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)
|