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Breakneck - PL10 - EviscerusNox

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Power Level: 10 (150/153PP)
Unspent Power Points: 3
Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness 


In BriefFastest redneck in Freedom City!.

CatchphraseFaster than a scalded haint!

Theme: “Live Wire” by Motley Crue


Alternate IdentityColt McCay (Public)
Birthplace: Claude, TX

Residence: Claremont Academy Campus.
Occupation: Student at Claremont
Claremont Academy
FamilyThe whole McCay clan as is custom in the south.  Problem is he lives so far away now, in the big city that it’s hard to stay in touch.


16 (DoB: 2011, March, 14th)
Apparent Age
Gender: Male
Height: 5’9”
Weight: 122 lbs
Eyes: Bro
Hair: Red

Colt is so thin and wiry you’d swear he was made by throwing play dough on a stick figure made of copper wire.  His hair is in a constant state of unkempt and is a deep true red, not orange like most redheads tend to be, it hangs to his shoulder, and mullets so naturally you’d expect it’s a genetic predisposition.  Colt dresses in jeans, t-shirt (which usually sports the logo of some long forgotten 80’s hair band) and sandals when not in school uniform.  Colt is always smiling, and despite having little to no experience with dentists his teeth are perfect and white.  He sports a pretty deep tan that only appears on his arms and up to his knees.


It is a well known fact that in places like Claude, TX kids who have little to do will do their best to get into trouble.  For Colt, that always involved doing something fast, and dangerous.  He’d often “borrow” his older brother Bo’s ’85 IROC Z Camaro and take it for a ride.  Highway 287 had long strips of flat curvy two lane highway perfect for adrenaline junkies that Colt made frequent use of, but his real love was a turn in the city limits called “piss corner.”  It was a dirt/gravel turn onto 1st street that everyone took too fast and almost no one had ever taken without spinning out and hitting the Bannister fencing.  Colt was one of the few who could handle it, or so he thought.


On one of those times he was borrowing Bo’s ride, he took the corner at 60, and being only 15 and not what one would call versed in the ways of physics, Colt had no idea that there’s zero chance he could make it out of that turn without rolling the car.  When the car began to rise off of it’s left wheels the world slowed, and Colt’s world became white.  An instant later he’s standing outside of the car, watching it tumble end over end through the Bannister’s fence and into their minivan. 


Once his sense came back to him he took a step towards the wreck and found himself careening into the mangled mesh of automobiles and luckily bounced off with only a few bruises. 


After some careful experimentation, he was able to walk at a normal speed again, and was able to control both the speed of his feet and the speed of his thought.  He was fast.  Greased lightning got busy with a rocket sled and had a baby kind of fast.


Colt smiled, he knew he was in for the beating of his life from Bo.  But Bo would have to catch him first!


After some talk with Ma and Pa and the rest of the family, they scraped enough money together to get him to Freedom City and into Claremont Academy.  With the help of some grants from rich folk and a scholarship he's able to live on campus rather comfortable like.  If he needs extra work money, he could always spend an afternoon building a house or something!


Firmly entrenched in Freedom City and the academy.  Colt passes the time learning about his new powers and learning about things like Physics in school.  Now he gets why that turn was impossible to make!  Now if he were to just try it at 58 mph, how would that work out, he thought?


Personality & Motivation:
Colt is a good, kind kid, if a bit reckless.  He’s an adrenaline junkie through and through, and his mutation only feeds into that by feeding him more endorphins and more speed the faster he goes.  That being said it’s not just about the thrills for him, he wants to help people especially those who don’t have a lot, like he didn’t growing up.  This is why he finds it rewarding living in The Fens.  Even big cities have their poor folk, and he knows from poor folk.


Powers & Tactics:
Though relatively new to his powers, growing up with little else to do, Colt knows how to scrap, and he also is relatively smart, able to adapt his powers to do new things other than just punch things real fast.  He is a voracious reader and has read and retained thousands of books, whole libraries even, and can often use this information in esoteric ways to help him from time to time.


Power Descriptions:
Waves of heat radiate off of Colt when he’s using his powers like a desert mirage (it’s the friction) and when moving he is a green and white blur (as those are the colors of his costume).  His speed is mutation based and partially due to an extremely overenlarged and overactive adrenal gland, hence his thrillseeking.


Adrenaline Junky: Colt loves to go fast, and basically will do any reckless thing to live on the edge and feed his need:  the need for speed!

Motor Mouth: Colt tends to forget that others don’t think or act as fast as him and will find himself talking at a pace that no one could comprehend.  To top it off, it sounds like a high pitched electrical whirring/whine when he does this, so it’s more than a little annoying.

Act First Think Later:  Colt doesn’t spend a lot of time thinking about what he's going to do beforehand, or the consequences of his actions. 

Abilities: 0 + 6 + 4 + 8 -2 + 4 = 20PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 8 (-1)
Charisma: 14 (+2)

Combat: 10  + 10  = 20PP
Initiative: +19
Attack: +9 Melee, +5 Ranged 
Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed

Grapple: +9
Knockback: -3

Saving Throws: 5 + 3 + 7 = 15PP
Toughness: +7 (+2 Con, +1 [Defensive Roll] +4 [Protection])
Fortitude: +7 (+2 Con, +5)
Reflex: +12 (+3 Dex, +6 [Enhanced Reflex Save] +3)
Will: +6 (-1 Wis, +7)

Skills: 24R = 6PP 
Acrobatics 6 (+9)

Bluff 8 (+10)

Craft [Mechanical] 3 (+7)

Drive 3 (+6)

Knowledge [Popular Culture] 4 (+8)


Feats: 17PP
Attack Focus (Melee) 4

Beginner’s Luck

Defensive Roll 1

Eidetic Memory

Equipment 1

Evasion 1

Improved Initiative 4

Jack of All Trades

Luck 1

Move By Action




Equipment: 1PP = 5EP 


Breakneck Costume (Subtle; Immunity [Friction Heat], Quick Change) 3 EP




Powers: 12 + 12 + 27 + 3 + 8 + 6 + 4 = 72PP

Speed 12 (Breakneck Speed!; 50,000 Mph, 500,000 ft per move action) [12PP]

Quickness 12 (10,000 times speed) [12PP]

Fastest Redneck Alive Array 11 (Dynamic Array; Speed, Mutation; Feats: Alternate Power 5) [27PP]

Base Power:  Strike 11 (Beat ‘Em Like a Drum; Extra: Targeted Area Burst, Selective, Flaw: Action [Full]) [22pp]

Alternate Power: Move Object 11 (Like the Wind; Air Descriptor) [1PP]

Alternate Power: Insubstantial 4 (Pass Through) [1PP]

Alternate Power: Concealment 4 (Too Fast for the Naked Eye; All visual senses) [1PP]

Alternate Power: Strike 11 (Extra: Autofire) [1PP]

Alternate Power: Healing 11 (Accelerated Healing; Flaw: Limited [personal only]) [1PP]

Super Movement 3 (Wall-Crawling 2 [full speed, retain dodge bonus[, Water Walking [Flaw: only while running]) [3PP]

Enhanced Dodge Focus 8 [8PP]

Enhanced Reflex Save 6 [6PP]

Protection 4 (Speedster’s Hide) [4PP]

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Strike              Touch      DC 26 Toughness                Damage

Beat ‘Em…           Area       DC 26 Toughness                Damage


Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (6) + Feats (17) + Powers (72) - Drawbacks (0) = 150/153 Power Points


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Some ideas: 


You probably want Selective on that Area attack. Maybe add the Action Flaw? 


I like the thought of another speedster from Texas! Breakneck and Hyperactive seem like they'd have some fun times together. 


Would you mind putting in his Speed and Quickness numbers? 


Specify what senses his Concealment (i.e., Invisibility) affects.


Other than that, I take no real issue here - looks like a fun character! 

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Let's see, mostly little math stuff here:


Per our house rules on the subject, at least a third of your attack and defense (rounded up) must come from base attack and base defense. Breakneck's fine on attack, but a third of 13 defense, rounded up, is 5. Gotta drop the total defense or up the base defense for this character to adhere to that rule.


Knockback's half your toughness, and Protection counts - with Toughness +7, this character would have a Knockback of -3, not -2.


Please include the Alternate Power feats in your Array; it should cost 27pp, not 22pp, and the feats themselves should be noted in the power (Fastest Redneck Alive Array 11 (Dynamic Array; Speed, Mutation; FeatsAlternate Power 5) [22PP]).


You're paying too much for your Beat 'Em power - looks like you added AA's suggested flaw, but not his suggested extra! He was recommending Selective to the power so that you can choose who you do and don't hit when you use it. Otherwise, you'll punch all your friends when you use the power, and that's silly (unless you just really like punching your friends!).


Concealment from all visual senses costs only 4 ranks of Concealment, not 5. What are you getting with the final rank?



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Thanks for all the help fox!


Added one more to Defense at the expense of dropping Teamwork and one of the Enhanced Dodge Focus

Fixed Beat 'Em Like a drum (though they sometimes deserve it, i don't always wanna be hitting my friends in the face!)

Fixed Concealment


Let me know if anything else is amiss!

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