MINUTEMAN

Origin

Minuteman's real name is Todd Riley, and until recently he was just a college boy, with a wild streak and a bunch of bad friends. When one of his friends dropped some unspecified new "stash" off for Todd to hold, he couldn't resist trying a little. The effect was nothing short of amazing. The accelerant drug decreased Todd's perception of time. A minute to Todd, seems like only a few seconds to everyone else. The effects of the drug don't last long, but while he's up, it's the ultimate high. Todd replaced the drugs with something more innocuous, and with the unwitting help of some chemistry-geek friends managed to replicate the formula, even though he is not sure exactly what it is, nor what the long-term effects will be. But hey, it's a blast right now. Todd has become a superhero simply because he needs some forum to display his talents. He could as easily have been a supervillian, except that he doesn't really want to hurt anyone (even bad guys). He just wants to have fun. Besides, he can earn enough to live in style off Nike and Gatorade endorsements - and being a superhero is major babe-magnet material!

 

Appearance

Minuteman wears flashy running gear (spnadex, lots of neon colours, etc) and a pair of reflective goggles. His light brown hair is usually tousled, and his green eyes sparkle with mischief. He usually cannot resist commenting on the sartorial effects of more conventional supercostumes.

 

Quote

"Here I come!"

Notes

Minuteman is so called because his super power - amazing speed - is dependant on a new drug, which takes its effect over approximately a minute, and then wears off. Due to the accelerating effect of the drug, however, it seems like 5 minutes or more to Minuteman. Minuteman's drug enhanced powers (being uncontrolled) must have a simple way to be turned off, and it is thus turned off when it reaches maximum effect. So whenever his SPD reaches 12, the drug stops its action and begins to wear off at 5 points per minute (or 1 point/turn). The downside of this wonder drug is that Todd is now thoroughly addicted to it. He has learned the hard way that without it he will probably die and also that the side effects of trying to take a second dose before the first has cleared his system are pretty dire.

CHA

Val

Cost

STR

15

5

DEX

20

30

CON

14

8

BOD

10

INT

13

3

EGO

11

2

PRE

13

1

COM

11

PD

3

ED

3

SPD

4

10

REC

5

END

29

STUN

25

Total

62

OCV

7

(but varies)

DCV

7

(but varies)

ECV

4

Powers, Skills, Etc.

9

Concealment (11-), Streetwise (12-), Conversation (12-)

9

Combat driving (var), Acrobatics (var), Breakfall (var)

2

FAM: ground vehicles

4

KS: Lowlife (11-), KS: Gangs (11-)

21

Martial Arts Multipower (15 point reserve, plus 9 points when sped up, -1/2)

END

2

Block

+2 OCV, +2 DCV

(+4 OCV, +3 DCV)

-

2

Disarm

+2 OCV, +1 DCV

(+4 OCV, +2 DCV)

-

2

Dodge

+6 DCV

(+7 DCV)

-

2

Defensive strike

4d6, +1 OCV, +2 DCV

(7d6, +1 OCV, +2 DCV)

3 (4)

2

Fast Strike

5d6 HA, +2 OCV

(8d6 HA, +2 OCV)

4 (5)

1

Passing Strike

3d6 +V/5, -1 OCV

(5d6 +V/5) requires full move (-1/2)

3 (4)

6

+2 levels with Martial arts

16

Speed powers Elemental control (40 point reserve, All powers require IIF, -1/4)

48

1d6 Aid to SPD, +74 Maximum, loss delayed to 1 minute (+1/2), Continous (+1), Uncontrollable (+1/2), Reduced to 0 END (+1/2), Full Phase (-1/2), Gestures (to start, eat pills, -1/4), Self only (- 1/2)

19

1d6 Aid to DEX, +24 Maximum, loss delayed to 1 minute (+1/2), Continous (+1), Uncontrollable (+1/2), Reduced to 0 END (+1/2), Full Phase (-1/2), Gestures (to start, eat pills, -1/4), Self only (- 1/2)

16

"Super Running" +16" (22" total) @ 1/2 END

11

"Rolling with the punch" 1/2 normal damage reduction PD/ED (only attacks character is aware of, 1/2)

16

"Missile dodging" Missile deflection, all missiles +10 to roll

100+

Disadvantages

20

Hunted (?, NCI, 8-)

20

Hunted (Criminal syndicate, NCI, MoPo, 8-)

15

Psych. lim (womaniser) Common, strong

15

Psych. lim (Showoff) Common, strong

10

Psych. lim (Prankster/smartmouth) Common, moderate

10

Psych. lim (Code against killing) Common, moderate

10

Dependance (super drug) common, every 5 hours, else 3d6

10

Phys Lim. Susceptible to alcohol, gets drunk very easily

15

Secret ID

5

DNPC - Babe of the week (Normal, 8-)

20

Susceptibility - takes 2d6 per phase after taking a second dose of drug while the first is still operating (uncommon)

-----------------------------1957136807261 Content-Disposition: form-data; name="userfile"; filename="" Content-Type: application/octet-stream