APPROVED: BACKGROUND_1 Clean Cut Kid
Quentin Quire was raised in San Francisco, California. His parents were independently wealthy, from his father's interests in shipping and lumber to his mother's place as an heiress of one of the world's most prominent vintners. By all accounts, much of Quentin's childhood reflected those blessings. Quentin was gentle, even tempered and obedient. Sometimes he was prone to shyness, often caught daydreaming, imagining worlds other than this. A voracious reader, Quentin proved to be a more than adept student. His schoolwork never failed to impress, and he was at the top of the class in every prep school and private academy he attended. He got picked on a bit as a nerd, his shy nature and gentle demeanor making him something of a target. But the love of his parents and the grounding he got in tolerance and understanding helped him withstand and never sink so low as they did. He was better than that. Sticks and stones. As he got through high school, he almost regretted graduation, knowing he'd have to leave his parents house for college. Berkeley wasn't that far away, but what would he do without their support?
And then his powers kicked in.
APPROVED: BACKGROUND_2 Beneath the Skin
When the Judgment ended, 17 year old Quentin learned some hard truths very fast. Even as his already impressive intellect blossomed, grew and exploded, vast psychic powers expanded his consciousness and, most importantly, gave him a view he'd never had, into the secret thoughts of those around him. The girls who wanted him for his money, the boys who wanted him for his money. The teachers he'd thought of as mentors who only cared enough to get in his parent's good graces. The shallow lives of the men and women in his affluent neighborhood, all their petty miseries and betrayals and perversions laid out for him to see, to feel. Worst of all, of course, were his parents. He could delve into their minds fully, finding the infidelities, the lies. The times his father slapped his mother around. The times his mother comforted herself with a snort of cocaine and a strange man at a hotel bar. And him: a trophy, a possession, something to brag about to their friends and show off. Love? They were barely capable, the artifice of their perfect lives just that. Quentin felt sick. He felt angry.
And he did something about it.
APPROVED: BACKGROUND_3 Omega
With his every value, every basis for his way of life, undermined, Quentin blew it all up. Embracing a "Do As Thou Wilt" philosophy, he dropped out of high school halfway through his senior year. When his parents objected, he casually twisted their mind intot signing over their fortune to him and taking a long and permanent retirement to the Mediterranean. He didn't need to see them anymore. Legally emancipated and financially empowered with vast wealth, he changed his image quickly. Hair dyed and shaved, skin tattooed, body pierced. He felt every urge he had to rebel finally bubble to the surface and, like most teenagers, he probably overdid it. But overdoing it was also kind of the point.
After spending a few months tormenting his ex-bullies, making their lives a living hell in untraceable ways, though, the hyperintelligent boy began to get bored…and to wonder if he shouldn't find something worthwhile to do.
Leaving behind the West Coast, he's resettled in New York, and has quickly become a fixture on the Upper East Side social scene. He gets trailed by paparazzi and gossiped about in columns and he's found he quite likes the attention. He's also started to dabble in superheroism. What are villains, after all, but just a pack of superpowered bullies, shaking down the weak? Quentin humiliates people, sure, but he does it to the deserving and the strong. He's opened up his own nightclub, wealth fast-tracking the necessary licensing and, as time goes on, is assembling a clique of like-minded metahumans, people who recognize that doing the right thing doesn't always have to mean being a boy scout.
APPROVED: PSY1 Irreverent
Quentin no longer recognizes any authority but himself. He despises being told what to do, hates the status quo and generally tries to thumb his nose at propriety, good taste and conventional morals every chance he gets. He just feels like, outside of some obvious evils, a lot of society's rules and expectations are arbitrary, and he's lucky enough to be wealthty and powerful enough to show how absurd they are. And he has a lot of fun along the way.
APPROVED: PSY2 Arrogant
Quentin is very full of himself, sure of his abilities, confident in his own superiority. He's an incredibly wealthy young man, one of the world's most powerful psychics, a Nobel-class intellect and lives a hedonistic lifestyle of sex, drugs, and whatever music gets young people to take their clothes off on the dance floor fastest. He would argue that he's arrogant because he has every right to be. He has no shame for his sense of superiority, acknowledging it as simple fact, and daring someone to prove him wrong. For the most part, they cannot.
APPROVED: PSY3 Vengeful
Quentin spent most of his childhood and youth gettng bullied, comforting himself only with his few friendship and the (false) love of his parents. When he came into his power, he took the time to make those who crossed him pay. He's unforgiving and never forgets a slight. That said, his penchant for vengeance has also served well in his nascent heroic career. He hates bullies and, having little in the way of fear left himself, is more than willing to stand up to power on behalf of the weak. Although he still might tease the weak a little bit here and there…
APPROVED: PSY4 Moody
Quentin's powers result in his emotions being overly intense (see Flaws), and, as such, how he's feeling can change very quickly and at the drop of a hat. He can go from happy to sad to angry in a very short period of time. He doesn't find this particularly helpful, but hasn't yet developed the self control necessary to get a handle on it.
APPROVED: PSY5 Insecure
The signature moment of Quentin's life is discoverring that everyone around him was laying and false-faced, that nothing was as it seems and that those you love may be up to no good at all. As a result, Quentin is extremely insecure and untrusting. He has friends, sure, but virtually none of them intimate or close, no one with whom he shares. He has little respect for the psychic privacy or feelings of others, self-defensively testing their boundaries, rejecting them before they can reject him.
APPROVED: PSY6 Motivation
At this point, Quentin's motivations are largely selfish: have fun, look good doing it, maybe get a little fame to go with his fortune. He wants to be admired, but not too closely, like a distant untouchable idol.
APPROVED: PSY7 Goals
Y'know that "Most Interesting Man in the World" guy? Pretty much that, except with dyed hair and more tattoos.
APPROVED: POW1 Telepathy
Quentin is an Omega level telepath (hence the codename), showing an inherent and intense level of raw psychic power and talent. As a telepath, he is capable of reading minds or broadcasting thoughts across the length and breadth of a large city. He can seize control of the minds of others, making them do his bidding, or even subliminally plant suggestions so that they think his commands are their own thoughts. He can alter the memories of others, either by causing full amnesia or by selectively editing their past experiences to his desires. He can craft psychic illusions transmitted directly to the mind, capable of fooling the senses and fully immersing its target. As a part of that, he can himself seem to disappear, disguising his presence from being recognized by other people's minds and allowing him to maneuver as if invisible (at least to sentient beings, not electronics). He can leave his body and enter the astral plane relatively at will. In addition, he can project directed attacks of raw psionic power capable of knocking others unconscious or, at the very least, generating psychic pain and trauma. Because of his raw power and intellect, Quentin's abilities are precociously developed for his age, usually able to be resisted fully only by those of extraordinary willpower.
APPROVED: POW2 Telekinesis
Quentin possesses the ability to move material objects with his mind, most colloquially known as telekinesis. Having focused more on his telepathic talents, Kid Omega's telekinetic prowess isn't quite as developed, but is still quite formidable. His telekinetic grasp and strength enable him to tear open vaults, lift cars or catch bullets in mid-air with the power of his mind. Quentin can also use his TK to enable himself to fly (and to lift others along with him, should he so choose), with a maximum solo speed right around the speed of sound, and decreasing the more mass he's carrying along with him. He can create telekinetic shields for his protection against a level of damage equivalent to his telekinetic strength, although cumulative blows will begin to wear on his energy output and cause such shields to weaken over extended periods.
APPROVED: POW3 Psychic Shotgun
Quentin's psychic shotgun is an outgrowth of his telekinetic and telepathic abilities, a gestalt mingling of the two into a single effect. Essentially, Quentin coalesces his powers into a weapon of psychic energy (he usually makes it look like a shotgun, but it could just as easily be a rocket launcher or a spear or anything else he'd imagine). It will appear in his hands as a glowing energy construct. Like Psylocke's psychic knife, the weapon represents the concentrated force of Quentin's power, diluted partially because of the effort put into the appearance and because he restrains a hint of his power to maintain psychic shields and defenses. When fired, the shotgun unleashes a mingling of telepathic and telekinetic energy, affecting both mind and matter at the same time. The telekinetic portion is a supercharged TK blast, capable of punching through a car engine block or shattering a human ribcage. The telepathic aspect of the blast would create a psychic shock capable of rendering an an average person instantly unconscious and potentially psychically damaged for life, depending on their level of psychic strength (willpower). He can reduce one or the other if he likes, making a purely TK shotgun or a purely telepathic one, if he chooses. The shotgun can even affect incorporeal entities or spirits, because it combines the psychic energy with the physical. While using the shotgun, Quentin's powers are otherwise largely quieted, unable to use conventional TK or telepathic effects as long as its manifested, and for a minute or so afterwards until he recovers his faculties. When manifesting this shotgun, the purely psychic form of the shotgun appears as red energy, the purely TK form appears as blue energy and a TK/Telepathic combo appears as purple energy.
APPROVED: POW4 Smarter Than You
Quentin's mind is a vast and powerful superhuman thing, and that's reflected in his intellect as much as it is in his psionic abilities. Quentin often describes himself as thinking "ten thousand brilliant thoughts per second" and, while that's certainly hyperbole, he has the brainpower to back it up. Sporting an IQ just short of 300, Quentin's intelligence allows him to multi-task almost constantly, juggling five or six mental tasks at once, even leaving them running as sub-processes in his unconscious while he focuses his attention on other matters. His genius is intuitive and remarkable, detecting patterns of extraordinary subtlety and enabling him to make leaps of discovery and invention (he's already proven quite a science prodigy in that regard). His level of intellect gives him extraordinary mental defense and willpower, his psychic adeptness allowing him to structure his ego and mental architecture in such a way as to protect himself, keep out intruders and resist outside influences. Some of his mental energy is taking up in the maintenance of the Omega City construct, however, and his relatively low attention span means he doesn't always use this capacity to its fullesst extent (and, when he does, it's rarely for anything worthwhile). He is also, as yet, limited by his degree of education, like a massively powerful engine with insufficient fuel. His well of knowledge grows every day, however, and pushes him closer to living up to his potential.
APPROVED: POW5 Omega City
As a part of his quantum intellect and advanced psionic abilities, Quentin's mind is exceedingly complex, far more so than the average human and, as such, he's had to find unique and creative ways to manage and organize his thoughts. For this purpose, Quentin has constructed an elaborate psychic realm based on the mnemonic concept of a memory palace, only far more intricate. Omega City, as he calls it, is a full form psionic landscape, complete with denizens, geography, architecture and events. Essentially a virtual world contained in his head, eveyr particle of Omega City is a memory or thought or impulse of Quentin's (or from the mind of someone he's contacted telepathically, detritus picked up through contact like a murderer's fingerprints and hair follicles left on a body). Quentin can access the landscape in order to search his memory or find an idea, essentially living out a self-generated adventure or plot as he tries to find the piece of data in his vast repository. Through his telepathic capabilities, Quentin can draw others astrally into Omega City, leaving their bodies comatose (this requires consent and cannot generally be done by force, although he could draw a sleeping person into his consciousness stealthily). Once inside, they may manifest as themselves or find themselves wrapped in memories and given a new identity by the City itself, acting out in unexpected ways and manifesting new personalities. If they have any sub-personalities or subliminal selves, these, too, may manifest in the construct, even perhaps as separate individuals. No one can suffer true damage in Omega City. If they were to suffer 'mortal' damage or harm while in the construct, they would simply be kicked from his mind and back to their own bodies. Of course, that doesn't mean it wouldn't hurt like hell.
APPROVED: ADV1 Wealth
With his parents signing over the family assets, trusts and properties over to him, Quentin has become a young man of enormous wealth. Between California real estate and vineyards, massive family trusts and investments in a variety of profitable ventures, Quentin's personal wealth ranges somewhere in the two hundred million dollar range. Obviously, that kind of money can accomplish a great deal.
APPROVED: ADV2 DV8
Quentin has recently opened his own nighclub known as DV8. DV8 specializes in metahuman customers (although it is not discriminatory or exclusive). The building itself is made of reinforced materials, capable of withstanding barfights from superpowerful rowdies. He has a small staff of metahumans with abilities such as empathic calming, kinetic freezing and, in several cases, raw physical power in order to remove problem patrons from the premises. He's also personally designed an elaborate security system including energy bubble cages, electrified floors and energy cannons that can emerge from the walls and ceiling, designed to be targeted by and responsive to his brainwaves. He's always adding new gadgets and features. The basement area serves as his personal quarters as well as a hangout area for Quentin and his friends. It's hyper-reinforced to be as impenetrable as any government bunker and contains supplies to endure siege conditions, as well as a variety of weaponry and advanced communications equipment to keep abreast of the outside world.
APPROVED: SKILL1 Leadership
Quentin's a natural leader, quick to take control of a group and more than comfortable imposing his will. He tends to expect other people to follow him, and has a natural charisma which puts him easily into that position. He knows how to assign tasks and assess the strengths of his various underlings, and is actually quite a fair leader even under adverse circumstances. Cool under fire, he's a reliable and effective, if not particularly ethical, leader.
APPROVED: SKILL2 Superscience!
Quentin is familiar with most of the basic principles of modern science and technology, his natural interest largely drawing him to those areas of knowledge. With the help of his superhuman intellect, Quentin has proved quite capable of applying those principles to create the seemingly impossible. Given the proper equipment and time, Quentin is a highly capable superscience inventor and designer, grasping advanced and abstract concepts and applying them to craft new toys. He's designed extensive supertech defenses for his nightclub, like energy-based containment fields, stun blasters and meta-detecting technologies. Basically, he can make some really neat sci-fi stuff.
APPROVED: SKILL3 Charm
As abrasive as he can sometimes seem, Quentin's perfected a sort of roguish charm, enabling him to play his verbal games and still seem appealing…at least to the kind of people he's trying to appeal. He can be something of a social chameleon, although largely for purpose rather than a desire to fit in. He can make someone like him whether they want to or not, often.
APPROVED: SKILL4 Polyglot
Quentin speaks a wide variety of languages with perfect fluency, thanks to his enhanced intellect: Japanese, Mandarin, Cantonese, Spanish, French, Italian, Russian, German, Hindi, Urdu, Arabic, Latin and Farsi.
APPROVED: SKILL5 Party Animal
Quentin's current self would be barely recognizeable to his younger self. He's given into unabashed hedonism. He can drink most people under the table, knows the party scene inside and out. He can score drugs essentially at will, knows the numberrs of the finest escort services (more to populate the club and help out friends than for himself - or if he wants volume). He knows how to have fun and how to help others do so.
APPROVED: SKILL6 Polymath
While he has, indeed, focused more on having fun, Quentin remains a bit of a nerd on the inside and his intellectual interests haven't gone away. Already intelligent, his exponentially-enhanced intellect has given him expertise in a wide range of subjects. He has a strong grounding in subjects such as: architecture, history, anthropology, psychology, mathematics, medicine, most fields of scientific inquiries, engineering, computer science, electronics, even a bit of forensics and criminology (Hey, he likes watching SVU to relax).
APPROVED: FLAW1 Attention Deficit
For all his intellectual prowess, Kid Omega is very easily bored. Part of the millenial generation of constant input and social media, he quite simply expects to be entertained almost all of the time. He has virtually no patience for things he's not interested in and is quite adept at tuning other people out. He may, in fact, have a minor form of autism or attention deficit disorder, as he genuinely has diffuculty focusing on things he doesn't find interesting. As a result, while he might be capable of doing some complex tasks, he often doesn't simply because he doesn't find them interesting enough or they take too long. Any task that requires long periods of concentration, patience or total focus will be challenging, to say the least.
APPROVED: FLAW2 Drugs
Over the last yearr or two, Quentin's been addicted to a street drug known as Kick. Aimed specifically towards the mutant/metahuman market, Kick's effects were rumored at first to increase the effectiveness of metahuman power, but the truth is actually much more sinister. Kick provides an intense, euphoric rush from the -use- of superhuman abilities. In a way, users become addicted to their own powers as much as they are the drug, using them for mundane and unnecessary reasons, just for the pleasure of it. Kick is illegal and could get Quentin in trouble if caught. He also occasional deals to friends and allows dealers into his club (for things other than Kick as well), although he does expect them to be discreet. He makes recreatioal use of marijuana, ecstasy, LSD, and cocaine on a semi-regular basis as well. As an addict, if he were to lose access to his supply, he would suffer at least a week of night sweats, stomach pains, hallucinations and general suffering. He generally needs to take at least two doses a day, each with a functional use of about four to six hours. While the Kick only enhances performace, the other kinds of pharmaceutical fun can put him in a compromised state.
APPROVED: FLAW3 Emotional Instability
While there are many benefits to Quentin's enhanced psyche, there is also a significant downside. His enlarged intellect is counterbalanced by enlarged emotions, his feelings as vast and overwhelming as his intelligence. When he dislikes someone, it immediately boils over to hate. When he likes someone, he can easily fall in love. Even small slights fill him with rage, while simple pleasures provide him with bliss. Mercurial in the extreme, he can have rapid, unpredictable mood swings, latching onto a phrase or tone or tiny detail and letting it change everything. This instability can make him seem quite mad, at times, and also can be an affliction, his emotions driving him to do things for the wrong reasons or on impulse, or causing well laid plans to crumble in a moment's reaction. Plus, when he hurts, he truly hurts, sadness or heartbreak immobilizing him for days at a time.
APPROVED: FLAW4 Enemies
Quentin just pisses people off. He makes enemies relatively easily, from the people he laid torment and revenge on back in California, to the club owners, crooks and such that he's shoved aside since arriving in New York. He tends to make enemies just about every day. People try to get back at him. He's used to it and, well, he tends to be less than forgiving in his own reprisals.
APPROVED: FLAW5 Inhuman Minds
Quentin's telepathic powers, which tend to be his go-to ability, functions only on human minds. Aliens, extradimensional creatures, animals or artificial intelligeces would all be immune to these abilities.
APPROVED: FLAW6 Non-combatant
Quentin's fighting abilities are entirely inherent in his superhuman abilities. If he couldn't access his powers in a fight, if they were nullified or blocked in some way, he'd be a poor physical fighter by any stretch of the imagination.
A place to install your character's public reputation