitation' Megascale 1km (+1) Usable Underwater (+1/4) [[4]]

  3 f.g 4d6 Healing 'QUICK Boost' Can Heal Limbs 45 AP Self Only (-1/2) [[4]]   

  3 f.h 45m Teleport 'QUICK Speed' Must Cross Intervening Space (-1/2) [[4]]    

  4 f.i 25m 10 PD Tunnel 'QUICK Digging' [[4]]   

Skills   

  2 Sci: Nanobiology, Quantum Physics 11-   

  3 Computer Programming 12-   

  3 Skill Enhancer: Scientist   

192 Total Powers & Skills   

200 Total CP

 

Pts Complications

 10 Distinctive Features: Tween Nanotech Geek; (Partly) Concealable, Noticed And Recognized

  5 Distinctive Features: QUICK integrated nanocircuits throughout whole body; Concealable with Major Effort (to suppress detects), Causes Major Reaction, Feature Detectable Only By Unusual Senses (Detects) and/or Only By A Small Group and/or Only By Technology Or Major Effort

 20 Hunted: Floating Tween-themed hunters (Frequently; Mo Pow; NCI; Capture or Harshly Punish)

Psychological Complication

 15 Code: CvK: Very Common, Moderate

 15 Compulsion: Scientific Curiousity: Common, Strong

 20 Shy: Very Common, Strong (Avoids attention, or hides as much as possible if attention unavoidable)

Social Complication

 15 Floating DNPC: Infrequent, Incompetent (Or Competent Group)

 20 Minor - Very Frequent, Major Inconvenience (can't drive, etc.)

 15 Secret ID – Jim Adams, 12-year old nanotech geek

 15 Floating Rival Superhero, Professional, Superior Position

Total Complications Points: 150

 

Experience: 0

 

Background: "Well, uh, see. I do this stuff with, like, uh, nanobotstotallycoolradical! CarbonfiberinterpolatedquantumdotsawesomefreakyandIputitinajar! AndthajarbrokeanIgotcut! Butdatain'tdacoolpartsee'causedeygotintamybloodannowI'mlikeamazeballs! So that is how I got powers."

 

Jim Adams is a bit of a prodigy, with a little too much access to his parents' lab work and slightly too little supervision with nanotechnology. If you were twelve, and you could make yourself a superhero with a little help from some experimental nanobots, what would stop you?

 

A character with characteristics, combat stats and skills gauged for a tween-themed RPG, loosely inspired by PS 238 and Teen Champions, but a plausible sidekick or foil for a higher powered game. So long as you make sure he does his homework and is tucked in by nine PM.

 

Appearance: Jim Adams looks like a typical twelve-year-old boy with a Cavaliers baseball cap and retro glasses with pop bottle lenses. He slumps and slouches, rounding his shoulders and keeping his face down, in neat brass-buttoned jeans with matching jacket and a school regulation red shirt. His red high tops look two sizes too big for his feet, but no doubt he'll grow into them.

 

"Look! Up in the air!

"It's a balloon!

"It's a bird!

"It's ohmygoodness it's a little kid!

"Somebody catch him!

"Call the fire department!

"Call the air force!

"Post it on Youtube!

 

QUICK is so doppler-shifted dark red-blue and alternately radiant he appears like a blur of Cherenkov blue and afterimage red following him like a cape, with a trace margin of bright yellow light kaleidoscopically vibrant and mobile when his plasma rays shoot from his face, shaped by his hands. In flight, energetically bouncing on the spot, it's hard to get a fix on his height or blurred features, but it is apparent he's a boy, and young.

 

Tactics: A novice superhero, Jim isn't terribly skilled at anything combat related. Pretty much everything about real villains is beyond QUICK, so he's given to calling for help and hanging back to watch. A lot of property damage ensues if QUICK's facing truly capable foes.

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SPOILER ALERT

 

The following fanfic contains module information that players may not want to know, if they've never come to the aid of a certain Motor City hero group following the tragic loss of some of its members.

 

Lonely are the shadows.

 

Jim was in the crowd, obscured by the taller adults behind police lines. He watched the tension, listened to the concern, the threats, the taunts. Terrorists. A stolen military helicopter. Hostages. Police. Special forces. He was curious, and there were things about superheroes he needed to know. Just being here made him nervous, with all these people.

 

There they came. Jim caught sight of them, flying in low to the ground, as a ripple of nervous cheering passed through the crowd. Clad in the colors of the flag, the legendary winged hero led the mutant girl barely six years older than Jim was but already a famous veteran superhero; the Japanese giant strode head, shoulders and half his body above the mob while only Jim saw through the walls the skulking one he thought must be the super detective arrive. Their radios were giving away their locations.

 

Jim idly wondered if the blipping man in electric armor watching above from hiding was with them. Well, if he was hiding, he likely was the heroes' secret weapon; best not give him away. That would mean piping up in front of all these people.

 

But the teleporter wasn't with them. The teleporter wasn't with the heroes at all. Teleporting behind a police sniper who had just taken up position high above, the villain shot the spotter from behind, leaving the policeman's heart slowed but still beating. A burst of radio came from the assassin in a language Jim didn't know. There was a reply from the floor with the hostages. It was short. From a man in a business suit, sitting in a chair, watching out the window. 

 

Three words that gave Jim a chill; he knew these three words from a video game, "Mach ihn fertig". Jim slipped away, moving faster than the eye could follow -- what eye would be watching a little kid, anyway? 

 

Jim's quantum feedback told him none. He chided himself silently for caring more about being seen than stopping a killing.

 

QUICK up through the building's stairwells, Jim burst through, grabbed the unconscious policeman as the armored villain looked up from throttling him with one hand, his induced magnetism giving Jim the momentum of a battleship. The villain's gun fired harmlessly once, twice, and QUICK as that, the victim and rescuer where out of sight. Depositing the downed officer near the idling ambulance, QUICK disappeared from sight, and Jim Adams resumed his watch.

 

Now the police knew, and superhero squad was learning, there was more to this drama than met the eye. The detective read the note burned into the spotter's protective vest. Numbers indicating a radio frequency followed by the words, "Big hostage with axe gives orders."

 

Tuning into the villain's exchange, Jim couldn't understand what was being said, but he watched the teleporter find a new perch, as police spotters high up began reporting in, and sweeping with their sights, looking for him. Then, Jim watched the detective skulk away, climbing his swingline in hiding toward the most logical place to find a teleporting killer. Another, fiery, mutant was arriving now, a flaming presence wowing the unaware crowd, a suitable distraction. The axeman leaned forward in his chair to watch. The teleporter leaned forward slightly. The exchange sounded like the pair were discussing if the new arrival had rescued "der bullenschwein". 

 

Jim sighed. So long as someone else had to put up with all the attention, he was safe. 

 

Then Jim was surprised. Out of nowhere, the teleporter was flattened by.. something. It was like the shadows were alive. Had the detective done that, as he crashed through the window to startle the teleporter?

 

Jim made mental notes. Never underestimate the sneaky guys. He wondered, fascinated, how it was done?

 

As if on cue, the flying villains threw out their challenge. The patriot and the fiery hero flew up to meet them in 'honorable combat'. There was no honor, only ambush and brutal violence. A woman in the crowd put her hand over Jim's eyes; he let her. It made no difference. Jim saw it all, and no one really noticed him.

 

As the mutant girl caught first one, then the other disadvantaged good guy falling from the battlefield of the rooftop level ambush while the winged baddies hooted derision and rained down deadly weapons from above, the giant using a police van to shield the crowd from lethal projectiles, the tide of battle was turning sour. Jim himself had to intercept one javelin. Well, technically, it would've hit him anyway, but in the smoke and chaos even the woman who'd tried to cover his eyes didn't see.

 

Regrouping while the flyers winged away, the good guys began their slow stealthy climb toward the top floor of the skyscraper. Jim was worried about them. Sure, they'd captured and gotten the electronic suit off the teleporter, but their best flyers looked really hurt badly. Jim didn't want to watch. He could, at least, do something about the winged couple laughing as they flew away.

 

In the clouds, he wouldn't be exposed to so many eyes, and he could find out what was going on with these flying villains. And maybe he could keep them from killing someone.

 

As they cleared the inner city, feeling safe and confident, the villains noticed they were being shadowed by a streak of blue and red flecked with gold reflections of the setting sun, high and fast trying to use the clouds for concealment. Both of their visors already damaged in the brief sortee at the ambush, low on weapons,  they wasted their few remaining trying to bring down this new supersonic foe, as haze, gloom and breaking of the sound barrier confounded their senses, buildings obstructing their line of sight. Then there, high above them, it hovered, the form of a man, impossible to judge his size, aglow against the coming of night on the verge of a cloud drift. Plasma rays blasted past their wings.

 

Seeing he could not trail the villains to their lair, made nervous by their attack, the boy was curious to see if he could bluff them. He gave a cybernetic shout, booming like thunder. "I like games too. You think you're something special? 

 

"Prove it!

 

That didn't feel good at all, for Jim. He was jittery from two people staring right at him like that.

 

The pursuit of this foe was troublesome for the unimpressed winged villains. Just as they'd pull almost within reach, their ranged weapons used up, the wingless flier would zip up higher again. And higher. And higher, using the clouds. The thin air confounded her sonar and massive electromagnetism in the clouds messed with his radar.

 

Jim thought to himself, this is harder than it looks. Plus, up close they were scarier. Their taunts and threats and acrobatics distracted and slowed him over time. He'd pepper the pair with rays, missing wide, merely harassing them, then he got lucky and caught them together with perfect timing by pure chance -- BOOM -- that ear-shattering, bone-jolting scream caught them both, not enough to penetrate their armor and shield, but throwing them around in midair. He'd expected they'd be out cold.

 

They were barely inconvenienced. They retaliated, finally grabbing the surprisingly slender opponent together, rushing him from either side in near total darkness of cloud and thin twilit air.

 

QUICK had intended.. he didn't know what. Teach them a lesson? Tire them out? Lead them back to the heroes? Hurt them, the way they hurt people? He hadn't thought that far ahead, when he decided not to just cut and run. All he knew was if he'd fled, they might kill someone.

 

Only now, the slim hero turned desperately magnetically dense. Too incongruously heavy in the clouds. Too strong, as he reversed their hold on him with grip stronger than a steel vice. While they fell, QUICK knocked the evil lovebirds together over and over again in an adrenaline panic, until they were senseless, their teeth rattled with the blows though they were uninjured.

 

QUICK's feedback told Jim he wasn't really hurting them. Not like they'd hurt the heroes. Not like what they'd said they'd do to him. And when they were deeply unconscious, QUICK's powers were strong and slow or fast and weak, and two adults was more than he could lift at the speeds they were crashing. They shot in freefall back toward the crime scene before QUICK managed to freeze their wings together to form an improvised parachute, then slowed and dropped them at the feet of the police who were focused on other things, then flying too fast to see, sped up to where the melee was going on in full.

 

Jim wondered what he was doing. This was all way out of his league, stuff he shouldn't be doing. But he was caught up in the moment, and turning back never crossed his mind. No one could see him, and all eyes were on the melee.

 

The heroes were not doing well late in the ambush they'd willingly charged into. They'd overcome the axeman first (who judging by his pulse was playing possum now) and someone had left the man with the large head with a concussion. Only fair, as the flying heroes themselves had made their injuries seem more serious than they really were, and come in through the window as a pincer maneuver to trap the fake hostages. But now only two heroes remained standing, and it looked like the bad guys were playing for keeps.

 

QUICK's sonic shout swept the coughing man with the hidden gun and the microscopic-sized woman out through the broken window as they were about to attack two of the fallen good guys. QUICK stayed behind the corner from the rest of the combatants, but he saw that he had been noticed, even while the coughing man bounced off the roof QUICK had hoped he'd land on, and instead continued to plummet through an awning below. Ouch. That broke some bones. The man would need a doctor, for sure. The little woman, she impaled in a building across the street, and didn't look like she'd be up again any time soon, but she seemed undamaged.

 

The heroes took advantage of the distraction to press the fight, moving to protect their fallen comrades. QUICK zipped out the window too fast to see, and into the room below, where there was no one to see him. Its windows had been smashed by the shock of the fight above. There was the axe man, his muscles tensing toward the haft of his weapon. Jim induced his magnetic field to maximum, reached through the concrete ceiling, and dragged the lead villain's head and shoulders through the floor, in what he was sure wrestlers call a sleeper hold. Whatever it was, the foreign businessman didn't seem to want to sleep; it was all QUICK could do to keep him from grabbing the weapon. And everyone else was too busy fighting to intercede.

 

Then it was over, like that. The murderous axeman's heart was beating too slow for him to be playing possum now, and it'd take a jackhammer to pry him out of the hole he was wedged into. No one had really gotten a good look at QUICK, Jim believed, and it was time for him to make himself scarce, and let the grown ups finish arresting the bad guys.

 

Jim was monitoring radio traffic in his head, still mingling with the crowd, ball cap and glasses covering most of his face, learning what heroes do when things like this happen. He didn't even feel the hand slipping the note into his pocket, see it, or know anything was amiss until something wet brushed his cheek, leaving a mark like a woman's lip there. 

 

All it said was, "Thank you. S."

 

A shiver ran down Jim's spine. How did she do that?

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  • 2 weeks later...

And.. the more I work on the character, the more obviously off-the-rails angst-ridden he becomes.

 

I don't want to play a hero who has to apologize to his parents for messing up his own genetic code, for however noble a cause, or explain he broke his bedtime in four timezones by flying across the continent to spy on VIPER.

 

Possibly someone more kid-oriented could come up with an adequate tween setting and framework that is more age-appropriate.

 

Something tells me Superboy never faced the issues kids in 2015 face with social media, or the thousand troublesome questions of whether being a child doing battle with evil violates war crimes laws.

 

I'm thinking I'll stick with characters a bit older, absent a dedicated PS238-like campaign world.

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Feels more early teen (13-15) then tween (10-12) I would say.

Total Complications Points: 150?  5th?

 

Yes, it's hard to hit the age right, without a point of reference; and doing justice to a prodigy at age 12 when he's smarter than most adults.. what's left of childhood in the mind of a gifted kid who spends more time with adults than his own age group?

 

Total complications point is more of a grab bag. I let the GM pick and choose.

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