Jimmy "Breakneck" Rusedski  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
8 INT 10 -2 8 11- PER Roll 11-
8 EGO 10 -4 8 11- ECV: 3
8 PRE 10 -2 8 11- PRE Attack: 1 1/2d6
8 COM 10 -1 8 11-
5 PD 2 3 5/30 5/30 PD (5 rPD)
5 ED 4 1 5 5 ED (5 rED)
4 SPD 3.0 10 4/6 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12
10 REC 6 8 10
50 END 40 5 50
40 STUN 30 10 40
5" Running 6 -2 5"/30"
2" Swimming 2 0 2"
5"/2 1/2"" Leaping 2 3 5" 89 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 5"/30" [40"/240" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 5"
V. Leap (1") 2 1/2"
Flight 0"/19" [0"/152" NC]
EXPERIENCE POINTS
Total earned: 150
Spent: 150
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 500
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 6"
Weight:  145 lbs
Description:
As Jimmy Rusedski, a weedy little fellow with poorly cut brown hair, usually moussed or gelled poorly to boot, prone to flannels and unwashed looking jeans and t-shirts. As Breakneck, wears a snazzy professionally made outfit comprised of black trunks, gloves, mask, and mantle, a caution-tape-yellow tunic, a stripe that looks like "caution-tape" down the side of each leg, a belt of pouches for holding loot, and a belt harness with clips on it for holding sturdier loot. Many supers do not expect the kind of whallop that Breakneck can deliver due to his small size. At 5'6" and not quite 150 lbs, he doesnt look capable of delivering the kind of damage he excels at....

 Jimmy "Breakneck" Rusedski  
DEFENSES
Type Amount Notes
Physical Defense 5/30 Current BODY:
Res. Phys. Defense 5 (15)
Energy Defense 5 Current END:
Res. Energy Defense 5 (50)
Mental Defense 0 Current STUN:
Power Defense 0 (40)
STUNTS & FIGHTING STYLE
Use speed and tricks to disrupt opponents
Do not get stuck into a toe to toe fight
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+10 with Grab-by, Move-by, Move-Through
+5 with DCV (25 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Jimmy "Breakneck" Rusedski  
SUPERPOWERS!
Cost  Power END
Breakneck Pace Multipower
90 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +1/2) (90 Active Points)
5u   1)   Gravity-Defying Running:  Flight 19", Improved Noncombat Movement (x8), Combat Acceleration/Deceleration (+1/4) (60 Active Points); Only In Contact With A Surface (-1/4)
Notes: 45 MPH/360 MPH
0
6u   2)   Overdrive Running:  Running 23", Megascale (1" = 1 km; +1/4) (59 Active Points)
6u   3)   Super-Running:  Running +25" (5"/30" total), Improved Noncombat Movement (x8) (60 Active Points)
Notes: 70 MPH/560 MPH
Neckbreaking Stunts! Multipower
50 Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Requires A Speed Tricks Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
2u   1)   Autofire Punch:  Hand-To-Hand Attack +4d6, Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (45 Active Points); Hand-To-Hand Attack (-1/2), All Attacks Must Be Directed At Same Target (-1/4) 0
4u   2)   Dizzying Spin:  Drain DEX 5d6 (50 Active Points) 2
2u   3)   Earsnap:  Energy Blast 5d6 (vs. ED), No Normal Defense (LS: Safe Enviroment: High Pressure; +1) (50 Active Points); No Range (-1/2), Gestures (-1/4), Does Not Work In A Vacuum (-1/4) 2
2u   4)   Gimme gimme:  +50 STR (50 Active Points); Only For Grab-Bys (-1), No Figured Characteristics (-1/2) 2
2u   5)   Neckbreaker:  Hand-To-Hand Attack +5 1/2d6, Double Knockback (+3/4) (49 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) 2
Other Abilities
20   1)   Cant be hit:  +5 with DCV (25 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 2
7   2)   Fast Healing:  Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: Regeneration Option
0
6   3)   High Speed. High Friction:  Life Support (Extended Breathing (Excellent Cardiovascular System) 1 END per Turn; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) 0
12   4)   Ram Tough:  +25 PD (25 Active Points); Only Protects Against Collision Damage (-1)
20   5)   Really Impact Resistant:  Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2) 0
16   6)   Speed To Spare:  +2 SPD (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 2
5   7)   Thick Skin:  Damage Resistance (5 PD/5 ED) 0
Speed Zone
78   1)   Enter the Speed Zone:  Extra-Dimensional Movement (Speed Zone, Any Location corresponding to current physical location), 1 TURN, Millispeed (2 SPD / 1 Action), Reduced Endurance (0 END; +1/2) (78 Active Points) 0
9   2)   Millispeed Perception:  Rapid ( x1,000) with Normal Sight 0
10   3)   Speed Zone Sight:  Perceive into the Normal Speed World with Sight Group 0
5   4)   Speed Zone Touch:  Transdimensional (Normal Speed World; +1/2) for up to 10 Active Points of STR (5 Active Points) 1
357 Total Powers Cost

 Jimmy "Breakneck" Rusedski  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
30 +10 with Grab-by, Move-by, Move-Through
13 Speed Trix: Power (DEX-based) 18-
3 Security Systems 11-
3 Stealth 13-
1 Streetwise 8-
50 Total Skills Cost
PERKS
Cost  Name
1 Up and coming Supervillain for hire: Reputation (A small to medium sized group) ; 14-, +1/+1d6
3 Fences and Pawners: Contact, Organization Contact (x3) (3 Active Points) 8-
4 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 Normal Characteristic Maxima
30 Cant....stop.....running..........: When taking a full move 2 Phases consecutively (Common), go 14-, recover 8-
Notes: Whenever Breakneck takes 2 full moves in succeeding Phases, there is a chance he wont be able to stop running and must continue to take Full Moves in his current form of Movement until he can recover.
20 Psychological Limitation: Shortsighted -- never thinks beyond immediate needs (Common, Total)
20 Psychological Limitation: Smack Talker -- has to talk smack to opponents (and even teammates at time) (Very Common, Strong)
10 Social Limitation: Secret ID (Occasionally, Major)
10 Vulnerability: 2 x STUN Sonics (Uncommon)
5 Vulnerability: 1 1/2 x BODY Sonics (Uncommon)
10 Vulnerability: 2 x BODY Toxins & Poisons (Uncommon)
10 Vulnerability: 2 x STUN Toxins & Poisons (Uncommon)
15 Unluck: 3d6
150 Total Disadvantages Cost

 Jimmy "Breakneck" Rusedski  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 6" Hair: Brown
Weight: 145 lbs Eyes: Brown
As Jimmy Rusedski, a weedy little fellow with poorly cut brown hair, usually moussed or gelled poorly to boot, prone to flannels and unwashed looking jeans and t-shirts. As Breakneck, wears a snazzy professionally made outfit comprised of black trunks, gloves, mask, and mantle, a caution-tape-yellow tunic, a stripe that looks like "caution-tape" down the side of each leg, a belt of pouches for holding loot, and a belt harness with clips on it for holding sturdier loot. Many supers do not expect the kind of whallop that Breakneck can deliver due to his small size. At 5'6" and not quite 150 lbs, he doesnt look capable of delivering the kind of damage he excels at....
PERSONALITY & MOTIVATION
Jimmy is a scummy criminal, through and through. Dim, shortsighted, and unable to grasp the big picture. He's all about "whats in it for me". He's one of those not-so-bright guys that thinks he's really smart, despite all evidence to the contrary.

His motivation is simple: Greed and a belief that a fast buck today is better than 2 bucks tomorrow.

Breakneck is basically a Super-villain thief that can also fight a little if confronted by PCs. Good for story/plot element set up. If you need an item stolen to forward a storyline, call Cheshire Cat. But if Cheshire Cat is busy, call Breakneck as the next runner up. He's also an annoying little jerk that players would just love to pound if you give them a taste of his smack talk. Fun irritant, and oh-so-satisfying when the PCs actually catch him....
CATCH PHRASE(S)
"Whose yer daddy!";"Shut out and denied! It must suck to be you, cape!"; any retarted smack talk at all will do.
POWERS & SPECIAL EFFECTS
Breakneck has the ability to accelerate his physiology and run at very high speeds. He is also able to withstand enormous impact damage, particularly caused by ramming. His tactics are simple, run by something really fast and either grab it, hit it, or spin it around. Thats pretty much Breakneck's repetoir, although he has some variations on the themes.

He also heals fast and has some basic breaking and entering skills, and knows where to fence stolen items.

 Jimmy "Breakneck" Rusedski  
ORIGIN
Born in Philly, Jimmy is a real class act through and through. Wormy, dishonest, selfish, backstabbing, and more, he just slimed his way through the first 24 years of his life. A highschool dropout, Jimmy was involved in petty crime from an early age, with an emphasis on petty. He's specialties were breaking into neighboors houses when they were away on vacation, getting 5-finger discounts from Quiki-Marts, and for a while selling stolen hubcaps and hood ornaments. Jimmy masterminded his crimnal career from the apartment over his mothers garage, where he also had a telescope set up behind a drape that had a nice view of Jessica Fallbright's bedroom window across the street. Jessica was a real hottie, but not too bright -- she'd often forget to pull the blinds while she was changing and Jimmy wasn't too proud to take a good look when she did. Jessica's father, Dr. Michael Fallbright, was some kind of crackpot scientist that had once worked at a local lab but had "quit to work on his own theories" several months before. He was always tinkering in a lab down in his basement. Probably making Meth or something was Jimmy's opinion -- how else did he pay the bills without a job? Jimmy also figured he probably had all kinds of good stuff down there which he could boost and sell for some pocket cash, but the nerd never left the house practically.

Then, one night there was some kind of commotion over at the Fallbrights. Jimmy was enjoying the view of Jessica in her skivvies changing to go out for the night, when her father burst into the room in a tizzy, waving some papers in the air. Oblivious to his daughters state of undress he waved the papers in her face, danced a little jig and then left the room again. Jessica got dressed real quick and then the two of them actually left the house together, maybe to go out to eat or something. They both looked happy through the telescope.

Sensing his big chance to at least scope the place out, Jimmy hurried out and made his way around to their house circuitously, going down one side of the block and then cutting across backyards and vacant lots to go back down the other side. Finding a basement window cracked, Jimmy was able to work the catch loose and slip his small frame in. However, as he was wiggling his way into the basement he slipped and fell about 4 feet to the floor and fell back into a table laden with chemicals and all kinds of glass loops and devices, and then to the floor. Landing badly flat on his back, Jimmy had the wind knocked out of him and his mouth fell agape, just in time to let the strange red goopy liquid that was dripping from an overturned beaker laying on its side up on the table over his head flow directly in. Jimmy reflexive swallowed, and then sat up spluttering. He felt immediately dizzy, and nauseous. Lurching upright, he had enough presense of mind to use his shirt tail to set the now empty beaker upright again and then climb back out of the window, rubbing it down for prints. Out in the open air again, Jimmy's head began to spin, and it was all he could do to make his way home stealthily.
Back in his room, he passed out and stayed out for 4 days. His mother just figured he was out with friends, and since she worked 2 jobs to make ends meet she was rarely home anyway, and his friends figured he was laying low for one reason or another a not uncommon occurance. In fact he was undergoing intense physiological transformations, his body and mind altering. He came awake to the sound of a moving van loading up and pulling off. Looking out his window he made out that the Fallbrights had moved out. He didnt know what to make of that, so instead he rolled out of bed and dragged himself to the bathroom to dispose of 4 days of bladder pressure. After that he took a shower, and dragged himself down to the kitchen and proceeded to eat 2 bags of cereal, all the leftovers, some stale bread, and a jar full of peanut butter. That seemed to do the trick and he went back up to his room and slept for another 3 days. He continued this cycle for 3 weeks before he was fully recovered and then got back to life as usual.

A couple of months later, a 5-finger run went badly when a cop happened into the Quiki-Mart and caught him red handed. The cop didnt pull a gun or anything, but still, there was no way Jimmy was going to get busted for boosting a couple of candy bars and some beer. Eyeing the door, the cop, and the space between them, Jimmy decided to make a run for it. As soon as he thought it, he was gone; through the door and well on his way down the street. He'd never run so fast before, or even known a person could run like this. In fact, he couldnt seem to STOP running! He was 7 neighborhoods over before he could finally get his legs to stop moving.

With some experimentation, Jimmy discovered that he could do a wide variety of VERY COOL THINGS, and at high speeds too. He could run way faster than cars. Faster than really fast motorcycles even. They werent even close. And he could hit things REALLY HARD while running fast. It kind of hurt sometimes, but whatever he hit just got destroyed most times. He could run along side a road with his arm out and destroy every mailbox and streetsign along the way. It eventually occured to him that the powers may have come from the crap he accidentally drank at the Fallbrights, so he ran back there and cased the joint on the sly, but it was cleared out.

It didnt take Jimmy long to put his new powers to good use despite not knowing why he had them. To his mind the most obvious use of his powers was to run by at high speed and do snatch-and-grabs. He could loot stores in the blink of an eye, grab purses, and so on. He simply put on a ski mask he had laying around the house, and put on some black nike trainers and a plain black shirt, and thus disguised started a spree of thefts across Philidelphia. He was wildly successful at first, wracking up enough loot in 1 day to put a big fat roll of cash in his pockets.

After the 3rd time however, he attracted the attention of a local hero named The Libertine, a high-swinging sentinel of justice and personal freedoms, armed with his trusty Shield of the Downtrodden and a deep belief in the principles of the Constitution. The Libertine had made life uncomfortable for a number of organized criminals of late, as well as curtailing petty crime. When he tried to stop Jimmy he swooped in and landed in front of the high-tailing speedster, who was booking for home with fresh loot in his hand. The Libertine was confident that the anti-recoil technology built into the shield would rebuff the charging thief. That proved to be a tactical error as Jimmy proceeded to plow directly into him, sending The Libertine flying through the air in front of him, and into a telephone pole with bone jarring force. Running by the sprawled out hero in his fancy costume, Jimmy impulsively took a swing at his lantern jaw and was rewarding with a wet cruching sound as the belabored hero's neck broke.

This kind of shocked Jimmy; he had really expected the guy to shrug it off. Superheroes were supposed to be tough afterall. The TV always talked about how great they were. Still, what was done was done, and Jimmy wasnt going to stand around to apologize to the cops! He lit out and made his way circuitously back home. The Libertine was rushed to a hospital but didnt survive the night, with badly crushed vertebrae and major damage to the spinal cord.

Jimmy laid low for almost a month after that one, until they stopped talking about it on the news. Then he was back out again for another spree through the city. This time he was met towards the end of it by a van full of familiy fellas as he turned a corner off a block he had just ransacked. They were looking for him and were able to get a net on him before he could run away. Jimmy was intensely scared, but they said they just wanted to talk to him. The bosses were impressed with him taking out The Libertine like that, and they wanted to offer him a deal; come work for them and give up petty larceny. They had bigger jobs for somebody like him......

And so his professional career was begun. The mobsters started calling him "Breakneck" as a joke, and a little later with some of the proceeds from his many lucrative thefts he bought some costumes. The terms of his agreement with the mafia is non-exclusive, so he has started taking contracts far and wide. If you want a snatch-and-run guy, Jimmy is as good as they come. He's also good for doing "run-by" killings, but he doesnt like to do those because the risk is much higher if caught.

He has recently worked a number of jobs through Enforcers Inc. The jobs went well, the rates were good, and the contractee's invlovled didnt try to jerk him around or short change him. All good things in Jimmy's book.
Character created with Hero Designer (version 2006053109)