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Fast-Forward (WIP)


Avenger Assembled

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Abilities: 0 + 4 + 4 + 0 + 4 + 10 = 22 PP

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 10 (+0)

Wisdom 14 (+2)

Charisma 20 (+5)

Combat: 8 + 8 = 16 PP

Attack: +4 (+7 Melee, +10 Magic)

Defense: +8 (+4 Base, +4 Dodge Focus),

Initiative: +2/+22

Grapple: +7/+20 w/Move Object

Knockback: -11/-6/-3/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +12/+6/+2 (+2 Con, +4 Defensive Roll)

Fortitude: +7 (+2 CON, +5)

Reflex: +7 (+2 DEX, +5)

Will: +7 (+2 WIS, +5)

Skills: 44r = 11 PP

Bluff 5 (+10)*

Disable Device 10 (+10)*

Escape Artist 8 (+10)*

Knowledge (History) 5 (+5)

Languages 2 (German, Yiddish, English [base])

Notice 3 (+5)

Sense Motive 3 (+5)

Stealth 8 (+10)*

Feats: 10 PP

Attack Focus: Melee (3)

Dodge Focus (4)

Skill Mastery (Bluff, Disable Device, Escape Artist, Stealth)

Taunt

Uncanny Dodge (auditory)

Powers: 32 + 10 + 1 + 1 + 1 + 20 + 1 + 2 + 1 = 68 PP

Device 8 (Astrologer’s Ring, Flaw: Hard to Lose, 40DP) [32 PP]

    Enhanced Feats 2 (Fearless, Ritualist) [2DP]

    Enhanced Skills 16 (Intimidate 5 (+10), Knowledge [Arcane Lore] 10 (+10), Language 1 [Latin]) [4DP}

    Force Field 6 [6DP]

    Magic Array 15 (Flaw: Action [Full], Drawback: Distracting to Change Configuration [-2], PFs: Accurate 3, Alternate Powers 5) [21DP]
    BP: Damage 10 (Fury of Apollo, Extras: Area [Cylinder], Range [Ranged]) {30/30}
    AP: Move Object 10 (Grasp of Artemis; Str 50, Hvy Load 12 tons; Extras: Area [50-ft. Burst, General], Damaging; Flaws: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) {30/30}
    AP: Snare 10 (Rejection of Mercury, Extra: Constricting) {30/30}
    AP: Impervious TOU 10 (Mirror of Venus, Extra: Reflective 2 [all ranged]) {30/30}
    AP: Move Object 10 (Metal of Mars; STR 50, Hvy Load 12 tons; Extras Damaging Range [Perception]; Flaws: Limited [diamagnetic materials only]) {30/30}


    Super-Senses 7 (Detect Magic 3 [visual], Direction Sense, Low-Light Vision, Precognition [Flaw]) [7DP]

Enhanced Feats 10 (Defensive Roll 2, Evasion 2, Improved Initiative 5, Move-By Action) [10PP]

Immunity 1 (Aging) [1PP]

Quickness 1 [x2] [1PP]

Speed 1 (10 MPH, 100 fpm) [1PP]

Speedster Array 9 (18 points; PFs: Alternate Power 2) [20PP]

BE: Enhanced Quickness 9 (to Quickness 10 [x2,500]) {9} + Enhanced Speed 9 (to Speed 10 [10,000 MPH / 100,000 feet per Move action]) {9} {9+9=18/18}

AP: Feature 17 (mitigates Action Flaw for Magic 15 and Distracting Drawback) {17/18}

AP: Strike 7 (goonsweeper; Extras: Area [shapeable, Targeted], Selective Attack; Flaw: Action [Full]; PFs: Mighty, Progression [Area] 3 [70 5-ft. cubes]) {18/18}

Super-Senses 1 (Communications Link 2 [Hologram, Thoughtspeed] {mental}) [2PP]

Super-Movement 1 (Water-Walking) (Flaw: Only While Running) [1PP}

Abilities (22) + Combat (16) + Saving Throws (15) + Skills (11) + Feats (10) + Powers (68) - Disadvantages (0) = 142 PP


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  • 1 month later...

Abilities: 0 + 4 + 4 + 4 + 4 + 10 = 26 PP

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 20 (+5)

Combat: 8 + 8 = 16 PP

Attack: +4 (+7 Melee, +10 Magic)

Defense: +8 (+4 Base, +4 Dodge Focus),

Initiative: +2/+22

Grapple: +7/+20 w/Move Object

Knockback: -11/-6/-3/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +12/+6/+2 (+2 Con, +4 Defensive Roll, +6 Force Field)

Fortitude: +7 (+2 CON, +5)

Reflex: +7 (+2 DEX, +5)

Will: +7 (+2 WIS, +5)

Skills: 44r = 11 PP

Bluff 8 (+13, +17 w/Attractive)*

Diplomacy 5 (+10, +14 w/Attractive)

Disable Device 8 (+10)*

Escape Artist 8 (+10)*

Language 1 (English [base], German)

Notice 3 (+5)

Sense Motive 3 (+5)

Stealth 8 (+10)*

Feats: 14 PP

Attack Focus: Melee (3)

Attractive

Challenge (Fast Taunt)

Dodge Focus (4)

Eidetic Memory

Jack of all Trades

Skill Mastery (Bluff, Disable Device, Escape Artist, Stealth)

Taunt

Uncanny Dodge (auditory)

Powers: 32 + 10 + 1 + 1 + 1 + 20 + 1 + 2 + 1 = 68 PP

Device 8 (Helm of Hermeticism, Flaw: Hard to Lose, 40DP) [32 PP]

Enhanced Feats 2 (Fearless, Ritualist) [2PP]

Enhanced Skills 16 (Intimidate 8 [to +13], Knowledge [Arcane Lore] 8 [to +10]) [4PP]

Force Field 6 [6PP]

Hermeticism 15 (30 points; Flaw: Action [Full]; PFs: Accurate 3, Alternate Power 5; Drawback: Distracting to change configuration {-2PP}) [21 PP]

BE: Transform 10 (any element to any element, 1000 lbs) (Philosopher's Stone, Flaw: Distracting) {30/30}

AP: Damage 10 (Salamander's Breath, Extras: Area [General, Cone], Penetrating) {30/30}

AP: Nullify All Magic 10 (Ashy Petrification) {30/30}

AP: Impervious Toughness 10 (Gnome's Shield, Extras: Reflective 2 [all ranged]) {30/30}

AP: Move Object 10 (Effective Strength 50, Heavy Load: 12 tons) (Sylph's Grasp) {30/30}

AP: Stun 10 (Undine's Curse, Extra: Area [shapeable]) {30/30}

Super-Senses 7 (acute analytical radius ranged detect magic 3 [mental]) [7PP]

2+4+6+21+7 = 40/40

[/device]

Enhanced Feats 10 (Defensive Roll 2, Evasion 2, Improved Initiative 5, Move-By Action) [10PP]

Immunity 1 (Aging) [1PP]

Quickness 1 [x2] [1PP]

Speed 1 (10 MPH, 100 fpm) [1PP]

Speedster Array 9 (18 points; PFs: Alternate Power 2) [20PP]

BE: Enhanced Quickness 9 (to Quickness 10 [x2,500]) {9} + Enhanced Speed 9 (to Speed 10 [10,000 MPH / 100,000 feet per Move action]) {9} {9+9=18/18}

AP: Feature 17 (mitigates Action Flaw for Magic 15 and Distracting Drawback) {17/18}

AP: Strike 7 (goonsweeper; Extras: Area [shapeable, Targeted], Selective Attack; Flaw: Action [Full]; PFs: Mighty, Progression [Area] 3 [70 5-ft. cubes]) {18/18}

Super-Senses 1 (Communications Link 2 [Hologram, Thoughtspeed] {mental}) [2PP]

Super-Movement 1 (Water-Walking) (Flaw: Only While Running) [1PP}

Abilities (26) + Combat (16) + Saving Throws (15) + Skills (11) + Feats (14) + Powers (68) - Disadvantages (0) = 150 PP


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Players Name: AvengerAssembled

Characters Name: Fast-Forward

Power Level: 10 (150/150PP)

Trade-Offs: -0 Attack / +0 Damage, -2 Defense / +2 Toughness

Unspent PP: 0

Progress to Orichalcum Status:

In Brief: Iron Age villain turned Modern Age hero, speedster punk turned family man and veteran hero

Alternate Identities: Tempus Fugitive

Identity: Richard Anthony Cline

Birthplace: Freedom City, New Jersey, USA

Occupation: TV Star

Affiliations: Shenanigans

Family: Paige Psion-Cline, William Cline,

Age: 50s (born 1964)

Apparent Age: 30s

Gender: Male

Ethnicity: White American

Height: (6 feet)

Weight: (160 lbs.)

Eyes: Blue

Hair: Black

Description:

Richard Cline is a tall, slim man with a runner's build. His hair is slicked up in that peculiarly 80s style and he wears leather jackets and jeans when he can, just like his hero Bruce Springsteen. His costume is a black and white bodysuit in traditional style - he doesn't wear a mask, and never has. When wearing the Helm of Hermeticism, his voice takes on a particular echo and he grows a spectacular blue and yellow cape.

Powers and Abilities:

Fast-Forward's speed powers are based in temporal manipulation rather than in super-speed as such - he accelerates his local frame of reference and appears to run fast, punch as fast and hard as an assault rifle, and a great many other super-speed tricks. He leaves behind a faint glowing red trail as he runs, a phenomenon caused by hyper-accelerated air molecules crashing back into their neighbors. His powers have begun to fade slightly as he ages, but he remains one of the fastest beings alive.

His magical abilities come from wearing the Helm of Hermeticism and center around manipulation of the Sun, Moon, and four classical elements. He's not terribly skilled in their use, but using his super-speed to make rapid calculations he can cast blunt-force spells that blast his enemies with focused sunlight, pin them to the Earth or fling them from it, fly in the air and control the winds, summon clouds of water vapor and mighty rainstorms, or just fire jets of flame from his palms.

Personality and Motivation:

Richard's kind of a jerk, something of an occupational hazard for your typical speedster. But he's also a veteran who's been around the block many times, and that's significantly tempered the arrogant jerk who was pretty hard to be around back in the 1980s. He wants to make Freedom City safe for his family, and help make sure the kids tehse days don't make the mistakes he made when he was a kid. He loves his wife and kids more than anything in the world, though he has a considerably more complicated relationship with his still-living parents.

He's still inclined to question authority in a Green Arrow sort of way, and doesn't always get along great with cops and other government officials, though he is always perfectly correct when there are cameras around. He's very handsome, though also very married.

History:

Some legacies in Freedom City aren't forged in the light of day. Richard Cline was born in August of 1964 to Anne Cline, aka Calendar Girl, speedster and smash-and-grab thief and briefly the sidekick of Doc Holiday. Abandoned by her partner when she got pregnant, Anne did the only thing she could, she raised her son at her side as first her ward, then her partner in crime. Richard developed his speed powers early, a legacy of all the times his mother had used her powers while he was in utero, and eagerly trained as his mother's sidekick. His childhood was great in some ways: the Crime League of the 1960s and 1970s were like a weird little family for him. He met gods and monsters, scientists and mystics, and sometimes crashed at their place for a few weeks until his mom could escape. She was Clock Queen, beautiful and glamourous, and he loved her with the devotion of a son for a doting parent. But his childhood was poor in some ways as well; he spent less than a year inside a classroom from age six to age eighteen, and only learned to read and write well from being able to practice at super-speed when he was very bored. Even when he put on a shiny four-colored costume to match his mother's, Richard didn't really know anything about the world except how to rob it.

Eventually time ran out for Clock Queen and her sidekick Tempus Fugit. As the world darkened into the grim days of the 1980s, their brand of crime no longer fit: just before Richard's 18th birthday, they were busted and sent to jail. Richard went to juvie, his mother got a twenty-year sentence by a tough new judge. When Richard got out, the Moore era was just beginning, and the young man was disgusted by what he saw. Criminals had turned into psychopaths, cops had become bullies and tyrants, and the heroes had been chased away or turned killer. It was time to turn to _crime_: Fast-Forward, the laughing speedster-rogue, debuted by publically pantsing the mayor, making sure the police would hunt him for his blood for the rest of the Moore administration. It was about this time he reunited with his old girlfriend Paige Psion, who was equally disconnected from the old generation, and together Fast-Forward and Hologram carried out a unique reign of terror in Freedom City, a wave of crime that mocked society without tearing it down, that robbed without hurting, that called back to the crime waves of yesteryear. Life was good.

Until the Terminus Invasion. The horrors of the invasion, and the heroic sacrifice of the Centurion, convinced Paige and Richard it was time to change course. With a full pardon in hand from the US government, they went on the road, traveling in an RV and exploring the country, living the life of hard-traveling adventurers. After a few years, realizing they weren't getting any younger, they decided to have a kid: young William Cline followed not long after that. They traveled for a few more years before settling in southern California so William could start kindergarten. They ran a private security company in LA for a few years and worked as part-time heroes, but weren't very happy: they got a big surprise when it turned out that Richard's regenerative and temporal abilities meant that his vasectomy hadn't taken and Paige became pregnant again, but things were mostly fine as William's younger sister was born.

Their window into a renewed celebrity came just a few years ago, when they were called in as consultants for a show the Discovery Channel was airing about the history of super-crime. The pair were funny and charismatic, and had stories to tell most people had never heard, and after several guest appearances they were spun off as the cohosts of Supercrime! Supercrime! (don't forget the !) is a wide-ranging show that takes a broad look at the history of supercrime in the United States, and Richard is very happy there, working alongside his wife and (sometimes) his son! But recently things have been changing, and not necessarily to Richard's advantage. Richard's daughter's psychic powers erupted recently, leaving the eight year old girl with mighty psychic powers and the family with a problem. Moving out to Freedom City (and commuting home with Richard's powers) helped with that, giving her access to the Nicholson School and eventually Claremont. (It also meant getting a heroic education for William, who by now was getting a little old to be taught by his parents)

But one problem that couldn't be solved were Richard's powers: the super-speed that had powered him for most of his life had begun to fade by the time he reached his late forties, a slow decline that the super-doctors on the West Coast probably would last for the rest of his life. His speed dropped from close to light speed to hypersonic within the space of a few months, and the thought made him feel...unhappy. Faced with the choice of letting his powers fade gracefully or trying to infuse himself with more chronitons (a risky, dangerous task), Richard took a third option. He dug an old artifact out of his basement, a mystic helm reputed to be of great power, and put it on...

History of the Helm:

The Helm of Hermeticism was crafted by John Dee in 1605, not long after the death of Dee's wife and children from the plague. The helm vaguely resembles a simplified Greco-Roman style helmet, cast in bronze with iron inlays. Dee's glyph over the forehead, cast in electrum, is the fanciest adornment on the otherwise humble metal helmet. The Helm contains all the Hermetic knowledge available to John Dee in 1605, reaching out to the ancient Greco-Egyptian texts he gathered not long before his death. Dee's legacy was taken to America by his disciple John Winthrop to preserve it against the coming civil war in England. The Helm has passed from American mystic to American mystic since then, but despite its age has never found a niche for itself - the vast, disorganized library inside the helmet needs a formidable mind to keep up with it, one beyond even that of most magical scholars. The last heroic mage to wear the helmet was Dr. Hermes, an occult homefront adventurer during World War II; his son Bob took the helmet from his father's study in the mid-1980s after the latter's death and went on a crime spree before being stopped (or rather, robbed) by Fast-Forward and Hologram.

Complications:

Family Man: Richard has a family to protect, for good or ill.

Oh ho, it's magic, you know: While the Helm of Hermeticism carries the gestalt knowledge of centuries of Hermetic magic, Richard does not actually know anything about magic.

Fame: A celebrity Discovery Channel host, Richard's face is known, and he has to behave himself in public most of the time

Infamous: Ex-supervillains, even ones who were actually pretty harmless back in the day, have a way of attracting unwanted attention.

Don't Let It Be Forgot: Freedom City has largely forgotten the 80s and early 90s, something Richard is determined to make sure they never forget.

No Way Out: Between one thing and another, most people don't leave the Crime League. Fast-Forward is one of the few people who has and lived to tell the tale. So far, anyway.

Fast As You Can: Richard is not above getting competitive with other speedsters, one reason he put the Helm on in the first place.

Boom-De-Yada: The Helm of Hermeticism is a blunt instrument at the best of times, and Fast-Forward's not a terribly subtle guy. Sometimes he has to lay off the magic so he doesn't set the town on fire.

Abilities: 0 + 4 + 4 + 4 + 4 + 10 = 26 PP

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 20 (+5)

Combat: 8 + 8 = 16 PP

Attack: +4 (+7 Melee, +10 Magic)

Defense: +8 (+4 Base, +4 Dodge Focus),

Initiative: +2/+22

Grapple: +7/+14 w/Move Object

Knockback: -11/-6/-3/-1

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +12/+6/+2 (+2 Con, +4 Defensive Roll, +6 Force Field)

Fortitude: +7 (+2 CON, +5)

Reflex: +7 (+2 DEX, +5)

Will: +7 (+2 WIS, +5)

Skills: 44r = 11 PP

Bluff 8 (+13, +17 w/Attractive)*

Diplomacy 5 (+10, +14 w/Attractive)

Disable Device 8 (+10)*

Escape Artist 8 (+10)*

Language 1 (English [base], German)

Notice 3 (+5)

Sense Motive 3 (+5)

Stealth 8 (+10)*

Feats: 14 PP

Attack Focus: Melee (3)

Attractive

Challenge (Fast Taunt)

Dodge Focus (4)

Eidetic Memory

Jack of all Trades

Skill Mastery (Bluff, Disable Device, Escape Artist, Stealth)

Taunt

Uncanny Dodge (auditory)

Powers: 32 + 10 + 1 + 1 + 1 + 21 + 1 + 2 = 68 PP

Device 8 (Helm of Hermeticism, Flaw: Hard to Lose, 40DP) [32 PP]

Enhanced Feats 2 (Fearless, Ritualist) [2PP]

Enhanced Skills 16 (Intimidate 8 [to +13], Knowledge [Arcane Lore] 8 [to +10]) [4PP]

Force Field 6 [6PP]

Hermeticism 15 (30 points; Flaw: Action [Full]; PFs: Accurate 3, Alternate Power 5; Drawback: Distracting to change configuration {-2PP}) [21 PP]

BE: Impervious Toughness 10 (Shield of Luna, Extra: Reflective 2 [all ranged]) {30/30}

AP: Blast 10 (Wrath of Helios, Extra: Area [Cylinder]) {30/30}

AP: Flight 3 (Sylph's Mastery, 50 MPH, 500 FPM) {6} + Move Object 10 (Effective STR 50, Heavy Load 12 tons) (PFs: Indirect 3, Subtle) {24} {24+6=30/30}

AP: Move Object 10 (Rejection of Gaia; Str 50, Hvy Load 12 tons; Extras: Area [50-ft. Burst, General], Damaging; Flaws: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) {30/30}

AP: Obscure 10 (Aquan Disguise, visual) (Extra: Selective) {30/30}

AP: Damage 10 (Salamander's Breath, Extra: Area [Cone], Secondary Effect) {30/30}

Super-Senses 7 (acute analytical radius ranged detect magic 3 [mental]) [7PP]

2+4+6+21+7 = 40/40

Enhanced Feats 10 (Defensive Roll 2, Evasion 2, Improved Initiative 5, Move-By Action) [10PP]

Immunity 1 (Aging) [1PP]

Quickness 1 [x2] [1PP]

Speed 1 (10 MPH, 100 fpm) [1PP]

Speedster Array 9 (18 points; PFs: Alternate Power 3) [21PP]

BE: Enhanced Quickness 9 (to Quickness 10 [x2,500]) {9} + Enhanced Speed 9 (to Speed 10 [10,000 MPH / 100,000 feet per Move action]) {9} {9+9=18/18}

AP: Speed 9 ( [5,000 MPH / 50,000 feet per Move action) (Extra: Affects Others) {18/18}

AP: Feature 17 (mitigates Action Flaw for Magic 15 and Distracting Drawback) {17/18}

AP: Strike 7 (goonsweeper; Extras: Area [shapeable, Targeted], Selective Attack; Flaw: Action [Full]; PFs: Mighty, Progression [Area] 3 [70 5-ft. cubes]) {18/18}

Super-Senses 1 (Communications Link 2 [Hologram, Thoughtspeed] {mental}) [2PP]

Abilities (26) + Combat (16) + Saving Throws (15) + Skills (11) + Feats (14) + Powers (68) - Disadvantages (0) = 150 PP


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