Hyperactive Mad Scientist in Space Tights



Power Level: 9; Power Points Spent: 150/150

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +7 (25), WIS: +1 (12), CHA: +0 (10)

Tough: 0/7, Fort: 5, Ref: +2/12, Will: +5

Skills: Computers 7 (14), Concentration 4 (5), Craft (chemical) 7 (14), Craft (electronic) 7 (14), Craft (mechanical) 7 (14), Disable Device 7 (14), Investigate 3 (10), Knowledge (business) 3 (10), Knowledge (current events) 7 (14), Knowledge (earth sciences) 7 (14), Knowledge (life sciences) 7 (14), Knowledge (physical sciences) 7 (14), Knowledge (popular culture) 6 (13), Knowledge (technology) 7 (14), Medicine 8 (9), Notice 4 (5), Pilot 1 (3), Profession (Engineer) 5 (6), Sense Motive 4 (5), Sleight of Hand 4 (6)

Feats: Accurate Attack, Attack Focus (ranged) 3, Eidetic Memory, Improved Initiative 2, Inventor, Skill Mastery (Craft:Chemical, Electronic, Mechanical, Know Physical Sciences), Uncanny Dodge (Visual), Well-Informed

Mad Science Genius (Quickness 6) (Perform routine tasks at 100x speed, Feats: Improved Initiative 2, Uncanny Dodge (Visual); One Type (Mental))
T.I.G.H.T.S. (Device 19) (Hard to lose, Only you can use)
. . Antograviton Generator (Flight 7) (Speed: 1000 mph, 8800 ft./rnd)
. . Autonomous Evasive Protocols (Enhanced Trait 10) (Traits: Reflex 10 (12); Linked (Autonomous Evasive Protocols (Shield 11)))
. . Autonomous Evasive Protocols (Shield 11) (11 dodge bonus; Linked (Autonomous Evasive Protocols (Enhanced Trait 10)))
. . Hyper-Sensory Suite (Super-Senses 10) (accurate (type): Hearing, direction sense, extended: Vision 1 (-1 per 100 ft), infravision, radio, ultra-hearing)
. . Kinetic Absorbtion Field (Protection 7) (
7 Toughness; Force Field, Impervious [4 ranks only]; Selective)
. . Plasma Beam (Damage 11) (DC 26; Range (ranged); Accurate 2 (4), Precise, Split Attack (2 targets))
. . . . Memetic Induction (Dazzle 11) (Alternate; affects: visual senses, DC 21; Accurate 2 (
. . . . Plasma Line (Damage 8) (Alternate; DC 23; Line Area (5×200 ft. line – General), Penetrating; Ricochet 2 (2 bounces))
. . . . Stragelet Emission (Disintegration 4) (Alternate; DC 19; Accurate 2 (+4), Precise)
. . Sealed Environment (Immunity 9) (life support)

Attack Bonus: +0 (Ranged: +3, Melee: +0, Grapple: +0)

Attacks: Memetic Induction (Dazzle 11), +7 (DC Fort/Ref 21), Plasma Beam (Damage 11), +7 (DC Staged/Tou ), Plasma Line (Damage 8) (DC Staged/Tou ), Stragelet Emission (Disintegration 4), +7 (DC Fort/Tou ), Unarmed Attack, +0 (DC 15)

Defense: 21 (Flat-footed: 10), Knockback: -5

Initiative: +10

Languages: Native Language

Totals: Abilities 21 + Skills 28 (112 ranks) + Feats 8 + Powers 84 + Combat 0 + Saves 9 + Drawbacks 0 = 150


Name: Isaac Charles Cooper, PhD*3
Age: 24
Height: 5’9"
Weight: 120 lbs.
Hair: red
Eyes: blue
Occupation: Scientist at Savage Solutions and freelance hero
Power Source: Natural mutation and technological suit

Isaac is generally happy and relatively outgoing, with a manic edge. He likes to introduce himself as a mad scientist and plays up the part for his own amusement. He has a somewhat overactive sense of humor. All of this vanishes when he’s working out or in the lab, replaced by fierce intensity punctuated by giggles and triumphant outbursts.
He can come off very badly but ultimately Isaac means well and has a strong interest in helping others, most especially through the wonders of science. Seeing it misused to do harm infuriates him.

Isaac strongly prefers not to talk about his past. When he does, the guilt exerts a very strong hold over him. That he still feels some residual fondness for his captors and his time with them just makes it worse.

Isaac Charles Cooper was born brilliant. He said his first word within days of birth. He was disassembling electronics before most kids knew how to use the toilet…which he had also disassembled and put back together with a few improvements. He burned through every gifted and talented program Freedom City had to offer and entered HIT at the ripe old age of six. He had his first two doctorates (physics and biology) before he hit puberty and was hard at work on a third. His mind burned with countless brilliant ideas, each one screaming to be realized, and Isaac fully expected to be one of the great scientists of the century before he could legally drink.
But Isaac’s mind came with a dark side. The ideas never stopped and could not be denied. Only giving his brain the stimulation it craved would satisfy the urge enough for him to live a normal life. As long as he had an outlet, he could manage it. When circumstances denied him one, the ideas came harder and faster and it soon became impossible for Isaac to tell the difference between a good and bad, safe and dangerous.
Isaac learned this early on, when his parents insisted on summer camp and refused to permit him books or electronics. The thermite warranted a call home. The explosion didn’t hurt anyone but Isaac definitely was not welcome to stay. Neither drugs nor therapy worked. Isaac had to create. Trying to suppress the urge just made it worse.

HIT did admirably in keeping Isaac’s good judgment in play, though he had periods of intense supervision and occasional generous allowances made for extra-curricular inventing, right up until the day the Foundry caught up with him. They did their homework, reading his medical records and learning just how to exploit his mind. They seized him coming out of the lab near to four in the morning, drugged him, and imprisoned him in a blank white room with nothing but the four walls for company.

Then Isaac’s captors waited. Isaac doesn’t know how long it was, and prefers not to think about it, but it felt like decades. He bit his lips and used the blood to draw schematics, but that only gave him so much breathing space. He had collapsed and lay twitching on the floor when they finally opened the room and offered to let him go. He just had to pass through a pristine lab full of every bit of equipment he could ever want and Isaac would be a free teenager.

Isaac wanted to go. He knew exactly what they were doing to him. But the mere sight of the lab brought tears to his eyes. He made it no farther than the first table before his mind kicked into gear. Invention normally felt incredible to him, but the deprivation heightened it into a nigh-religious experience. Nothing mattered except the pure, perfect bliss of creation. He loved the lab. He loved his captors. He’d do anything for them, just to keep going.

Isaac’s teenage years vanished in that lab. He barely ate and barely slept. His body wasted away as he leaped from one idea to the next, often with helpful suggestions from his new friends. Life before the lab seemed drab, entirely unimportant.

But it could not last forever. The Freedom League traced Isaac’s work through the underworld and descended upon his lab. Isaac fought as best he could, but he proved no challenge at all to the city’s greatest heroes. They had him slated for prison, but soon realized that in Isaac they had as much a victim as a perpetrator and arranged a tailored rehabilitation for him.

It was hard. Tremendous amounts of potent drugs ran through Isaac’s body. Therapy sessions went on for hours with him in a near-stupor. It took more than a year before he accepted that it even mattered that his inventions had been used for evil. They experimented with dozens of ways to provide alternate stimulus to his brain, before Isaac began to respond to an intensive physical fitness regime. His brain could barely help him at all with it, which kept the gray matter far busier than it would otherwise have been, and physical exhaustion helped take the edge off his inventing needs.

Slowly, Isaac’s life began to come back together. Heavily-supervised times in the lab at Savage Solutions mixed with demanding exercise, special pharmaceuticals, and a great deal of strong guidance from his trainers restored his humanity bit by bit. Then he got mad. The Foundry had used him and made him an accomplice to countless crimes. They turned him into a remote-control supervillain. He couldn’t undo that, but Isaac could turn his technology to better ends. If they made him a supervillain, then he just had to become a superhero.

Thus T.I.G.H.T.S. was born, a skintight suit of armor keyed to Isaac’s unique mental patterns and controlled by his thoughts. The field tests brought together invention and exercise into a new overwhelming high every bit as potent as the one Isaac felt through his teen years. His rehab leaped forward from there, to the point where his minders have lately decided he can be trusted to move free again. Isaac was happy to hear it, but the lessons of his rehab are part of him now and he intends to conduct his life much as he did before: lots of inventing, but also lots of exercise mixed in with heroing.

Obsession: Isaac still needs to invent. His rehabilitation is a treatment, not a cure. It’s mostly managed, but any serious disruption to his routines could bring it roaring back.
Responsibility: Isaac is very keen on atoning for his past. He’s made himself study all the known crimes committed with his inventions and pays careful attention to any sign that his stuff is still out there. He feels a strong obligation to do right by those who his work harmed, but goes out of his way to be an invisible benefactor in their lives rather than upset them with his presence.

Isaac is no longer close to his parents, but he does care about them. These people are much larger parts of his life:

“Coach” He’s always just Coach. Isaac tries not to think about his name. Coach is a tough middle-aged man that took major charge of the physical side of Isaac’s rehabilitation. Along the way he became a kind of father figure to Isaac. Coach’s opinion matters a great deal to him.

Jared Spender is a current student at HIT. He inherited Isaac’s lab space and found a few things there that he ought not have. He got in contact with Isaac as a result and the two soon became friends. Lately they’ve edged closer to being something more, but neither is quite sure where things are going. They’re only four years apart, but things started with Isaac as something more like a cool older brother/mentor to Jared.

Dr. Alvarez was Isaac’s chief handler during his time in the Foundry lab. Isaac loathes him intensely, but it’s mixed in with too-intense happy memories of the lab. It would be very hard for him to actively oppose Alvarez, and the man knows all the ins and outs of Isaac’s psyche. He’s currently at large. Deep down, Isaac is afraid that if they meet again, none of his rehabilitation would matter and he’d willingly follow Alvarez to another lab.

Explanations and Special Effects
Isaac’s intellect has no significant external manifestations, beyond a slight hyperactivity and various social oddities.

T.I.G.H.T.S. is something else. It fits to his body like a coat of paint, with various modesty adjustments. The suit is primarily sky blue, but has mirror-finish silver gloves, boots, codpiece, and helmet. The helmet’s face is blank, a smooth, curving pane of silver with pointed ear fins to either side. It generally feels warm to the touch and extremely smooth, with no visible seams. When inert, the suit is an especially viscous liquid that he keeps in a sport bottle.

The Synaptic Interlock is Isaac’s security system. The entire suit is controlled through direct machine-brain interface. Isaac believes that some of its functions would be extremely hazardous to others to even attempt to use, but by locking it to his thought patterns he achieves both zero-lag interaction and perfect security. To anybody else, T.I.G.H.T.S. is just inert clothing.

The plasma beams originate in emitters on the palms of Isaac’s hands, where apertures in the gloves iris open to release the blasts. When he uses the line effect, the gloves reconfigure into blunt-ended blasters, denying him the use of his hands. Plasma emitted from T.I.G.H.T.S. is a deep blue with electric blue lightning cracking around it, the latter being a product of the containment field that directs it to its target.

The memetic induction attack uses the same emitters as the plasma, but their payload is shifted to a wavelength that hacks the optical nerve and broadcasts a fractal pattern that literally overwrites the target’s vision with itself, such that processing it results in replication in an infinite loop, albeit one that decays as the signal fades.

The antigraviton generation causes the suit to emit a pale blue glow. Isaac flies it by modulating the field’s density so that he falls through his local gravity toward his destination. The field is slightly disruptive to things within, which is one reason that Isaac’s suit is so tight. Normal clothes might end up falling off in flight, which would be hilarious to him but no way to fight evil. He’s also just a firm believer that superheroes should wear tights. The fashion choice came first. The antigraviton field is inherently unstable and can result in unattended objects within a foot or so of Isaac to temporarily float. He has no control over this.

T.I.G.H.T.S.’ kinetic absorption field leeches the energy from projectiles and other objects entering its reach, which is about six inches from the suit’s outer surface. It’s normally invisible, but flares on contact. Projectiles defeated by it simply fall to the ground as if dropped. Energy dissipates across the field’s width.

The Autonomous Evasive Protocols access its hyper-sensory suite, and Isaac’s reflexes, automatically. It detects attacks and feeds evasive commands into his nervous system to move him out of harm’s way faster than he could on his own. He believes that allowing someone without his unique brain to operate the protocols would result in severe seizures at the least.

The Hyper-Sensory Suite works directly through Isaac’s normal senses. When plugged in, he simply perceives on wider wavelengths, with greater accuracy, and so forth. There’s no user-visible interface. This, like the related evasive protocols, relies on his particular neurology.


Heroes of Freedom City keeganbrophy