Captain Vulcan: Difference between revisions

From FBSA Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 99: Line 99:
<div style="font-size:20px;background-color:transparent; color: #fff;line-height:2.5em; letter-spacing:0.4ex"><div align=center><center>'''Powers & Abilities'''</center></div></div>
<div style="font-size:20px;background-color:transparent; color: #fff;line-height:2.5em; letter-spacing:0.4ex"><div align=center><center>'''Powers & Abilities'''</center></div></div>


<dl><dd><br>[[File:Taunt_Yellow.png]]  <u><b>Genius Intellect</b></u><br></dl>
<dl><dd><br>[[File:Taunt_Yellow.png]]  <u><b>Super Strength</b></u><br></dl>
Radek is a certified genius, and master of several scientific disciplines. He's an accomplished inventor. He's also a cutthroat businessman and gifted strategist, albeit a brutal one. If he cannot simply destroy an enemy outright, he will move to outthink them, and destroy them later.
Captain Vulcan's cybernetic enhancements imbue him with Herculean strength. The hero can manage upwards of forty tons when lifting from the ground, and about a third of that when in flight.


<dl><dd><br>[[File:Buff_Hit_Points_Yellow.png]]  <u><b>Radiation Absorption</b></u><br></dl>
<dl><dd><br>[[File:Buff_Hit_Points_Yellow.png]]  <u><b>Enhanced Durability</b></u><br></dl>
Radek's physiology, perhaps galvanized by the harsh environment of his homeland, is entirely immune to doses of ionizing radiation that would kill other humans. More than that, his body seems to use the energy to repair cellular damage, thereby improving Radek's healing factor. This makes Radek uniquely suited to investigating - and weaponizing - radioactivity.
Captain Vulcan's metallic skeleton, cybernetic components and his subdermal armor make him immune to small arms fire, and resistant to explosives and energy weapons.


<dl><dd><br>[[File:Buff_Recharge_Yellow.png]]  <u><b>Weaponized Radiation</b></u><br></dl>
<dl><dd><br>[[File:Buff_Recharge_Yellow.png]]  <u><b>Suppression Field</b></u><br></dl>
Radek's power armor carries cocktails of radioactive waste and volatile isotopes, and he uses them to pummel his foes with sickening, burning power. Going toe-to-toe with the Irradicator can cause radiation sickness and burns, often to the point of death. He can also use this power to weaken energy shields, disrupt electronics and melt through obstructions. Even when not wearing his power armor, Radek still wears an emitter belt that can dose his enemies with lethal radiation and carries a polonium dagger that's as poisonous as it is sharp.
Captain Vulcan is able to generate and discharge a massive amount of electricity in his local vicinity, making him a (half) human tesla coil. Cap can alter the voltage and range of this field to a couple meters or mere inches from his physical form, allowing him to shock and debilitate enemies who get too close. It also acts as an added defense against energy attacks, particularly electricity.


<dl><dd><br>[[File:Buff_Defense_Yellow.png]]  <u><b>Power Armor Defenses</b></u><br></dl>
<dl><dd><br>[[File:Buff_Mega_Yellow.png]]  <u><b>Laser Vision</b></u><br></dl>
Radek's power armor is made of a durable alloy that's impervious to small arms and resistant to heavy explosives, energy weapons and environmental extremes. It also manipulates its native radiation sources to saturate its surroundings and construct particle fields that can disrupt or even repel certain forms of energy.
Captain Vulcan's helmet can project a high-powered laser from its visor that can cut steel or burn opponents.


<dl><dd><br>[[File:Buff_Mega_Yellow.png]]  <u><b>Power Armor Strength</b></u><br></dl>
<dl><dd><br>[[File:Damage_Ranged_Moderate_Yellow.png]]  <u><b>Self-Repair</b></u><br></dl>
Radek's power armor augments his strength by a factor of twenty. The Irradicator can bend steel, throw automobiles, and crush bone in his hands.
Microbots in Captain Vulcan's body allow for a limited degree of self-repair and a sort of "robotic first aid" on-site. Otherwise, he can return to "the Shop" to receive major repairs to his systems, sometimes simply swapping out old, damaged components for new ones.


<dl><dd><br>[[File:Damage_Ranged_Moderate_Yellow.png]]  <u><b>Power Armor Weapons</b></u><br></dl>
<dl><dd><br>[[File:Buff_Defense_Yellow.png]]  <u><b>Cybernetic Implants</b></u><br></dl>
In addition to Radek's radioactive arsenal, his armor contains other offensive weapons including tasers, polonium darts and electric nets.
Many of Captain Vulcan's organs have been augmented or entirely replaced by cybernetic components, including nearly half of his brain. This enables a whole range of abilties:
*Computer and virtual interface
*Recording, storing and sharing of sensory input
*Enhanced sight and hearing beyond human norms
*Ability to "see" in radio, sonar or infrared
*Hypersonic flight by way of gravitic oscillator


<dl><dd><br>[[File:Flight_Afterburner_Yellow.png]]  <u><b>Power Armor Flight</b></u><br></dl>
Radek's power armor allows him to fly at just over Mach 1, the speed of sound. Its controls are fine-tuned, and so Radek can also hover in place or levitate to and fro.




<div style="font-size:20px;background-color:transparent; color: #fff;line-height:2.5em; letter-spacing:0.4ex"><div align=center><center>'''Weaknesses'''</center></div></div>
<div style="font-size:20px;background-color:transparent; color: #fff;line-height:2.5em; letter-spacing:0.4ex"><div align=center><center>'''Weaknesses'''</center></div></div>


<dl><dd><br>[[File:Heal_Suppression.png]]  <u><b>Poor Health</b></u><br></dl>
<dl><dd><br>[[File:Heal_Suppression.png]]  <u><b>Machine Weaknesses</b></u><br></dl>
While exposure to radiation and wearing his breather keep the effects at bay, Radek is still a man in poor health, and his habits only make matters worse. His lungs have congenital damage that he will never recover from, making him extremely sensitive to particulates in the air (smoke, dust, dander) or harsh shifts in temperature and humidity. His lung capacity is also below average. If separated from any source of ionizing radiation or his breather mask, Radek's chronic health problems come to the fore and weaken him considerably. As such, Radek ''always'' wears his mask.
As he is part machine, Captain Vulcan is susceptible to the weaknesses of electronics and robotics, namely electromagnetism and intense radioactivity. Though his systems are hardened to a degree, no electronic system is completely immune and a sufficient level of ionizing radiation, magnetism or electricity can be a severe detriment. While Cap's Suppression Field is active, he is protected even further, but there are still levels he cannot resist. While his living cells may regenerate, his machine components do not and must be repaired like any other construct to remain functioning.


<dl><dd><br>[[File:Debuff_Perception.png]]  <u><b>Egomaniac</b></u><br></dl>
<dl><dd><br>[[File:Debuff_Perception.png]]  <u><b>Signal Interference</b></u><br></dl>
Radek's ego is massive, and though it propels his success it may also one day be his downfall. Radek's inability to see beyond himself is a blind spot; even more so when challenged. He does not forgive or forget transgressions, and metes out punishment for each one, sometimes in contradiction to prudence or pragmatism. Appeasement could be used to manipulate him, as he has trouble telling this apart from outright submission.
Being open to other sensory inputs can at times be as much a curse as it is a blessing. Sufficiently powerful or distorted signals can overwhelm Captain Vulcan's awareness, causing distress and even pain, much as a loud sound or bright light can debilitate a normal human.


<dl><dd><br>[[File:Teleport_Transparent.png]]  <u><b>Lone Wolf</b></u><br></dl>
<dl><dd><br>[[File:Teleport_Transparent.png]]  <u><b>Computer Brain</b></u><br></dl>
Radek abides no others in the world as equals. All are either tools to be mastered or enemies to be destroyed. As such, Radek has no true friends and no allies who would defend him in a crisis. His associations are often temporary and utilitarian. His love life consists of nothing but a revolving door of prostitutes. Even his employees, who are treated a touch better by him than by Arachnos, are worked long hours and kept in a constant state of fear to control them. In the end, it is Radek against the world, and he may one day find that even he, in all his genius and brutality, cannot stand alone.
Nearly half of Captain Vulcan's brain is machine, and this lays him open to certain drawbacks that full-on humans do not have. If one obtains access to Cap's CPU, they could conceivably alter his base programming, which could change his behavior or disregulate his other abilities. He can also be overwhelmed by data, and will sometimes pause all other actions in order to process the load. His systems are built so that his organic brain can override these things, but it is incredibly difficult and Cap doesn't have much practice taking voluntary control of his systems.
 
<dl><dd><br>[[File:Heal_Suppression.png]]  <u><b>Outdated Technology</b></u><br></dl>
Though incredibly advanced for his time, much of Captain Vulcan's tech is difficult, perhaps impossible to upgrade with modern components. He and his proprietary Crey components are so integrated that to remove or swap certain pieces could permanently damage or even kill the Captain. Sufficient upgrades pose a danger to Cap's structural and systemic integrity, and would require an incredible grasp of cybernetics, robotics and computer science to perform properly. This means that for the foreseeable future, Captain Vulcan's abilities remain impressive, but fixed at their current levels, with little room to improve.
 
<dl><dd><br>[[File:Heal_Suppression.png]]  <u><b>Only (Half) Human</b></u><br></dl>
The parts of Captain Vulcan that are still organic, while better protected, are no more or less resilient than an average humans. To a lesser degree, Cap can still get infections and come down with any number of human illnesses, and of course can sustain critical damage if these organic parts of him are targeted.
 
<dl><dd><br>[[File:Heal_Suppression.png]]  <u><b>Programming Conflicts</b></u><br></dl>
Captain Vulcan's operation system has a few prime directives that govern or restrain his actions in lieu of his organic brain:
*Serve the public trust
*Protect the innocent
*Uphold the law
These are organized in order to prioritize certain actions above others and minimize conflicts. Still, conflicts in which Captain Vulcan cannot default to his prime directives can give him pause - literally. A conflict between his directives or inability to classify a situation can lead to inaction while he processes the information, leading to a lull that could be exploited or lead to further danger for him or others. These are rare, but perilous if happened upon or exploited by others.




Line 136: Line 152:




FILL
Given that half his brain is machine, it should come as no surprise that Cap's behavior is incredibly well-organized, to the point of being machine-like. He also tends not to deviate from his routines unless danger or necessity dictates it. So, when first meeting Captain Vulcan, many may find him robotic in demeanor. However, this is only half of the picture, and Captain Vulcan actually has a simple charm and warmth about his personality that overlays his somewhat robotic behavior. He is surprisingly good-natured and despite all outward appearances, he does possess a sense of humor, though some would consider it to be corny. He seems particularly fond of puns.
 
Whether it is part of his nature as a human or part of his programming, Captain Vulcan's main consideration is honesty and the protection of innocent people, followed by the upholding of the law. Almost all of his behavior serves these functions. As such he is not so accustomed or able in social situations, such as a party. However, he does seem to excel at interacting with the public while on patrol, and is particularly given to interacting with children.
 
Besides his prime directives, his behavior is minimally idiosyncratic. He has few likes or dislikes, biases or personal opinions regarding political or social issues. Occasionally he does show curiosity towards certain works of art, particularly music, but for the most part prefers his routines. Whether he is capable of romantic or sexual feelings is not known, and so far he has few relationships with anyone beyond the professional.


<br><br><br>
<br><br><br>
[[Category: Character]] [[Category: Brute]] [[Category: Male]] [[Category: Hero]]
[[Category: Character]] [[Category: Brute]] [[Category: Male]] [[Category: Hero]]

Revision as of 00:34, 19 January 2021



Captain Vulcan Logo.png



Vulcan Icon Web.png

Captain Vulcan Profile.PNG
· Technology Tanker ·
Electric Armor
Super Strength
Identity
Real Name
Cliff Cassidy
Headquarters
Paragon City
Occupation
Superhero
Legal Status
Registered Hero
· Known Relatives ·
Unknown
Physical Traits
Ethnicity
Unknown
Gender
Male
Apparent Age
Mid-Thirties
Body Type
Muscular
Hair
Brown
Eyes
Brown
Skin
Fair
Powers & Abilities
· Known Powers ·
Super Strength, Enhanced Durability, Electric Discharge, Flight, Enhanced Speed, Enhanced Senses, Laser Vision, Computer Interface
· Equipment ·
Vulcan Helm, Cybernetic Components
· Other Abilities ·
Data Management, Signal Intelligence


Part Man, Part Machine, All Hero


FILL


Powers & Abilities

Taunt Yellow.png Super Strength

Captain Vulcan's cybernetic enhancements imbue him with Herculean strength. The hero can manage upwards of forty tons when lifting from the ground, and about a third of that when in flight.


Buff Hit Points Yellow.png Enhanced Durability

Captain Vulcan's metallic skeleton, cybernetic components and his subdermal armor make him immune to small arms fire, and resistant to explosives and energy weapons.


Buff Recharge Yellow.png Suppression Field

Captain Vulcan is able to generate and discharge a massive amount of electricity in his local vicinity, making him a (half) human tesla coil. Cap can alter the voltage and range of this field to a couple meters or mere inches from his physical form, allowing him to shock and debilitate enemies who get too close. It also acts as an added defense against energy attacks, particularly electricity.


Buff Mega Yellow.png Laser Vision

Captain Vulcan's helmet can project a high-powered laser from its visor that can cut steel or burn opponents.


Damage Ranged Moderate Yellow.png Self-Repair

Microbots in Captain Vulcan's body allow for a limited degree of self-repair and a sort of "robotic first aid" on-site. Otherwise, he can return to "the Shop" to receive major repairs to his systems, sometimes simply swapping out old, damaged components for new ones.


Buff Defense Yellow.png Cybernetic Implants

Many of Captain Vulcan's organs have been augmented or entirely replaced by cybernetic components, including nearly half of his brain. This enables a whole range of abilties:

  • Computer and virtual interface
  • Recording, storing and sharing of sensory input
  • Enhanced sight and hearing beyond human norms
  • Ability to "see" in radio, sonar or infrared
  • Hypersonic flight by way of gravitic oscillator


Weaknesses

Heal Suppression.png Machine Weaknesses

As he is part machine, Captain Vulcan is susceptible to the weaknesses of electronics and robotics, namely electromagnetism and intense radioactivity. Though his systems are hardened to a degree, no electronic system is completely immune and a sufficient level of ionizing radiation, magnetism or electricity can be a severe detriment. While Cap's Suppression Field is active, he is protected even further, but there are still levels he cannot resist. While his living cells may regenerate, his machine components do not and must be repaired like any other construct to remain functioning.


Debuff Perception.png Signal Interference

Being open to other sensory inputs can at times be as much a curse as it is a blessing. Sufficiently powerful or distorted signals can overwhelm Captain Vulcan's awareness, causing distress and even pain, much as a loud sound or bright light can debilitate a normal human.


Teleport Transparent.png Computer Brain

Nearly half of Captain Vulcan's brain is machine, and this lays him open to certain drawbacks that full-on humans do not have. If one obtains access to Cap's CPU, they could conceivably alter his base programming, which could change his behavior or disregulate his other abilities. He can also be overwhelmed by data, and will sometimes pause all other actions in order to process the load. His systems are built so that his organic brain can override these things, but it is incredibly difficult and Cap doesn't have much practice taking voluntary control of his systems.


Heal Suppression.png Outdated Technology

Though incredibly advanced for his time, much of Captain Vulcan's tech is difficult, perhaps impossible to upgrade with modern components. He and his proprietary Crey components are so integrated that to remove or swap certain pieces could permanently damage or even kill the Captain. Sufficient upgrades pose a danger to Cap's structural and systemic integrity, and would require an incredible grasp of cybernetics, robotics and computer science to perform properly. This means that for the foreseeable future, Captain Vulcan's abilities remain impressive, but fixed at their current levels, with little room to improve.


Heal Suppression.png Only (Half) Human

The parts of Captain Vulcan that are still organic, while better protected, are no more or less resilient than an average humans. To a lesser degree, Cap can still get infections and come down with any number of human illnesses, and of course can sustain critical damage if these organic parts of him are targeted.


Heal Suppression.png Programming Conflicts

Captain Vulcan's operation system has a few prime directives that govern or restrain his actions in lieu of his organic brain:

  • Serve the public trust
  • Protect the innocent
  • Uphold the law

These are organized in order to prioritize certain actions above others and minimize conflicts. Still, conflicts in which Captain Vulcan cannot default to his prime directives can give him pause - literally. A conflict between his directives or inability to classify a situation can lead to inaction while he processes the information, leading to a lull that could be exploited or lead to further danger for him or others. These are rare, but perilous if happened upon or exploited by others.


Personality


Given that half his brain is machine, it should come as no surprise that Cap's behavior is incredibly well-organized, to the point of being machine-like. He also tends not to deviate from his routines unless danger or necessity dictates it. So, when first meeting Captain Vulcan, many may find him robotic in demeanor. However, this is only half of the picture, and Captain Vulcan actually has a simple charm and warmth about his personality that overlays his somewhat robotic behavior. He is surprisingly good-natured and despite all outward appearances, he does possess a sense of humor, though some would consider it to be corny. He seems particularly fond of puns.

Whether it is part of his nature as a human or part of his programming, Captain Vulcan's main consideration is honesty and the protection of innocent people, followed by the upholding of the law. Almost all of his behavior serves these functions. As such he is not so accustomed or able in social situations, such as a party. However, he does seem to excel at interacting with the public while on patrol, and is particularly given to interacting with children.

Besides his prime directives, his behavior is minimally idiosyncratic. He has few likes or dislikes, biases or personal opinions regarding political or social issues. Occasionally he does show curiosity towards certain works of art, particularly music, but for the most part prefers his routines. Whether he is capable of romantic or sexual feelings is not known, and so far he has few relationships with anyone beyond the professional.