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Hero Designer Export for the Boards?


Uthanar

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I'm pretty sure that you can post just about anything now but you just have to save it as an attachment first. 

Next best option is the text export.

 

Here are 3 different ways to do it:

 

6e barebones text export example:

 

Barry Allen
The FLASH, The Scarlet Speedster, The Fastest Man Alive

VAL    CHA    Cost    Roll    Notes
20    STR    5    13-    HTH Damage 4d6  END [2]
18    DEX    8    13- / 14-
20    CON    5    13-
18    INT    3    13-    PER Roll 14-
15    EGO    5    12-
15    PRE    5    12-    PRE Attack: 3d6
8    OCV    5
8    DCV    5
3    OMCV    0
3    DMCV    0
6    SPD    0    Phases:  2, 4, 6, 8, 10, 12
7    PD    2    7/19 PD (3/11 rPD)
7    ED    2    7/19 ED (3/11 rED)
10    REC    0
50    END    0
10    BODY    0    
30    STUN    0

Movement    Cost    Meters    Notes
RUNNING    0    30m/70m,/60m/140m    END [1/3]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward


TELEPORTATION        23m/92m


Characteristics Total: 45

Cost    Powers
    Speed Force Powers, all slots Unified Power (-1/4) - END=
4    1)  +5 STR (5 Active Points) - END=1
6    2)  +4 DEX (8 Active Points) - END=
8    3)  +9 DEX (18 Active Points); Limited Power Only to Act First with All Actions (-1) - END=
4    4)  +5 CON (5 Active Points) - END=
4    5)  +5 INT (5 Active Points) - END=
16    6)  +4 OCV (20 Active Points) - END=
16    7)  +4 DCV (20 Active Points) - END=
32    8)  +4 SPD (40 Active Points) - END=
3    9)  +4 PD (4 Active Points) - END=
3    10) +4 ED (4 Active Points) - END=
5    11) +6 REC (6 Active Points) - END=
5    12) +30 END (6 Active Points) - END=
4    13) +10 STUN (5 Active Points) - END=
2    14) Absolute Time Sense (3 Active Points) - END=
2    15) Lightning Calculator (3 Active Points) - END=
4    16) Fighting at Super Speed: Rapid Attack  (10 Active Points); Limited Power HTH Multiple Attacks Only (-1) [Notes: A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack as a Half Phase Action instead of a Full Phase Action.  From 6E2 p73.] - END=
4    17) Learning at Super Speed: Cramming  (5 Active Points) - END=
9    18) Seeing At Super Speed: (Total: 11 Active Cost, 9 Real Cost) Rapid ( x100) with Normal Sight (6 Active Points) (Real Cost: 5) plus Analyze with Normal Sight (5 Active Points) (Real Cost: 4) - END=0
2    19) Sensing at Super Speed: +1 PER with all Sense Groups (3 Active Points) - END=0
7    20) Having a Funny Feeling at Super Speed: Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); No Conscious Control (The Power only turns on when  the GM chooses; -2) 14-/13- - END=
25    21) Running at Super Speed part 1: Running (Base 12m) +18m (30m/70m total), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; only affects +18m Running; +1/2) (31 Active Points) - END=
3    22) Running at Super Speed part 2: Combat Acceleration/Deceleration (+1/4) for up to 12 Active Points of Base 12m Running, Reduced Endurance (0 END; +1/2) (4 Active Points) - END=0
5    23) Running up Walls: Clinging (normal STR) (10 Active Points); Linked (Running at Super Speed part 1; -1/2), Cannot Resist Knockback (-1/4) - END=0
4    24) Super Speed Aura: Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (Running at Super Speed part 1; -1/2) - END=0
14    25) Super Speed Aura v2: Resistant Protection (8 PD/8 ED) (24 Active Points); Linked (Running at Super Speed part 1; -1/2) - END=0
      - END=
120    Speed Force Powers: Variable Power Pool (Superspeed), 80 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (170 Active Points); Speed Force Powers Only (Real Cost Total Maximum=80 (typically 40 per slot) By taking enough additional Limitations (like Increased END or Concentration) 3 or more Slots of up to 60 active point can be used simultaneously.; -3/4), Conditional Power - Does not understand true nature of powers. Believes they are bound by traditional Laws of Physics (Can only fly by spinning arms, etc...). (-1/4); all slots Unified Power (-1/4) [Notes: The list of abilites below allow 2 slots to be used simultaneously. However, these are only examples and not intended to be an exclusive list. Other ability constructions that fit within the "Speed Force Powers" special effect could be created and used without changing the overall cost of the Framework if approved by the GM.] - END=
0    1) The Fastest Man Alive!: Aid  DEX & OCV 3d6+1 (standard effect: 10 points), Reduced Endurance (1/2 END; +1/4), Expanded Effect (x2 Characteristics or Powers simultaneously) (+5 DEX and +2 OCV; +1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1 1/4) (60 Active Points); Only to Aid Self (-1) Real Cost: 27 [Notes: Effective increase of +5 DEX (decreases by 1 point per 2 Minutes) and +2 OCV (decreases by 1 point per 5 Minutes).  Cannot be used again until previous use has faded completely.] - END=2
0    2) Faster than a speeding bullet! v1: Teleportation 23m, No Relative Velocity, Position Shift, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (60 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 40 [Notes: This represents a form of "Running" that is faster than the normal eye can see.  Character's with Rapid sight x100 or better should be able to see his path.] - END=6
0    3) Faster than a speeding bullet! v2: Running +40m (30m/70m total), Reduced Endurance (1/2 END; +1/4), Combat Acceleration/Deceleration (+1/4) (60 Active Points); Leaves A Trail (-1/4) Real Cost: 40 [Notes: Combat Velocity = 78.75mph. Velocity Based DCV = 7.  Increase to 78m total Running with 1/2 END @3 Total END/Phase (~ 88mph).  Increase to 90m total Running (Maximum combat movement without Pushing) @7 Total END/Phase (~101mph. Velocity Based DCV = 9)] - END=2
0    4) Faster than a speeding bullet! v3: +5 Overall Skill Levels (GM permission is required to be included in a Framework) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 40 [Notes: +4 Overall Levels without the Costs END Limitation. The special effect of these Levels is Super Speed and they can be used towards ANYTHING that requires a roll. Examples: All Combat CSL's, Dive For Cover (a DEX roll), Enhanced Perception and to complete tasks faster. From 6e1 page 59, If a character has to perform a task in less time than it normally takes, he suffers a -3 penalty for each level up the Time Chart. Example: a task that would normally take 5 minutes to comlete could be done in 1 Turn @ -6 to the roll.] - END=6
0    5) Faster than a speeding bullet! v4: (Total: 60 Active Cost, 40 Real Cost) Deflection (20 Active Points); Limited Range (-1/4) (Real Cost: 13) plus Reflection (60 Active Points' worth) (40 Active Points); Linked (Deflection; -1/4) (Real Cost: 27) Real Cost: 40 - END=6
0    6) Orbital Speed Running: Flight 16m, No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1 km; +1), Noncombat Acceleration/Deceleration (+1) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -1/4) Real Cost: 40 [Notes: Top Speed (with current Advantages) = 18,000mph ( ~ Mach 24) or 8km/s (kilometers per second). Velocity Based DCV = 17.  Orbital speed at Sea Level = 7.90973km/s (This means that IF he were to lose contact with the surface while AT or ABOVE this speed he will NOT fall due to Gravity since he's travelling at ESCAPE VELOCITY!)] - END=0
0    7) Speed Force Running: Flight 10m, No Turn Mode (+1/4), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2), Noncombat Acceleration/Deceleration (+1), Usable Simultaneously (up to 2 people at once; +1), Grantor can take back power at any time, Recipient must be within Limited Range of the Grantor for power to be granted, MegaScale (1m = 10,000 km; +2) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -1/4) Real Cost: 40 [Notes: Top Speed (with current Advantages) = 111,846,814 mph or 50,000km/s (kilometers per second) or ~ 1/6th the speed of light (approximately 300,000 km/s, or 186,000 miles per second). From (http://dcanimated.wikia.com/wiki/Divided_We_Fall) his globe circling attack versus Braniac/Luthor  1st Run: 10 seconds @4,000 km/second, 2nd Run: 9 seconds @4,444 km/s, 3rd Run: 11 seconds @3,636 km/s, 4th Run: 5 seconds @8,000 km/s and final 5th Run: 1 second @40,000 km/s] - END=0
0    8) Superspeed Disassembly: Dispel 16d6, Variable Special Effects (Any Technological Object; +1/4) (60 Active Points); No Range (-1/2) Real Cost: 34 - END=6
0    9) Superspeed Mind: Precognitive Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees), Rapid:  x10, Costs Endurance Only To Activate (+1/4) (60 Active Points); Precognition/Retrocognition Only (-1), Time Modifiers (-1/2), Blackout (-1/2), No Range (-1/2) Real Cost: 16 - END=5
0    10) Superspeed Molecular Control v1: Desolidification , Usable Simultaneously (up to 2 people at once; VPP as Variable Advantage - can be swapped out for Reduced Endurance 0 END; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Grantor must grant power one Recipient at a time. (60 Active Points); Perceivable (-1/4) Real Cost: 40 [Notes: Allows him to carry 1 person or object while Deslosidified.] - END=6
0    11) Superspeed Molecular Control v2: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 40 - END=6
0    12) Superspeed Molecular Control v3: Resistant Protection (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4), Impenetrable (+1/4) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 40 - END=6
0    13) Superspeed Spin: Drain OCV & DCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (OCV & DCV; +1/2) (60 Active Points); Linked (Running at Super Speed part 1; -1/4) Real Cost: 40 [Notes: DCV is considered a Defensive Power vs. Adjustments so the effect of Drain is halved (6e1 pg141). Effectively -2 OCV & -1 DCV.] - END=6
0    14) Superspeed Wind Generation v1: Dispel Fire 8d6, Area Of Effect (32m Cone Explosion; +1/4), Does Knockback (+1/4), Fire Powers (+1/2), Double Knockback (+1/2) (60 Active Points); Gestures (-1/4) Real Cost: 40 - END=6
0    15) Superspeed Wind Generation v2: Flight 12m, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (16m Cone; +1), Mobile (12m per Phase; +1/2), Usable As Attack (x32 maximum weight per inanimate target; 35 STR; defense is ability to fly; +2 1/2) (60 Active Points); Gestures (-1/4) Real Cost: 40 - END=3
0    16) Superspeed Wind Generation v3: Blast 8d6, STUN Only (+0), Double Knockback (+1/2*) (60 Active Points); Gestures (-1/4) Real Cost: 40 - END=6
0    17) Superspeed Wind Generation v4: Barrier 12 PD/5 ED, 0 BODY (up to 30m long, 2m tall, and 1/2m thick) (60 Active Points); No Range (-1/2), Costs Endurance (to maintain; 1/2 END (3) -1/4; -1/2), Linked (Running at Super Speed part 1; -1/4) Real Cost: 24 - END=6
0    18) Superspeed Punch v1: Hand-To-Hand Attack +6d6, Invisible Power Effects (Inobvious to [sight Group] Remove if combined with an Advantage other than "AOE"; +1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect Accurate (1m Radius; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: AOE Accurate can be replaced with other appropriate Advantages adding up to +1/2 like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 40 [Notes: This slot normally represents punching at such Super Speed that the attack appears to be 'invisible'. Optionally, targets with enough levels of Rapid with Sight could still see the "Punch". In 6e AOE Accurate combined with HA is normally not Blockable or Dodgeable (changed from 5e). As built, only a target with Rapid Sight or another Targeting Sense could even sense the attack coming and attempt a Dive for Cover.] - END=2
0    19) Superspeed Punch v2: Hand-To-Hand Attack +6d6, Autofire (5 shots; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: Autofire can be replaced with other appropriate Advantages adding up to +1/2 like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +1/2), Reduced Endurance (1/2 END; 2 END per Punch. Becomes 0 END if Autofire is swapped with another Advantage.; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 40 - END=2
0    20) Superspeed Punch v3: Hand-To-Hand Attack +4d6, Affects Physical World (6e damage prorating rules mean that STR and Manuever Damage adds at 1/3 the normal rate (20 STR adds +1DC, 30m Move By adds +1DC); +2) (60 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 40 - END=6
0    21) Infinite Mass Punch: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 40 [Notes: 16d6 with STR.  20d6 with Sacrifice Strike.  Maximum Damage = 25d6 when combining Passing Strike with 90m Maximum combat move.] - END=6
0    22) Superspeed Recovery: Healing ANY Characteristic or Power 2d6 (standard effect: 6 points), Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (60 Active Points); Does Not Work On Some Damage (Anything that a HIGH metabolism would not help against.; -1/4) Real Cost: 40 - END=0

Powers Total: 311

Cost    Martial Arts
    Speedster Martial Arts
5    1)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5    2)  Passing Throw:  1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/10; Target Falls; FMove
5    3)  Sacrifice Strike:  1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike
5    4)  Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/10; FMove
5    5)  Passing Disarm:  1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove

Martial Arts Total: 25

Cost    Skills
    Everyman Skills
0    1)  AK: Central City 8-
0    2)  Acting 8-
0    3)  Climbing 8-
0    4)  Concealment 8-
0    5)  Conversation 8-
0    6)  Deduction 8-
0    7)  PS: Forensic Scientist 11-
0    8)  Language:  English (idiomatic; Everyman, literate)
0    9)  Paramedics 8-
0    10) Persuasion 8-
0    11) Shadowing 8-
0    12) Stealth 8-
0    13) TF:  Everyman, Small Motorized Ground Vehicles
2    Breakfall 10-
2    Criminology 10-
2    Forensic Medicine 10-
1    Navigation 8-
3    Scientist
1    1)  Science Skill:  Chemistry 10- (2 Active Points)

Skills Total: 11

Cost    Perks
1    Positive Reputation (A medium-sized group) 11-, +1/+1d6
1    Fringe Benefit:  Central City Police Department Forensic Scientist

Perks Total: 2

Cost    Talents
6    Combat Luck (3 PD/3 ED)

Talents Total: 6

Value    Complications
10    Dependent NPC:  Wife - Iris West & Ira West Infrequently (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
10    Hunted:  Rogues Gallery Infrequently (As Pow; Harshly Punish)
20    Psychological Complication:  Code Versus Killing (Common; Total)
20    Psychological Complication:  Protective Of Innocents (Very Common; Strong)
5    Psychological Complication:  Doesn't believe he can Fly (like Superman) without using arms like propellers (Uncommon; Moderate)
10    Social Complication:  Secret Identity: Barry Allen Infrequently, Major

Complications Points: 75

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

 

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This is my favorite method - it takes the longest but is visually the most striking.

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  • 3 weeks later...

 

Barry Allen

The FLASH, The Scarlet Speedster, The Fastest Man Alive

  Fri, 23 Jan 2015 20:12:29

Beginning Justice League for 6e

Chars 45, Powers 311, Skills/Perks/Talents/MA 44 = 400 pts

 

CHARACTERISTICS

    20    STR       13-      Lift: 400.0kg        END: 2

18/27 DEX  13- / 14- 

    20    CON      13-      PD: 4  ED: 4

    18     INT       13-      PER Roll 14-

    15    EGO      12-     

    15    PRE       12-      PRE Attack: 3d6

 

MOVEMENT                                                                 1 END per 10m

Running: 30m/70m (60m/140m); Swimming: 4m (8m); Leaping: 4m (8m); Teleportation: 23m (92m)

 

Running at Super Speed part 1: Running (Base 12m) +18m (30m/70m total), Combat Acceleration/Deceleration (+), Reduced Endurance (0 END; only affects +18m Running; +) (31 Active Points)

 

Faster than a speeding bullet! v1: Teleportation 23m, No Relative Velocity, Position Shift, x2 Increased Mass, x4 NC, Safe Blind Teleport (+) (60 Active Points); Must Pass Through Intervening Space (-) Real Cost: 40(This represents a form of "Running" that is faster than the normal eye can see.  Character's with Rapid sight x100 or better should be able to see his path.) END 6

 

Faster than a speeding bullet! v2: Running +40m (30m/70m total), Reduced Endurance (½ END; +), Combat Acceleration/Deceleration (+) (60 Active Points); Leaves A Trail (-) Real Cost: 40(Combat Velocity = 78.75mph. Velocity Based DCV = 7.  Increase to 78m total Running with ½ END @3 Total END/Phase (~ 88mph).  Increase to 90m total Running (Maximum combat movement without Pushing) @7 Total END/Phase (~101mph. Velocity Based DCV = 9)) END 2

 

Orbital Speed Running: Flight 16m, No Turn Mode (+), Reduced Endurance (0 END; +), MegaScale (1m = 1 km; +), NC Acceleration/Deceleration (+) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -) Real Cost: 40(Top Speed (with current Advantages) = 18,000mph ( ~ Mach 24) or 8km/s (kilometers per second). Velocity Based DCV = 17.  Orbital speed at Sea Level = 7.90973km/s (This means that IF he were to lose contact with the surface while AT or ABOVE this speed he will NOT fall due to Gravity since he's travelling at ESCAPE VELOCITY!))

 

Speed Force Running: Flight 10m, No Turn Mode (+), Combat Acceleration/Deceleration (+), Reduced Endurance (0 END; +), NC Acceleration/Deceleration (+), Usable Simultaneously (up to 2 people at once; +), Grantor can take back power at any time, Recipient must be within LR of the Grantor for power to be granted, MegaScale (1m = 10,000 km; +) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -) Real Cost: 40(Top Speed (with current Advantages) = 111,846,814 mph or 50,000km/s (kilometers per second) or ~ 1/6th the speed of light (approximately 300,000 km/s, or 186,000 miles per second). From (http://dcanimated.wikia.com/wiki/Divided_We_Fall) his globe circling attack versus Braniac/Luthor  1st Run: 10 seconds @4,000 km/second, 2nd Run: 9 seconds @4,444 km/s, 3rd Run: 11 seconds @3,636 km/s, 4th Run: 5 seconds @8,000 km/s and final 5th Run: 1 second @40,000 km/s)

 

Superspeed Wind Generation v2: Flight 12m, Personal Immunity (+), Reduced Endurance (½ END; +), Area Of Effect (16m Cone; +), Mobile (12m per Phase; +), Usable As Attack (x32 maximum weight per inanimate target; 35 STR; defense is ability to fly; +) (60 Active Points); Gestures (-) Real Cost: 40 END 3

 

DESCRIPTION

 

Appearance: 6' 0", 195 lbs, Blonde hair, Blue eyes.

 

Quote: I'll be back in a Flash!

 

COMPLICATIONS

Dependent NPC: Wife - Iris West & Ira West Infrequently (Normal; Useful NC Position or Skills; Group DNPC: x2 DNPCs)

Hunted:  Rogues Gallery Infrequently (As Pow; Harshly Punish)

Psychological Complication:  Code Versus Killing (Common; Total)

Psychological Complication:  Protective Of Innocents (Very Common; Strong)

Psychological Complication:  Doesn't believe he can Fly (like Superman) without using arms like propellers (Uncommon; Moderate)

Social Complication: Secret Identity: Barry Allen Infrequently, Major

 

 

COMBAT INFORMATION

OCV:       8     (19- to hit)       DCV:        8

OMCV:    3     (14- to hit)       DMCV:    3

SPD:        6     INIT:  18 / 27

PHA:   2, 4, 6, 8, 10, 12

 

ATTACKS                        END    EFFECT

STR Strike                            2       HA (PD) 4d6

                                              1       STR    

Faster than a speeding bullet! v4

                                              4       Reflection   60 Active Points' worth  

Superspeed Disassembly    6       Dispel   16d6 

Superspeed Spin                  6       Drain (OCV & DCV) 4d6 (standard effect: 12 points)  400m rng.

>> DCV is considered a Defensive Power vs. Adjustments so the effect of Drain is halved (6e1 pg141). Effectively -2 OCV & -1 DCV.

Superspeed Wind Generation v1 6       Dispel (Fire) 8d6 AE, 2xKB, 240m rng.

Superspeed Wind Generation v2 3       Flight   12m AE

Superspeed Wind Generation v3 6       Blast (PD) 8d6 2xKB, 400m rng.

Superspeed Punch v1          2       HTH   6d6 AE,

>> This slot normally represents punching at such Super Speed that the attack appears to be 'invisible'. Optionally, targets with enough levels of Rapid w/ Sight could still see the "Punch". In 6e AOE Accurate combined w/ HA is normally not Blockable or Dodgeable (changed from 5e). As built, only a target with Rapid Sight or another Targeting Sense could even sense the attack coming and attempt a Dive for Cover.

Superspeed Punch v2          2       HTH   6d6 Autofire

Superspeed Punch v3          6       HTH   4d6 

Infinite Mass Punch              6       HTH   12d6 

>> 16d6 with STR.  20d6 with Sacrifice Strike.  Maximum Damage = 25d6 when combining Passing Strike with 90m Maximum combat move.

 

SKILL LEVELS

 

MARTIAL ARTS     OCV DCV    Notes

Speedster Martial Arts

Flying Dodge            --      +4      Dodge All Attacks, Abort; FMove

Passing Throw         +0     +0      4d6 +v/10; Target Falls; FMove

Sacrifice Strike        +1      -2      8d6 Strike

Passing Strike          +1     +0      4d6 +v/10; FMove

Passing Disarm       -1      -1      Disarm, 30 STR to Disarm; FMove

 

DEFENSES

DEFENSE        Physical   Energy     Mental     Power

Normal                7/19         7/19           0             0

Resistant            3/11r        3/11r                          

 

               MAX                                   RECOVERY: 10

STUN      30      

END         50      

BODY      10      

 

+4 PD (4 Active Points)

+4 ED (4 Active Points)

Super Speed Aura v2: Resistant Protection (8 PD/8 ED) (24 Active Points); Linked (Running at Super Speed part 1; -)

Faster than a speeding bullet! v4:

• Deflection (20 Active Points); LR (-)  END 2

• Reflection (60 Active Points' worth) (40 Active Points); Linked (Deflection; -)  END 4

Superspeed Molecular Control v2: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs END (Only Costs END to Activate; -) Real Cost: 40  END 6

Superspeed Molecular Control v3: Resistant Protection (10 PD/10 ED) (Protect Carried Items), Hardened (+), Impenetrable (+) (60 Active Points); Costs END (Only Costs END to Activate; -) Real Cost: 40  END 6

Superspeed Wind Generation v4: Barrier 12 PD/5 ED, 0 BODY (up to 30m long, 2m tall, and ½m thick) (60 Active Points); No Range (-), Costs END (to maintain; ½ END (3) -¼; -), Linked (Running at Super Speed part 1; -) Real Cost: 24  END 6

 

 

SKILLS, TALENTS, & PERKS

 

Perception ......14-

Everyman Skills

• AK: Central City ......8-

• Acting ......8-

• Climbing ......8-

• Concealment ......8-

• Conversation ......8-

• Deduction ......8-

• PS: Forensic Scientist ......11-

• Paramedics ......8-

• Persuasion ......8-

• Shadowing ......8-

• Stealth ......8-

• TF: Everyman, Small Motorized Ground Vehicles

Breakfall ......10-

Criminology ......10-

Forensic Medicine ......10-

Navigation ......8-

Scientist

• Science Skill: Chemistry 10- (2 Active Points)......10-

 

SKILL LEVELS

 

LANGUAGES

English (idiomatic)

 

PERKS

It's The FLASH!: Positive Reputation (A medium-sized group) 11-, +1/+1d6

Fringe Benefit: Central City Police Department Forensic Scientist

 

TALENTS

Combat Luck (3 PD/3 ED)

 

 

POWERS

Speed Force Powers, all slots Unified Power (-)

1)     +5 STR (5 Active Points). END 1

2)     +4 DEX (8 Active Points)

3)     +9 DEX (18 Active Points); Limited Power Only to Act First with All Actions (-)

4)     +5 CON (5 Active Points)

5)     +5 INT (5 Active Points)

6)     +4 OCV (20 Active Points)

7)     +4 DCV (20 Active Points)

8)     +4 SPD (40 Active Points)

9)     +4 PD (4 Active Points)

10)    +4 ED (4 Active Points)

11)    +6 REC (6 Active Points)

12)    +30 END (6 Active Points)

13)    +10 STUN (5 Active Points)

14)    Absolute Time Sense (3 Active Points)

15)    Lightning Calculator (3 Active Points)

16)    Fighting at Super Speed: Rapid Attack (10 Active Points); Limited Power HTH Multiple Attacks Only (-)

>> A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack as a Half Phase Action instead of a Full Phase Action.  From 6E2 p73.

17)    Learning at Super Speed: Cramming (5 Active Points)

18)    Seeing At Super Speed:  Rapid ( x100) with Normal Sight (6 Active Points) plus Analyze with Normal Sight (5 Active Points) 

19)    Sensing at Super Speed: +1 PER w/ all Sense Groups (3 Active Points)

20)    Having a Funny Feeling at Super Speed: Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); No Conscious Control (The Power only turns on when  the GM chooses; -) 14-/13-

21)    Running at Super Speed part 1: Running (Base 12m) +18m (30m/70m total), Combat Acceleration/Deceleration (+), Reduced Endurance (0 END; only affects +18m Running; +) (31 Active Points)

22)    Running at Super Speed part 2: Combat Acceleration/Deceleration (+) for up to 12 Active Points of Base 12m Running, Reduced Endurance (0 END; +) (4 Active Points)

23)    Running up Walls: Clinging (normal STR) (10 Active Points); Linked (Running at Super Speed part 1; -), Cannot Resist Knockback (-)

24)    Super Speed Aura: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (Running at Super Speed part 1; -)

25)    Super Speed Aura v2: Resistant Protection (8 PD/8 ED) (24 Active Points); Linked (Running at Super Speed part 1; -)

Speed Force Powers: Variable Power Pool (Superspeed), 80 base + 60 control cost, No Skill Roll Required (+), Powers Can Be Changed As A Zero-Phase Action (+) (170 Active Points); Speed Force Powers Only (Real Cost Total Maximum=80 (typically 40 per slot) By taking enough additional Limitations (like Increased END or Concentration) 3 or more Slots of up to 60 active point can be used simultaneously.; -), Conditional Power - Does not understand true nature of powers. Believes they are bound by traditional Laws of Physics (Can only fly by spinning arms, etc...). (-); all slots Unified Power (-)

>> The list of abilites below allow 2 slots to be used simultaneously. However, these are only examples and not intended to be an exclusive list. Other ability constructions that fit within the "Speed Force Powers" special effect could be created and used w/out changing the overall cost of the Framework if approved by the GM.

1)     The Fastest Man Alive!: Aid  DEX & OCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (+6 DEX and +2 OCV; +), Delayed Return Rate (points return at the rate of 5 per Minute; +) (60 Active Points); Only to Aid Self (-) Real Cost: 27. END 6

>> Provides a one use increase of +6 DEX with a Maximum Effect of + 12 DEX (decreases by 1 point per 2 Turns) & a one use +2 OCV w/ a Maximum Effect of +4 OCV (decreases by 1 point per Minute).

2)     Faster than a speeding bullet! v1: Teleportation 23m, No Relative Velocity, Position Shift, x2 Increased Mass, x4 NC, Safe Blind Teleport (+) (60 Active Points); Must Pass Through Intervening Space (-) Real Cost: 40. END 6

>> This represents a form of "Running" that is faster than the normal eye can see.  Character's with Rapid sight x100 or better should be able to see his path.

3)     Faster than a speeding bullet! v2: Running +40m (30m/70m total), Reduced Endurance (½ END; +), Combat Acceleration/Deceleration (+) (60 Active Points); Leaves A Trail (-) Real Cost: 40. END 2

>> Combat Velocity = 78.75mph. Velocity Based DCV = 7.  Increase to 78m total Running with ½ END @3 Total END/Phase (~ 88mph).  Increase to 90m total Running (Maximum combat movement without Pushing) @7 Total END/Phase (~101mph. Velocity Based DCV = 9)

4)     Faster than a speeding bullet! v3: +5 Overall Skill Levels (GM permission is required to be included in a Framework) (60 Active Points); Costs END (Only Costs END to Activate; -) Real Cost: 40. END 6

>> +4 Overall Levels without the Costs END Limitation. The special effect of these Levels is Super Speed and they can be used towards ANYTHING that requires a roll. Examples: All Combat CSL's, Dive For Cover (a DEX roll), Enhanced Perception and to complete tasks faster. From 6e1 page 59, If a character has to perform a task in less time than it normally takes, he suffers a -3 penalty for each level up the Time Chart. Example: a task that would normally take 5 minutes to complete could be done in 1 Turn @ -6 to the roll.

5)     Faster than a speeding bullet! v4:  Deflection (20 Active Points); LR (-). END 2 plus Reflection (60 Active Points' worth) (40 Active Points); Linked (Deflection; -). END 4 

6)     Orbital Speed Running: Flight 16m, No Turn Mode (+), Reduced Endurance (0 END; +), MegaScale (1m = 1 km; +), NC Acceleration/Deceleration (+) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -) Real Cost: 40

>> Top Speed (with current Advantages) = 18,000mph ( ~ Mach 24) or 8km/s (kilometers per second). Velocity Based DCV = 17.  Orbital speed at Sea Level = 7.90973km/s (This means that IF he were to lose contact with the surface while AT or ABOVE this speed he will NOT fall due to Gravity since he's travelling at ESCAPE VELOCITY!)

7)     Speed Force Running: Flight 10m, No Turn Mode (+), Combat Acceleration/Deceleration (+), Reduced Endurance (0 END; +), NC Acceleration/Deceleration (+), Usable Simultaneously (up to 2 people at once; +), Grantor can take back power at any time, Recipient must be within LR of the Grantor for power to be granted, MegaScale (1m = 10,000 km; +) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -) Real Cost: 40

>> Top Speed (with current Advantages) = 111,846,814 mph or 50,000km/s (kilometers per second) or ~ 1/6th the speed of light (approximately 300,000 km/s, or 186,000 miles per second). From (http://dcanimated.wikia.com/wiki/Divided_We_Fall) his globe circling attack versus Braniac/Luthor  1st Run: 10 seconds @4,000 km/second, 2nd Run: 9 seconds @4,444 km/s, 3rd Run: 11 seconds @3,636 km/s, 4th Run: 5 seconds @8,000 km/s and final 5th Run: 1 second @40,000 km/s

8)     Superspeed Disassembly: Dispel 16d6, Variable Special Effects (Any Technological Object; +) (60 Active Points); No Range (-) Real Cost: 34. END 6

9)     Superspeed Mind: Precognitive Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees), Rapid: x10, Costs END Only To Activate (+) (60 Active Points); Precognition/Retrocognition Only (-), Time Modifiers (-), Blackout (-), No Range (-) Real Cost: 16. END 5

10)    Superspeed Molecular Control v1: Desolidification, Usable Simultaneously (up to 2 people at once; VPP as Variable Advantage - can be swapped out for Reduced Endurance 0 END; +), Grantor pays the END whenever the power is used, Grantor controls the power totally, Grantor must grant power one Recipient at a time. (60 Active Points); Perceivable (-) Real Cost: 40. END 6

>> Allows him to carry 1 person or object while Deslosidified.

11)    Superspeed Molecular Control v2: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs END (Only Costs END to Activate; -) Real Cost: 40. END 6

12)    Superspeed Molecular Control v3: Resistant Protection (10 PD/10 ED) (Protect Carried Items), Hardened (+), Impenetrable (+) (60 Active Points); Costs END (Only Costs END to Activate; -) Real Cost: 40. END 6

13)    Superspeed Spin: Drain OCV & DCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (OCV & DCV; +) (60 Active Points); Linked (Running at Super Speed part 1; -) Real Cost: 40. END 6

>> DCV is considered a Defensive Power vs. Adjustments so the effect of Drain is halved (6e1 pg141). Effectively -2 OCV & -1 DCV.

14)    Superspeed Wind Generation v1: Dispel Fire 8d6, Area Of Effect (32m Cone Explosion; +), Does Knockback (+), Fire Powers (+), Double Knockback (+) (60 Active Points); Gestures (-) Real Cost: 40. END 6

15)    Superspeed Wind Generation v2: Flight 12m, Personal Immunity (+), Reduced Endurance (½ END; +), Area Of Effect (16m Cone; +), Mobile (12m per Phase; +), Usable As Attack (x32 maximum weight per inanimate target; 35 STR; defense is ability to fly; +) (60 Active Points); Gestures (-) Real Cost: 40. END 3

16)    Superspeed Wind Generation v3: Blast 8d6, STUN Only (+), Double Knockback (+½*) (60 Active Points); Gestures (-) Real Cost: 40. END 6

17)    Superspeed Wind Generation v4: Barrier 12 PD/5 ED, 0 BODY (up to 30m long, 2m tall, and ½m thick) (60 Active Points); No Range (-), Costs END (to maintain; ½ END (3) -¼; -), Linked (Running at Super Speed part 1; -) Real Cost: 24. END 6

18)    Superspeed Punch v1: HTH +6d6, Invisible Power Effects (Inobvious to [sight Group] Remove if combined w/ an Advantage other than "AOE"; +), Reduced Endurance (½ END; +), Area Of Effect Accurate (1m Radius; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: AOE Accurate can be replaced w/ other appropriate Advantages adding up to +½ like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +) (60 Active Points); HTH (-) Real Cost: 40. END 2

>> This slot normally represents punching at such Super Speed that the attack appears to be 'invisible'. Optionally, targets with enough levels of Rapid w/ Sight could still see the "Punch". In 6e AOE Accurate combined w/ HA is normally not Blockable or Dodgeable (changed from 5e). As built, only a target with Rapid Sight or another Targeting Sense could even sense the attack coming and attempt a Dive for Cover.

19)    Superspeed Punch v2: HTH +6d6, Autofire (5 shots; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: Autofire can be replaced w/ other appropriate Advantages adding up to +½ like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +), Reduced Endurance (½ END; 2 END per Punch. Becomes 0 END if Autofire is swapped w/ another Advantage.; +) (60 Active Points); HTH (-) Real Cost: 40. END 2

20)    Superspeed Punch v3: HTH +4d6, Affects Physical World (6e damage prorating rules mean that STR and Manuever Damage adds at 1/3 the normal rate (20 STR adds +1DC, 30m Move By adds +1DC); +) (60 Active Points); HTH (-) Real Cost: 40. END 6

21)    Infinite Mass Punch: HTH +12d6 (60 Active Points); HTH (-) Real Cost: 40. END 6

>> 16d6 with STR.  20d6 with Sacrifice Strike.  Maximum Damage = 25d6 when combining Passing Strike with 90m Maximum combat move.

22)    Superspeed Recovery: Healing ANY Characteristic or Power 2d6 (standard effect: 6 points), Reduced Endurance (0 END; +), Decreased Re-use Duration (1 Turn; +) (60 Active Points); Does Not Work On Some Damage (Anything that a HIGH metabolism would not help against.; -) Real Cost: 40

 

BACKGROUND

    Born to Henry and Nora Allen, Barry Allen is a forensic scientist with a reputation for being very slow, deliberate, and frequently late, which frustrates his fiancee, Iris West. One night, as he is preparing to leave work, a lightning bolt shatters a case full of chemicals and spills them all over Allen. As a result, Allen finds that he can run extremely fast and has matching reflexes. He dons a set of red tights sporting a lightning bolt, dubs himself the Flash (after his childhood comic book hero, Jay Garrick), and becomes Central City's resident costumed crimefighter.Central City University professor Ira West (Iris' adoptive father) designed Allen's costume (reminiscent of the original Fawcett Captain Marvel) and the ring which stores it while Allen is in his civilian identity. The ring can eject the compressed clothing when Allen needs it and suck it back in with the aid of a special gas that shrinks the suit.

 

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Barry Allen

 

   Val     Char   Cost    Roll           Notes

    20      STR       5       13-            Lift 400.0kg; 4d6 [2]

18+9   DEX      8       13- / 14-   OCV:  8/DCV:  8

    20      CON      5       13-

    18      INT        3       13-            PER Roll 14-

    15      EGO      5       12-            ECV:  3 - 3

    15      PRE       5       12-            PRE Attack:  3d6

 

     8       OCV      5      

     8       DCV      5      

     3       OMCV  0      

     3       DMCV  0      

     6       SPD       0                         Phases:  2, 4, 6, 8, 10, 12

 

7+12   PD          2                         Total:  7/19 PD (3/11 rPD)

7+12   ED         2                         Total:  7/19 ED (3/11 rED)

    10      REC      0

    50      END      0

    10      BODY   0

    30      STUN    0       Total Characteristic Cost:  45

 

Movement:       Running:  30m/70m/60m/140m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

                            Teleportation:  23m/92m

 

Cost   Powers                                                                                   END

           Speed Force Powers, all slots Unified Power (-¼)                  

4         1)  +5 STR (5 Active Points)                                                     1

6         2)  +4 DEX (8 Active Points)                                                     

8         3)  +9 DEX (18 Active Points); Limited Power Only to Act First with All Actions (-1)

4         4)  +5 CON (5 Active Points)                                                     

4         5)  +5 INT (5 Active Points)                                                       

16      6)  +4 OCV (20 Active Points)                                                   

16      7)  +4 DCV (20 Active Points)                                                   

32      8)  +4 SPD (40 Active Points)                                                    

3         9)  +4 PD (4 Active Points)                                                         

3         10) +4 ED (4 Active Points)                                                       

5         11) +6 REC (6 Active Points)                                                    

5         12) +30 END (6 Active Points)                                                  

4         13) +10 STUN (5 Active Points)                                               

2         14) Absolute Time Sense (3 Active Points)                             

2         15) Lightning Calculator (3 Active Points)                             

4         16) Fighting at Super Speed:  Rapid Attack  (10 Active Points); Limited Power HTH Multiple Attacks Only (-1)            

           Notes:  A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack as a Half Phase Action instead of a Full Phase Action.  From 6E2 p73.

4         17) Learning at Super Speed:  Cramming  (5 Active Points)          

9         18) Seeing At Super Speed:  (Total: 11 Active Cost, 9 Real Cost) Rapid ( x100) with Normal Sight (6 Active Points) (Real Cost: 5) plus Analyze with Normal Sight (5 Active Points) (Real Cost: 4)               0

2         19) Sensing at Super Speed:  +1 PER with all Sense Groups (3 Active Points)            0

7         20) Having a Funny Feeling at Super Speed:  Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); No Conscious Control (The Power only turns on when  the GM chooses; -2) 14-/13-               

25      21) Running at Super Speed part 1:  Running (Base 12m) +18m (30m/70m total), Combat Acceleration/Deceleration (+¼), Reduced Endurance (0 END; only affects +18m Running; +½) (31 Active Points)   

3         22) Running at Super Speed part 2:  Combat Acceleration/Deceleration (+¼) for up to 12 Active Points of Base 12m Running, Reduced Endurance (0 END; +½) (4 Active Points)            0

5         23) Running up Walls:  Clinging (normal STR) (10 Active Points); Linked (Running at Super Speed part 1; -½), Cannot Resist Knockback (-¼)                                                                         0

4         24) Super Speed Aura:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (Running at Super Speed part 1; -½)     0

14      25) Super Speed Aura v2:  Resistant Protection (8 PD/8 ED) (24 Active Points); Linked (Running at Super Speed part 1; -½)                                                                                                       0

                                                                                                                   

120    Speed Force Powers:  Variable Power Pool (Superspeed), 80 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (170 Active Points); Speed Force Powers Only (Real Cost Total Maximum=80 (typically 40 per slot) By taking enough additional Limitations (like Increased END or Concentration) 3 or more Slots of up to 60 active point can be used simultaneously.; -¾), Conditional Power - Does not understand true nature of powers. Believes they are bound by traditional Laws of Physics (Can only fly by spinning arms, etc...). (-¼); all slots Unified Power (-¼)              

           Notes:  The list of abilites below allow 2 slots to be used simultaneously. However, these are only examples and not intended to be an exclusive list. Other ability constructions that fit within the "Speed Force Powers" special effect could be created and used without changing the overall cost of the Framework if approved by the GM.

0         1) The Fastest Man Alive!:  Aid  DEX & OCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (+6 DEX and +2 OCV; +½), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); Only to Aid Self (-1) Real Cost: 27                          6

           Notes:  Provides a one use increase of +6 DEX with a Maximum Effect of + 12 DEX (decreases by 1 point per 2 Turns) & a one use +2 OCV with a Maximum Effect of +4 OCV (decreases by 1 point per Minute).

0         2) Faster than a speeding bullet! v1:  Teleportation 23m, No Relative Velocity, Position Shift, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+¼) (60 Active Points); Must Pass Through Intervening Space (-¼) Real Cost: 40       6

           Notes:  This represents a form of "Running" that is faster than the normal eye can see.  Character's with Rapid sight x100 or better should be able to see his path.

0         3) Faster than a speeding bullet! v2:  Running +40m (30m/70m total), Reduced Endurance (½ END; +¼), Combat Acceleration/Deceleration (+¼) (60 Active Points); Leaves A Trail (-¼) Real Cost: 40             2

           Notes:  Combat Velocity = 78.75mph. Velocity Based DCV = 7.  Increase to 78m total Running with ½ END @3 Total END/Phase (~ 88mph).  Increase to 90m total Running (Maximum combat movement without Pushing) @7 Total END/Phase (~101mph. Velocity Based DCV = 9)

0         4) Faster than a speeding bullet! v3:  +5 Overall Skill Levels (GM permission is required to be included in a Framework) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40    6

           Notes:  +4 Overall Levels without the Costs END Limitation. The special effect of these Levels is Super Speed and they can be used towards ANYTHING that requires a roll. Examples: All Combat CSL's, Dive For Cover (a DEX roll), Enhanced Perception and to complete tasks faster. From 6e1 page 59, If a character has to perform a task in less time than it normally takes, he suffers a -3 penalty for each level up the Time Chart. Example: a task that would normally take 5 minutes to complete could be done in 1 Turn @ -6 to the roll.

0         5) Faster than a speeding bullet! v4:  (Total: 60 Active Cost, 40 Real Cost) Deflection (20 Active Points); Limited Range (-¼) (Real Cost: 13) plus Reflection (60 Active Points' worth) (40 Active Points); Linked (Deflection; -¼) (Real Cost: 27) Real Cost: 40                                                                                                  6

0         6) Orbital Speed Running:  Flight 16m, No Turn Mode (+¼), Reduced Endurance (0 END; +½), MegaScale (1m = 1 km; +1), Noncombat Acceleration/Deceleration (+1) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -¼) Real Cost: 40                0

           Notes:  Top Speed (with current Advantages) = 18,000mph ( ~ Mach 24) or 8km/s (kilometers per second). Velocity Based DCV = 17.  Orbital speed at Sea Level = 7.90973km/s (This means that IF he were to lose contact with the surface while AT or ABOVE this speed he will NOT fall due to Gravity since he's travelling at ESCAPE VELOCITY!)

0         7) Speed Force Running:  Flight 10m, No Turn Mode (+¼), Combat Acceleration/Deceleration (+¼), Reduced Endurance (0 END; +½), Noncombat Acceleration/Deceleration (+1), Usable Simultaneously (up to 2 people at once; +1), Grantor can take back power at any time, Recipient must be within Limited Range of the Grantor for power to be granted, MegaScale (1m = 10,000 km; +2) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -¼) Real Cost: 40         0

           Notes:  Top Speed (with current Advantages) = 111,846,814 mph or 50,000km/s (kilometers per second) or ~ 1/6th the speed of light (approximately 300,000 km/s, or 186,000 miles per second). From (http://dcanimated.wikia.com/wiki/Divided_We_Fall) his globe circling attack versus Braniac/Luthor  1st Run: 10 seconds @4,000 km/second, 2nd Run: 9 seconds @4,444 km/s, 3rd Run: 11 seconds @3,636 km/s, 4th Run: 5 seconds @8,000 km/s and final 5th Run: 1 second @40,000 km/s

0         8) Superspeed Disassembly:  Dispel 16d6, Variable Special Effects (Any Technological Object; +¼) (60 Active Points); No Range (-½) Real Cost: 34                                                         6

0         9) Superspeed Mind:  Precognitive Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees), Rapid:  x10, Costs Endurance Only To Activate (+¼) (60 Active Points); Precognition/Retrocognition Only (-1), Time Modifiers (-½), Blackout (-½), No Range (-½) Real Cost: 16                                                   5

0         10) Superspeed Molecular Control v1:  Desolidification , Usable Simultaneously (up to 2 people at once; VPP as Variable Advantage - can be swapped out for Reduced Endurance 0 END; +½), Grantor pays the END whenever the power is used, Grantor controls the power totally, Grantor must grant power one Recipient at a time. (60 Active Points); Perceivable (-¼) Real Cost: 40                                                                                       6

           Notes:  Allows him to carry 1 person or object while Deslosidified.

0         11) Superspeed Molecular Control v2:  Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40           6

0         12) Superspeed Molecular Control v3:  Resistant Protection (10 PD/10 ED) (Protect Carried Items), Hardened (+¼), Impenetrable (+¼) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40           6

0         13) Superspeed Spin:  Drain OCV & DCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (OCV & DCV; +½) (60 Active Points); Linked (Running at Super Speed part 1; -¼) Real Cost: 40          6

           Notes:  DCV is considered a Defensive Power vs. Adjustments so the effect of Drain is halved (6e1 pg141). Effectively -2 OCV & -1 DCV.

0         14) Superspeed Wind Generation v1:  Dispel Fire 8d6, Area Of Effect (32m Cone Explosion; +¼), Does Knockback (+¼), Fire Powers (+½), Double Knockback (+½) (60 Active Points); Gestures (-¼) Real Cost: 40            6

0         15) Superspeed Wind Generation v2:  Flight 12m, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (16m Cone; +1), Mobile (12m per Phase; +½), Usable As Attack (x32 maximum weight per inanimate target; 35 STR; defense is ability to fly; +2 ½) (60 Active Points); Gestures (-¼) Real Cost: 40              3

0         16) Superspeed Wind Generation v3:  Blast 8d6, STUN Only (+0), Double Knockback (+½*) (60 Active Points); Gestures (-¼) Real Cost: 40                                                                              6

0         17) Superspeed Wind Generation v4:  Barrier 12 PD/5 ED, 0 BODY (up to 30m long, 2m tall, and ½m thick) (60 Active Points); No Range (-½), Costs Endurance (to maintain; ½ END (3) -¼; -½), Linked (Running at Super Speed part 1; -¼) Real Cost: 24                                                                                                       6

0         18) Superspeed Punch v1:  Hand-To-Hand Attack +6d6, Invisible Power Effects (Inobvious to [sight Group] Remove if combined with an Advantage other than "AOE"; +¼), Reduced Endurance (½ END; +¼), Area Of Effect Accurate (1m Radius; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: AOE Accurate can be replaced with other appropriate Advantages adding up to +½ like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +½) (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40          2

           Notes:  This slot normally represents punching at such Super Speed that the attack appears to be 'invisible'. Optionally, targets with enough levels of Rapid with Sight could still see the "Punch". In 6e AOE Accurate combined with HA is normally not Blockable or Dodgeable (changed from 5e). As built, only a target with Rapid Sight or another Targeting Sense could even sense the attack coming and attempt a Dive for Cover.

0         19) Superspeed Punch v2:  Hand-To-Hand Attack +6d6, Autofire (5 shots; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: Autofire can be replaced with other appropriate Advantages adding up to +½ like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +½), Reduced Endurance (½ END; 2 END per Punch. Becomes 0 END if Autofire is swapped with another Advantage.; +½) (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40 2

0         20) Superspeed Punch v3:  Hand-To-Hand Attack +4d6, Affects Physical World (6e damage prorating rules mean that STR and Manuever Damage adds at 1/3 the normal rate (20 STR adds +1DC, 30m Move By adds +1DC); +2) (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40                                       6

0         21) Infinite Mass Punch:  Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40 6

           Notes:  16d6 with STR.  20d6 with Sacrifice Strike.  Maximum Damage = 25d6 when combining Passing Strike with 90m Maximum combat move.

0         22) Superspeed Recovery:  Healing ANY Characteristic or Power 2d6 (standard effect: 6 points), Reduced Endurance (0 END; +½), Decreased Re-use Duration (1 Turn; +1 ½) (60 Active Points); Does Not Work On Some Damage (Anything that a HIGH metabolism would not help against.; -¼) Real Cost: 40     0

           Speedster Martial Arts

           Maneuver        OCV   DCV    Notes

5         Flying Dodge    --       +4      Dodge All Attacks, Abort; FMove

5         Passing Throw +0      +0      4d6 +v/10; Target Falls; FMove

5         Sacrifice Strike +1       -2      8d6 Strike

5         Passing Strike  +1      +0      4d6 +v/10; FMove

5         Passing Disarm -1       -1      Disarm, 30 STR to Disarm; FMove

 

           Perks

1         It's The FLASH!:  Positive Reputation (A medium-sized group) 11-, +1/+1d6

1         Fringe Benefit:  Central City Police Department Forensic Scientist

 

           Talents

6         Combat Luck (3 PD/3 ED)

 

           Skills

0         Everyman Skills

0         1)  AK: Central City 8-

0         2)  Acting 8-

0         3)  Climbing 8-

0         4)  Concealment 8-

0         5)  Conversation 8-

0         6)  Deduction 8-

0         7)  PS: Forensic Scientist 11-

0         8)  Language:  English (idiomatic; Everyman, literate)

0         9)  Paramedics 8-

0         10) Persuasion 8-

0         11) Shadowing 8-

0         12) Stealth 8-

0         13) TF:  Everyman, Small Motorized Ground Vehicles

2         Breakfall 10-

2         Criminology 10-

2         Forensic Medicine 10-

1         Navigation 8-

3         Scientist

1         1)  Science Skill:  Chemistry 10- (2 Active Points)

 

Total Powers & Skill Cost:  355

Total Cost:  400

 

400+     Matching Complications

10      Dependent NPC:  Wife - Iris West & Ira West Infrequently (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

10      Hunted:  Rogues Gallery Infrequently (As Pow; Harshly Punish)

20      Psychological Complication:  Code Versus Killing (Common; Total)

20      Psychological Complication:  Protective Of Innocents (Very Common; Strong)

5         Psychological Complication:  Doesn't believe he can Fly (like Superman) without using arms like propellers (Uncommon; Moderate)

10      Social Complication:  Secret Identity: Barry Allen Infrequently, Major

 

Total Complications Points:  400

 

Background/History:  Born to Henry and Nora Allen, Barry Allen is a forensic scientist with a reputation for being very slow, deliberate, and frequently late, which frustrates his fiancee, Iris West. One night, as he is preparing to leave work, a lightning bolt shatters a case full of chemicals and spills them all over Allen. As a result, Allen finds that he can run extremely fast and has matching reflexes. He dons a set of red tights sporting a lightning bolt, dubs himself the Flash (after his childhood comic book hero, Jay Garrick), and becomes Central City's resident costumed crimefighter.Central City University professor Ira West (Iris' adoptive father) designed Allen's costume (reminiscent of the original Fawcett Captain Marvel) and the ring which stores it while Allen is in his civilian identity. The ring can eject the compressed clothing when Allen needs it and suck it back in with the aid of a special gas that shrinks the suit.

 

Personality/Motivation:

 

Quote:  I'll be back in a Flash!

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 


 


COMBAT INFORMATION FOR Barry Allen

 

Base OCV            8         Base DCV         8

Base OMCV        3       Base DMCV       3

Adjustments       +/-      Adjustments      +/-

___________  ____      ________      ____

___________  ____      ________      ____

Total OCV       ____     Total DCV     ____

Combat Skill Levels:  +5 Overall Skill Levels (GM permission is required to be included in a Framework) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40

 

COMBAT MODIFIERS

 

Range         0-8     9-16  17-32     33-64    65-125  126-250

RMOD          0         -2        -4            -6            -8           -10

 

Targeting Shot                           OCV   Hit Location

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 a 19 as the Feet location

 

HIT LOCATION CHART

 

                                  STUN      NOR     BODY   To      Defense

    Roll    Location     X         STUN         X       Hit      Weight

     3-5     Head            x5           x2           x2        -8        __ / __

       6       Hands          x1           x½          x½       -6        __ / __

     7-8     Arms            x2           x½          x½       -5        __ / __

       9       Shoulders    x3           x1           x1        -5        __ / __

   10-11   Chest           x3           x1           x1        -3        __ / __

      12      Stomach     x4          x1.5          x1        -7        __ / __

      13      Vitals           x4          x1.5          x2        -8        __ / __

      14      Thighs          x2           x1           x1        -4        __ / __

   15-16   Legs             x2           x½          x½       -6        __ / __

   17-18   Feet              x1           x½          x½       -8        __ / __

                                                                Average Def     ______

DCV Modifier ___                             Total Weight     0.00 lbs

 

DEFENSES

 

                                                 Amount    Defense SFX

Physical Defense                     7/19        ___________

Resistant Physical Defense    3/11        ___________

Energy Defense                        7/19        ___________

Resistant Energy Defense      3/11        ___________

Mental Defense                          0           ___________

Flash Defense (________) ______     ___________

Power Defense                            0           ___________

 

COMBAT MANEUVERS

 

Maneuver       Phase  OCV   DCV   Effect

Block                    ½        +0       +0      Block, abort

Brace                    0        +2        ½      +2 OCV vs. Range Mod.

Disarm                 ½         -2        +0      Disarm, STR v. STR

Dodge                   ½        —       +3      Abort, vs. all attacks

Grab                     ½         -1        -2      Grab 2 limbs

Grab By              ½†       -3        -4      Move & Grab; +(v/10) to STR

Haymaker          ½*       +0        -5      +4 DCs to attack

Move By            ½†       -2        -2      2d6 + v/10; you take 1/3

Move Through  ½†    -v/10     -3      4d6 + v/6; you take ½ or full

Multiple Attack   1        var       ½      Attack multiple times

Set                         1        +1       +0      Ranged attacks only

Shove                   ½         -1        -1      Push 1m per 5 STR

Strike                    ½        +0       +0      4d6 or weapon

Throw                   ½        +0       +0      Throw w/ STR dmg

Trip                       ½         -1        -2      Knock target Prone

Flying Dodge       ½         --        +4      Dodge All Attacks, Abort; FMove

Passing Throw    ½        +0       +0      4d6 +v/10; Target Falls; FMove

Sacrifice Strike   ½        +1        -2      8d6 Strike

Passing Strike      ½        +1       +0      4d6 +v/10; FMove

Passing Disarm   ½         -1        -1      Disarm, 30 STR to Disarm; FMove

 

ATTACKS

 

STR                                       

Deflection                            

Reflection                             60 Active Points' worth

Dispel                                     16d6

Drain                                      4d6 (standard effect: 12 points)

Dispel                                     8d6

Flight                                      12m

Blast                                       8d6

Hand-To-Hand Attack      6d6

Hand-To-Hand Attack      6d6

Hand-To-Hand Attack      4d6

Hand-To-Hand Attack      12d6

Attack SFX                          ____________________

Other attack SFX               ____________________

 


DAMAGE AND CHARGE TRACKER

 

STUN     (30)     ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

                            ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

END       (50)     ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

                            ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

BODY    (10)     ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑

                            ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑

 

CHARGES        ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑

CHARGES        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑

CHARGES        ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑

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Barry Allen

 

   Val     Char   Cost    Roll           Notes

    20      STR       5       13-            Lift 400.0kg; 4d6 [2]

18+9   DEX      8       13- / 14-   OCV:  8/DCV:  8

    20      CON      5       13-

    18      INT        3       13-            PER Roll 14-

    15      EGO      5       12-            ECV:  3 - 3

    15      PRE       5       12-            PRE Attack:  3d6

 

     8       OCV      5      

     8       DCV      5      

     3       OMCV  0      

     3       DMCV  0      

     6       SPD       0                         Phases:  2, 4, 6, 8, 10, 12

 

7+12   PD          2                         Total:  7/19 PD (3/11 rPD)

7+12   ED         2                         Total:  7/19 ED (3/11 rED)

    10      REC      0

    50      END      0

    10      BODY   0

    30      STUN    0       Total Characteristic Cost:  45

 

Movement:       Running:  30m/70m/60m/140m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

                            Teleportation:  23m/92m

 

Cost   Powers                                                                                   END

           Speed Force Powers, all slots Unified Power (-¼)                  

4         1)  +5 STR (5 Active Points)                                                     1

6         2)  +4 DEX (8 Active Points)                                                     

8         3)  +9 DEX (18 Active Points); Limited Power Only to Act First with All Actions (-1)

4         4)  +5 CON (5 Active Points)                                                     

4         5)  +5 INT (5 Active Points)                                                       

16      6)  +4 OCV (20 Active Points)                                                   

16      7)  +4 DCV (20 Active Points)                                                   

32      8)  +4 SPD (40 Active Points)                                                    

3         9)  +4 PD (4 Active Points)                                                         

3         10) +4 ED (4 Active Points)                                                       

5         11) +6 REC (6 Active Points)                                                    

5         12) +30 END (6 Active Points)                                                  

4         13) +10 STUN (5 Active Points)                                               

2         14) Absolute Time Sense (3 Active Points)                             

2         15) Lightning Calculator (3 Active Points)                             

4         16) Fighting at Super Speed:  Rapid Attack  (10 Active Points); Limited Power HTH Multiple Attacks Only (-1)            

           Notes:  A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack as a Half Phase Action instead of a Full Phase Action.  From 6E2 p73.

4         17) Learning at Super Speed:  Cramming  (5 Active Points)          

9         18) Seeing At Super Speed:  (Total: 11 Active Cost, 9 Real Cost) Rapid ( x100) with Normal Sight (6 Active Points) (Real Cost: 5) plus Analyze with Normal Sight (5 Active Points) (Real Cost: 4)               0

2         19) Sensing at Super Speed:  +1 PER with all Sense Groups (3 Active Points)            0

7         20) Having a Funny Feeling at Super Speed:  Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); No Conscious Control (The Power only turns on when  the GM chooses; -2) 14-/13-               

25      21) Running at Super Speed part 1:  Running (Base 12m) +18m (30m/70m total), Combat Acceleration/Deceleration (+¼), Reduced Endurance (0 END; only affects +18m Running; +½) (31 Active Points)   

3         22) Running at Super Speed part 2:  Combat Acceleration/Deceleration (+¼) for up to 12 Active Points of Base 12m Running, Reduced Endurance (0 END; +½) (4 Active Points)            0

5         23) Running up Walls:  Clinging (normal STR) (10 Active Points); Linked (Running at Super Speed part 1; -½), Cannot Resist Knockback (-¼)                                                                         0

4         24) Super Speed Aura:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (Running at Super Speed part 1; -½)     0

14      25) Super Speed Aura v2:  Resistant Protection (8 PD/8 ED) (24 Active Points); Linked (Running at Super Speed part 1; -½)                                                                                                       0

                                                                                                                   

120    Speed Force Powers:  Variable Power Pool (Superspeed), 80 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (170 Active Points); Speed Force Powers Only (Real Cost Total Maximum=80 (typically 40 per slot) By taking enough additional Limitations (like Increased END or Concentration) 3 or more Slots of up to 60 active point can be used simultaneously.; -¾), Conditional Power - Does not understand true nature of powers. Believes they are bound by traditional Laws of Physics (Can only fly by spinning arms, etc...). (-¼); all slots Unified Power (-¼)              

           Notes:  The list of abilites below allow 2 slots to be used simultaneously. However, these are only examples and not intended to be an exclusive list. Other ability constructions that fit within the "Speed Force Powers" special effect could be created and used without changing the overall cost of the Framework if approved by the GM.

0         1) The Fastest Man Alive!:  Aid  DEX & OCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (+6 DEX and +2 OCV; +½), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points); Only to Aid Self (-1) Real Cost: 27                          6

           Notes:  Provides a one use increase of +6 DEX with a Maximum Effect of + 12 DEX (decreases by 1 point per 2 Turns) & a one use +2 OCV with a Maximum Effect of +4 OCV (decreases by 1 point per Minute).

0         2) Faster than a speeding bullet! v1:  Teleportation 23m, No Relative Velocity, Position Shift, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+¼) (60 Active Points); Must Pass Through Intervening Space (-¼) Real Cost: 40       6

           Notes:  This represents a form of "Running" that is faster than the normal eye can see.  Character's with Rapid sight x100 or better should be able to see his path.

0         3) Faster than a speeding bullet! v2:  Running +40m (30m/70m total), Reduced Endurance (½ END; +¼), Combat Acceleration/Deceleration (+¼) (60 Active Points); Leaves A Trail (-¼) Real Cost: 40             2

           Notes:  Combat Velocity = 78.75mph. Velocity Based DCV = 7.  Increase to 78m total Running with ½ END @3 Total END/Phase (~ 88mph).  Increase to 90m total Running (Maximum combat movement without Pushing) @7 Total END/Phase (~101mph. Velocity Based DCV = 9)

0         4) Faster than a speeding bullet! v3:  +5 Overall Skill Levels (GM permission is required to be included in a Framework) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40    6

           Notes:  +4 Overall Levels without the Costs END Limitation. The special effect of these Levels is Super Speed and they can be used towards ANYTHING that requires a roll. Examples: All Combat CSL's, Dive For Cover (a DEX roll), Enhanced Perception and to complete tasks faster. From 6e1 page 59, If a character has to perform a task in less time than it normally takes, he suffers a -3 penalty for each level up the Time Chart. Example: a task that would normally take 5 minutes to complete could be done in 1 Turn @ -6 to the roll.

0         5) Faster than a speeding bullet! v4:  (Total: 60 Active Cost, 40 Real Cost) Deflection (20 Active Points); Limited Range (-¼) (Real Cost: 13) plus Reflection (60 Active Points' worth) (40 Active Points); Linked (Deflection; -¼) (Real Cost: 27) Real Cost: 40                                                                                                  6

0         6) Orbital Speed Running:  Flight 16m, No Turn Mode (+¼), Reduced Endurance (0 END; +½), MegaScale (1m = 1 km; +1), Noncombat Acceleration/Deceleration (+1) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -¼) Real Cost: 40                0

           Notes:  Top Speed (with current Advantages) = 18,000mph ( ~ Mach 24) or 8km/s (kilometers per second). Velocity Based DCV = 17.  Orbital speed at Sea Level = 7.90973km/s (This means that IF he were to lose contact with the surface while AT or ABOVE this speed he will NOT fall due to Gravity since he's travelling at ESCAPE VELOCITY!)

0         7) Speed Force Running:  Flight 10m, No Turn Mode (+¼), Combat Acceleration/Deceleration (+¼), Reduced Endurance (0 END; +½), Noncombat Acceleration/Deceleration (+1), Usable Simultaneously (up to 2 people at once; +1), Grantor can take back power at any time, Recipient must be within Limited Range of the Grantor for power to be granted, MegaScale (1m = 10,000 km; +2) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spining arms or something similar. Reduce active points down to 50 without this Limitation; -¼) Real Cost: 40         0

           Notes:  Top Speed (with current Advantages) = 111,846,814 mph or 50,000km/s (kilometers per second) or ~ 1/6th the speed of light (approximately 300,000 km/s, or 186,000 miles per second). From (http://dcanimated.wikia.com/wiki/Divided_We_Fall) his globe circling attack versus Braniac/Luthor  1st Run: 10 seconds @4,000 km/second, 2nd Run: 9 seconds @4,444 km/s, 3rd Run: 11 seconds @3,636 km/s, 4th Run: 5 seconds @8,000 km/s and final 5th Run: 1 second @40,000 km/s

0         8) Superspeed Disassembly:  Dispel 16d6, Variable Special Effects (Any Technological Object; +¼) (60 Active Points); No Range (-½) Real Cost: 34                                                         6

0         9) Superspeed Mind:  Precognitive Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees), Rapid:  x10, Costs Endurance Only To Activate (+¼) (60 Active Points); Precognition/Retrocognition Only (-1), Time Modifiers (-½), Blackout (-½), No Range (-½) Real Cost: 16                                                   5

0         10) Superspeed Molecular Control v1:  Desolidification , Usable Simultaneously (up to 2 people at once; VPP as Variable Advantage - can be swapped out for Reduced Endurance 0 END; +½), Grantor pays the END whenever the power is used, Grantor controls the power totally, Grantor must grant power one Recipient at a time. (60 Active Points); Perceivable (-¼) Real Cost: 40                                                                                       6

           Notes:  Allows him to carry 1 person or object while Deslosidified.

0         11) Superspeed Molecular Control v2:  Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40           6

0         12) Superspeed Molecular Control v3:  Resistant Protection (10 PD/10 ED) (Protect Carried Items), Hardened (+¼), Impenetrable (+¼) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40           6

0         13) Superspeed Spin:  Drain OCV & DCV 4d6 (standard effect: 12 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (OCV & DCV; +½) (60 Active Points); Linked (Running at Super Speed part 1; -¼) Real Cost: 40          6

           Notes:  DCV is considered a Defensive Power vs. Adjustments so the effect of Drain is halved (6e1 pg141). Effectively -2 OCV & -1 DCV.

0         14) Superspeed Wind Generation v1:  Dispel Fire 8d6, Area Of Effect (32m Cone Explosion; +¼), Does Knockback (+¼), Fire Powers (+½), Double Knockback (+½) (60 Active Points); Gestures (-¼) Real Cost: 40            6

0         15) Superspeed Wind Generation v2:  Flight 12m, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (16m Cone; +1), Mobile (12m per Phase; +½), Usable As Attack (x32 maximum weight per inanimate target; 35 STR; defense is ability to fly; +2 ½) (60 Active Points); Gestures (-¼) Real Cost: 40              3

0         16) Superspeed Wind Generation v3:  Blast 8d6, STUN Only (+0), Double Knockback (+½*) (60 Active Points); Gestures (-¼) Real Cost: 40                                                                              6

0         17) Superspeed Wind Generation v4:  Barrier 12 PD/5 ED, 0 BODY (up to 30m long, 2m tall, and ½m thick) (60 Active Points); No Range (-½), Costs Endurance (to maintain; ½ END (3) -¼; -½), Linked (Running at Super Speed part 1; -¼) Real Cost: 24                                                                                                       6

0         18) Superspeed Punch v1:  Hand-To-Hand Attack +6d6, Invisible Power Effects (Inobvious to [sight Group] Remove if combined with an Advantage other than "AOE"; +¼), Reduced Endurance (½ END; +¼), Area Of Effect Accurate (1m Radius; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: AOE Accurate can be replaced with other appropriate Advantages adding up to +½ like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +½) (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40          2

           Notes:  This slot normally represents punching at such Super Speed that the attack appears to be 'invisible'. Optionally, targets with enough levels of Rapid with Sight could still see the "Punch". In 6e AOE Accurate combined with HA is normally not Blockable or Dodgeable (changed from 5e). As built, only a target with Rapid Sight or another Targeting Sense could even sense the attack coming and attempt a Dive for Cover.

0         19) Superspeed Punch v2:  Hand-To-Hand Attack +6d6, Autofire (5 shots; 6e damage prorating rules mean that STR and Manuever Damage adds at 2/3 the normal rate (20 STR adds +2DC) VPP as Variable Advantage: Autofire can be replaced with other appropriate Advantages adding up to +½ like Armor Piercing, Double Knockback, Indirect, Penetrating etc...; +½), Reduced Endurance (½ END; 2 END per Punch. Becomes 0 END if Autofire is swapped with another Advantage.; +½) (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40 2

0         20) Superspeed Punch v3:  Hand-To-Hand Attack +4d6, Affects Physical World (6e damage prorating rules mean that STR and Manuever Damage adds at 1/3 the normal rate (20 STR adds +1DC, 30m Move By adds +1DC); +2) (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40                                       6

0         21) Infinite Mass Punch:  Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-¼) Real Cost: 40 6

           Notes:  16d6 with STR.  20d6 with Sacrifice Strike.  Maximum Damage = 25d6 when combining Passing Strike with 90m Maximum combat move.

0         22) Superspeed Recovery:  Healing ANY Characteristic or Power 2d6 (standard effect: 6 points), Reduced Endurance (0 END; +½), Decreased Re-use Duration (1 Turn; +1 ½) (60 Active Points); Does Not Work On Some Damage (Anything that a HIGH metabolism would not help against.; -¼) Real Cost: 40     0

           Speedster Martial Arts

           Maneuver        OCV   DCV    Notes

5         Flying Dodge    --       +4      Dodge All Attacks, Abort; FMove

5         Passing Throw +0      +0      4d6 +v/10; Target Falls; FMove

5         Sacrifice Strike +1       -2      8d6 Strike

5         Passing Strike  +1      +0      4d6 +v/10; FMove

5         Passing Disarm -1       -1      Disarm, 30 STR to Disarm; FMove

 

           Perks

1         It's The FLASH!:  Positive Reputation (A medium-sized group) 11-, +1/+1d6

1         Fringe Benefit:  Central City Police Department Forensic Scientist

 

           Talents

6         Combat Luck (3 PD/3 ED)

 

           Skills

0         Everyman Skills

0         1)  AK: Central City 8-

0         2)  Acting 8-

0         3)  Climbing 8-

0         4)  Concealment 8-

0         5)  Conversation 8-

0         6)  Deduction 8-

0         7)  PS: Forensic Scientist 11-

0         8)  Language:  English (idiomatic; Everyman, literate)

0         9)  Paramedics 8-

0         10) Persuasion 8-

0         11) Shadowing 8-

0         12) Stealth 8-

0         13) TF:  Everyman, Small Motorized Ground Vehicles

2         Breakfall 10-

2         Criminology 10-

2         Forensic Medicine 10-

1         Navigation 8-

3         Scientist

1         1)  Science Skill:  Chemistry 10- (2 Active Points)

 

Total Powers & Skill Cost:  355

Total Cost:  400

 

400+     Matching Complications

10      Dependent NPC:  Wife - Iris West & Ira West Infrequently (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

10      Hunted:  Rogues Gallery Infrequently (As Pow; Harshly Punish)

20      Psychological Complication:  Code Versus Killing (Common; Total)

20      Psychological Complication:  Protective Of Innocents (Very Common; Strong)

5         Psychological Complication:  Doesn't believe he can Fly (like Superman) without using arms like propellers (Uncommon; Moderate)

10      Social Complication:  Secret Identity: Barry Allen Infrequently, Major

 

Total Complications Points:  400

 

Background/History:  Born to Henry and Nora Allen, Barry Allen is a forensic scientist with a reputation for being very slow, deliberate, and frequently late, which frustrates his fiancee, Iris West. One night, as he is preparing to leave work, a lightning bolt shatters a case full of chemicals and spills them all over Allen. As a result, Allen finds that he can run extremely fast and has matching reflexes. He dons a set of red tights sporting a lightning bolt, dubs himself the Flash (after his childhood comic book hero, Jay Garrick), and becomes Central City's resident costumed crimefighter.Central City University professor Ira West (Iris' adoptive father) designed Allen's costume (reminiscent of the original Fawcett Captain Marvel) and the ring which stores it while Allen is in his civilian identity. The ring can eject the compressed clothing when Allen needs it and suck it back in with the aid of a special gas that shrinks the suit.

 

Personality/Motivation:

 

Quote:  I'll be back in a Flash!

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 


 


COMBAT INFORMATION FOR Barry Allen

 

Base OCV            8         Base DCV         8

Base OMCV        3       Base DMCV       3

Adjustments       +/-      Adjustments      +/-

___________  ____      ________      ____

___________  ____      ________      ____

Total OCV       ____     Total DCV     ____

Combat Skill Levels:  +5 Overall Skill Levels (GM permission is required to be included in a Framework) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼) Real Cost: 40

 

COMBAT MODIFIERS

 

Range         0-8     9-16  17-32     33-64    65-125  126-250

RMOD          0         -2        -4            -6            -8           -10

 

Targeting Shot                           OCV   Hit Location

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 a 19 as the Feet location

 

HIT LOCATION CHART

 

                                  STUN      NOR     BODY   To      Defense

    Roll    Location     X         STUN         X       Hit      Weight

     3-5     Head            x5           x2           x2        -8        __ / __

       6       Hands          x1           x½          x½       -6        __ / __

     7-8     Arms            x2           x½          x½       -5        __ / __

       9       Shoulders    x3           x1           x1        -5        __ / __

   10-11   Chest           x3           x1           x1        -3        __ / __

      12      Stomach     x4          x1.5          x1        -7        __ / __

      13      Vitals           x4          x1.5          x2        -8        __ / __

      14      Thighs          x2           x1           x1        -4        __ / __

   15-16   Legs             x2           x½          x½       -6        __ / __

   17-18   Feet              x1           x½          x½       -8        __ / __

                                                                Average Def     ______

DCV Modifier ___                             Total Weight     0.00 lbs

 

DEFENSES

 

                                                 Amount    Defense SFX

Physical Defense                     7/19        ___________

Resistant Physical Defense    3/11        ___________

Energy Defense                        7/19        ___________

Resistant Energy Defense      3/11        ___________

Mental Defense                          0           ___________

Flash Defense (________) ______     ___________

Power Defense                            0           ___________

 

COMBAT MANEUVERS

 

Maneuver       Phase  OCV   DCV   Effect

Block                    ½        +0       +0      Block, abort

Brace                    0        +2        ½      +2 OCV vs. Range Mod.

Disarm                 ½         -2        +0      Disarm, STR v. STR

Dodge                   ½        —       +3      Abort, vs. all attacks

Grab                     ½         -1        -2      Grab 2 limbs

Grab By              ½†       -3        -4      Move & Grab; +(v/10) to STR

Haymaker          ½*       +0        -5      +4 DCs to attack

Move By            ½†       -2        -2      2d6 + v/10; you take 1/3

Move Through  ½†    -v/10     -3      4d6 + v/6; you take ½ or full

Multiple Attack   1        var       ½      Attack multiple times

Set                         1        +1       +0      Ranged attacks only

Shove                   ½         -1        -1      Push 1m per 5 STR

Strike                    ½        +0       +0      4d6 or weapon

Throw                   ½        +0       +0      Throw w/ STR dmg

Trip                       ½         -1        -2      Knock target Prone

Flying Dodge       ½         --        +4      Dodge All Attacks, Abort; FMove

Passing Throw    ½        +0       +0      4d6 +v/10; Target Falls; FMove

Sacrifice Strike   ½        +1        -2      8d6 Strike

Passing Strike      ½        +1       +0      4d6 +v/10; FMove

Passing Disarm   ½         -1        -1      Disarm, 30 STR to Disarm; FMove

 

ATTACKS

 

STR                                       

Deflection                            

Reflection                             60 Active Points' worth

Dispel                                     16d6

Drain                                      4d6 (standard effect: 12 points)

Dispel                                     8d6

Flight                                      12m

Blast                                       8d6

Hand-To-Hand Attack      6d6

Hand-To-Hand Attack      6d6

Hand-To-Hand Attack      4d6

Hand-To-Hand Attack      12d6

Attack SFX                          ____________________

Other attack SFX               ____________________

 


DAMAGE AND CHARGE TRACKER

 

STUN     (30)     ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

                            ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

END       (50)     ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

                            ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑                                        ❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑❑❑                            ❑❑❑❑❑❑❑❑❑❑

BODY    (10)     ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑

                            ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑

 

CHARGES        ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑            ❑❑❑

CHARGES        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑        ❑❑❑❑

CHARGES        ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑    ❑❑❑❑❑

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