One of the fastest men alive.
Chase – PL 6
Strength 2, Stamina 0, Agility 2, Dexterity 1, Fighting 4, Intellect 0, Awareness 1, Presence 2
Defensive Roll 3, Improved Initiative 3, Instant Up, Move-by Action
Acrobatics 1 (6), Close Combat: Unarmed 2 (8), Perception 8 (6)
Fast Attack: Strength-based Damage 3 (DC 20; Multiattack [2 extra ranks], Selective [2 extra ranks], Notes:
Roll a d20, add 6.
Ask Nate if that beats the target’s Parry Defense.
If it does, ask him by how much you succeeded.
1 Degree of success = Tell Nate the Toughness DC is 20
2 Degrees of success = Tell Nate the Toughness DC is 22
3 or more Degrees of success = Tell Nate the Toughness is 25
Pick how many targets you want to punch.
Roll a d20, add 6, and subtract how a number that is how many you tried to hit. Do this for each bad guy you want to hit.
Ask Nate if the numbers beat the targets’ Parry Defense.
If it does, tell Nate the Toughness Defense for each one is DC 20.)
Cloud of Punches: Strength-based Burst Area Damage 3 (Alternate; DC 20; Burst Area: 30 feet radius sphere, DC 13 [2 extra ranks], Notes:
Every person (good guys and bad guys together) within 30 feet of you has to make a DC 13 Dodge check.
If they succeed, they have to make a Toughness save of DC 17.
If they fail, they have to make a Toughness save of DC 20.)
Fast Defense: Enhanced Trait 6 (Traits: Dodge 9), Parry 7))
Super-speed (Advantages: Improved Initiative 3)
Quickness: Quickness 5 (Perform routine tasks in -5 time ranks)
Speed: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)
Cloud of Punches: Strength-based Burst Area Damage 3 (DC 20)
Fast Attack: Strength-based Damage 3, +6 (DC 20)
Grab, +4 (DC Spec 12)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)
Identity: Chase has to protect his secret identity.
Responsibility: Chase has to keep up his school grades.
Dodge 9/6, Parry 7/4, Fortitude 4, Toughness 3/0, Will 6
Abilities 24 + Powers 35 + Advantages 5 + Skills 13 (26 ranks) + Defenses 13 = 90
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