https://th.bing.com/th/id/OIP.lygLPZ...id=ImgDet&rs=1
Heroic Moniker: Bug
Identity: Secret
Name: Deacon Douglass
Location: Georgetown University; Washington, D.C.
Physical Form: Modified Human (Extra Parts - Organs)
Origin: Maturity
Fighting: Remarkable (26)
Agility: Good (8)
Strength: Excellent (16)
Endurance: Excellent (16)
Reason: Remarkable (26)
Intuition: Amazing (46)
Psyche: Amazing (46)
Health: 136
Karma: 118
Resources: Poor (3)
Popularity: Good (8)
Powers:
Armor Skin: Good (10) - Deacon's alien organs can cause a transformation of his epidermis that produces a red insectoid carpace around his body which provides him Good protection against both physical and energy attacks. Up to eight hours of continous deployment of this carapace counts as a use of the power for the purposes of overtaxing himself. He can deploy the armor five times before this occurs. However, as the carpace typically also serves as his costume, managing to have days of not using it at all, so it can recharge can be especially bothersome.
Carrier Wave: Good (8) - Deacon can carry himself aloft via ambient microwave radiation in his environment, creating a little red shimmer around himself when he does so. The shimmer can also support up to 400 additional pounds of weight without Deacon having to carry it. Using this shimmer, Deacon can propel himself through the air at up to 120 mph. Up to every ten minutes of contious flight is considered a single use of this power with regards to his energy limits. He has thirty six uses of this power before risking overtaxing it. Thus, Deacon's current maximum flight distance from a full charged state is around 720 miles (or six hours of flight), though he and anyone he carries really don't want to still be airborne when he reaches that limit.
Control Technology: Remarkable (30) - Deacon can control technology. He can choose to either affect all the techology/technological powers of a single target within 8 areas of himself, or all of one kind of technology/technological effect within a 1 area radius of himself. The intensity of the FEAT required to control technology depends upon the target. Negating the effects of technology and technology-based powers is automatic if the technology's rank (or the Psyche of living target with technological powers) is Typical or less, Green if it is Good or Excellent, Yellow if it is Remarkable, Red if it is Incredible, and impossible if Amazing or higher. This is also true of increasing or decreasing the rank of a technology, which can be augmented either way by up to 30 points. However, manipulating technology in more specific ways is never automatic regardless of rank. While the same limits as above apply to who or what can be affected, Reason FEATs are also required. Altering the basic direction of any technology (making a car or missile swerve away) is at a Green FEAT, changing an element of its effects in some way (making an power nullifying collar affect everyone else in the same area as the wearer instead of the wearer themselves) is a Yellow FEAT, and radically altering a piece of technology (reconfiguring a toaster into a plasma blaster) is a red feat. This complex application of Deacon's powers can drain rather quickly, with only 8 uses before it becomes overtaxed. Negations and Manipulations are instanaeous and count as a use with each application. Magnications and reductions of power ranks can be maintained at a rate of one hour per use.
Dangersense: Monstrous (63) - As a result of alien tissue from his implants having spread to his brain and nervous system, Deacon can send his mind into a computer-like overdrive that allows him effectively run predictive algoritms in his head, which can calculate hazards more than a minute (63 seconds) before they would actually occur. While this power is active, Deacon uses a Monstrous (63) rank for determining suprise, blocking, dodging, and escaping. For the purposes of using up his energy, up to an hour of continous use of this power is considered a single use of his power and he can only use it up to eight times before doing so can have detrimental effects upon him.
Radiowave Control: Amazing (46) - Deacon can manipulate the microwave transmissions of any form of technology with Amazing ability. Simply jamming any kind of transmission as well as manipulating/producing any form of audio-only format transmissions are automatic feats for him. Realitively basic audiovisual transmission are a Green feat, while more elaborate ones are a Red feat. Manipulating or producing truly complex and elaborate broadcasts is currently impossible for him. Deacon can't interfere with natural sources of microwave energy, only those generated or utilized by technology. Thus his Radiowave Control is not a nemesis or counter for most other entities with similar microwave powers, though theirs may still be a counter for his. Likewise, his Amazing resistance to microwave-based powers does not apply to effects from non-techological sources.
Radiowave Generation: Remarkable (26) - Deacon's blasts deal Remarkable (26) microwave energy damage to technological targets but are not as useful against other foes. However, the Good (10) microwave energy damage they deal to non-technological targets is still nastier than your average pistol. Deacon can fire off sixteen blasts before overtaxing himself.
Stealth: Amazing (46) - As a minor subset of his ability to manipulate technology, Deacon can screen himself from all manner of technological detection, such that sensors and the like take a -8CS reduction in their ability to detect him (all the way to shift-0 in some cases). Of all his abilities, this one is the least likely to ever overtax him both because he can have it continously active for roughly a full day before it is considered to use up a single instance of his maximum of thirty six uses and because finding days to not use it at all so it can recover isn't as onerous as other powers.
Talents:
Student - Deacon is currently a undergraduate student at Georgetown University. He has no other talents currently, but can acquire new talents more easily, both from teammates (1000 karma) and those outside the group (800 karma)
Contacts:
Ietri (Political - Other National) - Deacon gained his powers from an organ transplant undertaken to save his life as a child. This organs came from a technomorphic insectiod alien species living on Earth in secret (from the public but not the government) as refugees from a planet destroyed by a cosmic calamity. After deciding to become Bug as teenager, Deacon was approached by representatives of the species and has maintained friendly relations. The Ietri living on Earth have access to Monstrous resources, but a generally reluctant to provide aid if it would expose their people to harm.
Weakness:
Biophysical Overtaxation - Deacon's powers come from alien organs implanted in him as a child that are only mostly accepted as part of his human body which also isn't exactly genetically equipped to facilitate them. As noted under each of his powers, using any one of them beyond their limits will cause all of them to temporarily cease functioning. Also, if he doesn't immediately stop what he's doing and instead continues engaging in any form of strenuous activities his biological condition will also decline at a rate -1CS to each primary ability every minute until each ability is only Typical (6) rank. Simply spending a entire turn resting to let his body adjust to the over-taxation by a power will allow him to use his other powers again and likewise return his primary abilities to their normal ranks, however the over-taxed powers remain unavailable until he has gone without using them at least a full day. This recovery is at a rate of only one useage per day, but it can occur even before a power is fully taxed. For example, Deacon sometimes tries to limit his heroic excursions to no more than eight hours every other day, because that way he never risks overtaxing the carpace that also serves as his costume.