Breakneck
AKA
372
Points
CHARACTERISTICS
Value CHAR Roll Notes
25 STR 14- Lift 800.0kg, Damage 5d6
23 DEX 14- Initiative 23
15 CON 12- Stun Threshold 15
10 INT 11- Perception 11-
10 EGO 11-  
10 PRE 11- Presence Attack 2d6
9 OCV  
7 DCV  
3 OMCV  
3 DMCV  
3 PD Total 3 (0 rPD)
3 ED Total 3 (0 rED)
6 SPEED Phases 2, 4, 6, 8, 10, 12
7 REC  
65 END  
15 BODY  
28 STUN  
MOVEMENT
Type Combat Move Non-Combat Move
Run 21m 42m
Swim 4m 8m
H. Leap 4m 8m
V. Leap 2m 4m
Flight 13m 1664m
PERKS
Description Cost
Fringe Benefit: Private Investigator License 2
TALENTS
Description Cost
Multiple Attack: In a single phase 10
Ambidexterity (-2 Off Hand penalty) 1
CHARACTER POINTS
Experience Points
Base Points 350
Complications 100
Earned 22
Spent 22
Unspent 0
Total 372
Allocation Points
Characteristics 168
Martial Arts 26
Perks 2
Powers 142
Skills 23
Talents 11
CAMPAIGN
GENRE
CAMPAIGN USE
POWERS/TACTICS
QUOTE
PHYSICAL TRAITS
Trait Value
Height 1.86 m
Weight 84.00 kg
Eye Color Cerulean Blue
Hair Color Brown
APPEARANCE
COMPLICATIONS
Complication Cost
Dependence: Spewtonium 17: Takes 2d6 Damage (Uncommon; 1 Day; Addiction) 15
Psychological Complication: Overconfident (Common; Strong) 15
Hunted: AIM agents Infrequently (Mo Pow; Harshly Punish) 15
Social Complication: Has great trouble staying still and being quiet Frequently, Minor 10
Susceptibility: Exposure to Slowtonium 109 1d6 damage per Minute (Uncommon) 5
Vulnerability: 1 1/2 x STUN Ice/Water (Uncommon) 5
Vulnerability: 2 x Effect Wind powers (Uncommon) 10
Vulnerability: 1 1/2 x Effect Ice/Water (Uncommon) 5
Vulnerability: 2 x BODY Wind Powers (Uncommon) 10
Rivalry: Professional, criminal, AIM experimented, independent operator, Zappacosta, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry 10
SKILLS
Roll Skill Cost
Everyman
1) Language: English (completely fluent) (3 Active Points)
0
11-
2) Area Knowledge: Toronto: AK: Toronto
3
8-
3) Conversation
0
Everyman Upgrades -1
11-
1) Shadowing (2 Active Points)
1
14-
2) Stealth (3 Active Points)
2
11-
3) Streetwise (2 Active Points)
1
11-
4) Investigator: PS: Investigator (2 Active Points)
1
14- Breakfall 3
14- Lockpicking 3
11- Gambling (Card Games) 2
w Martial Arts: +2 with all Intellect Skills, all Interaction Skills, or a similar broad group 8
MARTIAL ARTS
Maneuver Cost
Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 35 STR to Disarm; FMove 5
Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/10; FMove 5
Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on; FMove 5
Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5
Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, Weapon +v/10; Target Falls; FMove 5
Weapon Element: Karate Weapons 1
STANDARD COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block ½ +0 +0 Block HTH Attacks, Abort
Brace 0 +2 ½ Offset Range Mod only
Disarm ½ -2 +0 STR Contest to Disarm
Dodge ½ -- +3 Dodge all attacks, Abort
Grab ½ -1 -2 Grab 2 limbs for Squeeze, Slam, or Throw
Grab By ½ -2 -2 Full Move, Grab Target, +(v/10) to STR
Haymaker ½ +0 -5 +1 Segment for +4 DCs to attack
Move By ½ -2 -2 Full Move, ((STR/2)+(v/10))d6, take 1/3 damage
Move Through ½ -v/10 -3 Full Move, (STR+(v/6))d6, take 1/2 or full damage
Multiple Attack 1 * ½ Each attack adds -2 OCV
Set 1 +1 +0 Aim Ranged attack
Shove ½ -1 -1 Push Target 1m per 5 STR used
Strike ½ +0 +0 STR or Weapon damage
Throw ½ +0 +0 Throw for STR or Weapon damage
Trip ½ -1 -2 Target falls prone
RANGE MODS
Interval OCV
0-8m 0
9-16m -2
17-32m -4
33-64m -6
65-125m -8
126-250m -10
CALLED SHOTS
Shot OCV Roll
Head Shot (Head to Shoulders) -4 1d6+3
High Shot (Head to Vitals) -2 2d6+1
Body Shot (Hands to Legs) -1 2d6+4
Low Shot (Shoulders to Feet) -2 2d6+7*
Leg Shot (Vitals to Feet) -4 1d6+12
*Treat 19 as the Feet Location
HIT LOCATIONS
Roll Location STUN x N STUN BODY OCV
3-5 Head x5 x2 x2 -8
6 Hands x1 -6
7-8 Arms x2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1½ x1 -7
13 Vitals x4 x1½ x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 -6
17-18 Feet x1 -8
POWERS/EQUIPMENT
END Description Cost
Speedster powers Multipower, 65-point reserve 65
6 1) Whirlwind: Telekinesis (24 STR), Area Of Effect (4m Radius; +3/4), Mobile (1m per Phase; +1/2) (63 Active Points); Only to grab and push things upwards (requires -1 worth of Limitations; -1/2), Affects Whole Object (-1/4) 4f
8 2) Molecular Vibration: Desolidification (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Not through Vibranium; -1/4) 2f
0 3) Gosh, He's so fast!: Flight 13m, x128 Noncombat, Reduced Endurance (0 END; +1/2) (64 Active Points); Only In Contact With A Surface (-1/4) 5f
0 4) Circles: Flight 43m, Reduced Endurance (0 END; +1/2) (64 Active Points); Only In Contact With A Surface (-1/4), no Noncombat movement (-1/4) 4f
6 5) Metabolic Acceleration: Healing BODY 6d6, Can Heal Limbs (65 Active Points); Conditional Power Power does not work in Common Circumstances (Only on self; -1/2) 4f
6 6) Energy Killing Attack - Ranged 4d6+1 (65 Active Points); Requires 1/2 phase move to use (-1/2), Extra Time (Delayed Phase, -1/4) 4f
0 Life Support (Self-Contained Breathing) (10 Active Points); Conditional Power Power does not work in Common Circumstances (Only while running at supersonic speeds; -1/2) 7
0 Speed Force Energy Field: Energy Damage Reduction, 50% (20 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not vs Ice/water; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not vs wind powers; -1/4) 13
0 Speed Force Field: Damage Negation (-5 DCs Physical) (25 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not vs wind powers; -1/4) 20
1 nunchaku: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF (nun-chucks ; -1), Hand-To-Hand Attack (-1/4) 14
BACKGROUND HISTORY
The result of an AIM experiment.
PERSONALITY/MOTIVATION