THE ANIMATED JUSTICE LEAGUE

FLASH

Val Char Cost
20 STR 10
35 DEX 75
20 CON 20
11 BODY 2
15 INT 5
10 EGO 0
13 PRE 3
12 COM 1
8/26 PD 4
8/14 ED 4
7 SPD 25
8/30 REC 0
40 END 0
40 STUN 9
25" RUN 0
2" SWIM 0
4" LEAP 0

Characteristics Cost: 158

Cost Power END
51 Superspeed Movement: Multipower, 51-point reserve
5u 1) Super-Running: Running +19" (25" total), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
4u 2) Trick Running: Flight 12", Variable Advantage (+1/2 Advantages; +1) (48 Active Points); Only In Contact With A Surface (-1/4) 5
4u 3) Velocity Max: Flight 6", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), Noncombat acceleration/deceleration (+1), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (51 Active Points); Only In Contact With A Surface (-1/4) [Notes: At Flash's Speed of 7, this is just a hair over the speed of light.] 2
1u 4) Whirlwind Riding: Flight 25" (50 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Increased Endurance Cost (x3 END; -1), Only 1" of horizontal movement per phase (-1/2) 15
2u 5) Spin Tunneling: Tunneling 8" through 8 DEF material, Fill In (50 Active Points); Increased Endurance Cost (x3 END; -1) 15
15 Hyperactive Metabolism: +22 REC (44 Active Points); Only to offset Endurance used for movement (-1 1/2), Only works if Flash has eaten a large meal within the last three hours (-1/2)
20 Superspeed Aura: (Total: 30 Active Cost, 20 Real Cost) +12 PD (12 Active Points); Adds 1 PD for each 1" velocity per phase (-1/2) (Real Cost: 8) plus Armor (6 PD/6 ED) (18 Active Points); Adds 1 PD and 1 ED for each 3" velocity per phase (-1/2) (Real Cost: 12) 0
20 Missed Me!: Missile Deflection (Any Ranged Attack) 0
30 Superspeed Synapses: Rapid (x1,000) with Sight Group and Hearing Group 0
60 Speed Tricks: Multipower, 60-point reserve
5u 1) Quick Rearrangement: Change Environment 16" radius, Long-Lasting Permanent, Multiple Combat Effects, Varying Combat Effects (60 Active Points); Range Based On Speed (-1/4) [Notes: This represents Flash's ability to do many different things very quickly, such as clean a house or set all the controls all over a base in a certain way.] 6
4u 2) Quick Change: Minor Transform 2d6, Variable Special Effects (+1/4), Reduced Endurance (1/2 END; +1/4), Improved Target Group (+1/4), Partial Transform (+1/2), Variable Healing Method (+1/2) (55 Active Points); No Range (-1/2) [Notes: This power not only allows Flash to perform the usual speedster instant clothes change trick, but also to do such things as tie an opponent's shoelaces together, remove the bullets from someone's gun, take apart or put together a machine or parts of a machine quickly, etc.] 2
4u 3) Speed Punch: (Total: 60 Active Cost, 42 Real Cost) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 30) plus +10 PD (10 Active Points); Adds 1 PD for each 1" velocity per phase (-1/2) (Real Cost: 7) plus +1 with DCV (Real Cost: 5) 0
5u 4) Fist Flurry: (Total: 60 Active Cost, 47 Real Cost) Autofire (5 shots; +1/2) for up to 20 Active Points of Strength, Reduced Endurance (0 END; +1) (Real Cost: 20) plus Hand-To-Hand Attack +4d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (40 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 27) 1
3u 5) Whirlwind: Telekinesis (11 STR), Affects Porous, Area Of Effect (3" Radius; +1), Selective (+1/4) (60 Active Points); No Range (-1/2), Restrainable (-1/2), Affects Whole Object (-1/4) 6
2u 6) Air Blast: Telekinesis (33 STR), Affects Porous (60 Active Points); Gestures, Requires Gestures throughout (-1/2), Only to push away (-1/2), Affects Whole Object (-1/4), Limited Range (-1/4) 6
4u 7) Let's Go For A Spin: Drain DEX 6d6 (60 Active Points); Only against targets that can be lifted by unpushed Strength (-1/2) 6
3u 8) Too Fast To See: Invisibility to Sight, Radio, Smell/Taste and Hearing Groups, Combat Sense, Spatial Awareness and Danger Sense , No Fringe (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Not when attacking (-1/4), Others with superspeed are immune (-1/4) 6
6 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4) 0

Powers Cost: 248

Cost Martial Arts Maneuver
Super-Speed Moves
4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
5 2) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove
5 3) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove
5 4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove
5 5) Running Dodge: 1/2 Phase,—OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 6) Nimble Dodge: 1/2 Phase,—OCV, +5 DCV, Dodge, Affects All Attacks, Abort

Martial Arts Cost: 28

Cost Skill
3 +1 with Super-Speed Moves (martial maneuvers)
15 +5 with Dodge (any) and Dive for Cover
6 +2 with Acrobatics, Breakfall, and Climbing
3 Acrobatics 16-
3 Breakfall 16-
3 Climbing 16-
5 Conversation 14- (7 Active Points); Side Effects (Flash is too glib and often gives away as much information as he receives; -1/2)
7 Power: Speed Tricks 13-
5 Rapid Attack (HTH)
3 Sleight Of Hand 16-

Skills Cost: 53

Cost Perk
5 Fringe Benefit: Membership in the JL
5 Money: Well Off

Perks Cost: 10

Cost Talent
2 Environmental Movement (no penalties when moving across unusual surfaces (liquids, sides of buildings, tops of cars, etc.))
3 Lightning Calculator
15 Lightning Reflexes: +10 DEX to act first with All Actions
8 Speed Reading (x1000)

Talents Cost: 28

Total Character Cost: 525

Val Disadvantages
11 Easily Tripped: When running with Superspeed, he is at -4 DCV against any attempt to trip him (often represented with a Throw of some kind)
5 Dependence: Food, specifically a VERY large meal Weakness: -1 to ALL die rolls every time increment (Common, 3 Hours)
10 Hunted: Flash Rogues Gallery 8- (As Pow, Harshly Punish)
10 Hunted: Flash Rogues Gallery 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Code Versus Killing (Common, Strong)
10 Psychological Limitation: Goes out of his way to do things in a flashy manner rather than taking the simple, direct course (Common, Moderate)
10 Psychological Limitation: Overconfident (Common, Moderate)
5 Psychological Limitation: Speaks His Mind (Uncommon, Moderate)
5 Rivalry: Professional (Other superfast individuals; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)


Disadvantage Points: 96
Base Points: 200
Experience Required: 229
Total Experience Available: 229
Experience Unspent: 0


Return to Comic-Derived Character Adaptations