Character Name: Blurr
Alternate Identities: Noah McGuire
Player Name: RPG
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
40 DEX 10 90 40 17- OCV 13 DCV 13
30 CON 10 40 30 15-
10 BODY 10 0 10 11-
28 INT 10 18 28 15- PER Roll 15-
11 EGO 10 2 11 11- ECV: 4
25 PRE 10 15 25 14- PRE Attack: 5d6
20 COM 10 5 20 13-
30 PD 5 25 30 30 PD (15 rPD)
20 ED 6 14 20 20 ED (10 rED)
10 SPD 5.0 50 10 Phases: 2, 3, 4, 5, 6, 8, 9, 10, 11, 12
11 REC 11 0 11
60 END 60 0 60
38 STUN 38 0 38
6" Running 6 0 34"
2" Swimming 2 0 2"
5" Leaping 5 0 5"/28" 274 Total Characteristics Points
"Come ON!"
Total earned: 106
Spent: 106
Unspent: 0
Base Points: 300
Disad Points: 150
Total Points: 556
Type Total
Run (6) 34"
Swim (2) 2"
H. Leap (5") 5"/28"
V. Leap (3") 2 1/2"/14"
Type Amount
Physical Defense 30
Res. Phys. Defense 15
Energy Defense 20
Res. Energy Defense 10
Mental Defense 7
Power Defense 0
OCV: 13 DCV: 13
Combat Skill Levels:
+3 with Speedster Tricks Attacks
+9 with DCV from After Images
+6 with DCV; Only With Dive For Cover
+6 with DCV; Only With Dive For Cover  When Rescuing Others
Maneuver Phase OCV DCV Effect
Ramming Speed! 1/2 +0 -2 7d6 +v/5 Strike, FMove
Can't Hit Me! 1/2 -- +5 Dodge, Affects All Attacks, Abort
Bitch Slap! 1/2 +1 +0 5d6 +v/5; FMove
Street Pizza! 1/2 +0 +0 5d6 +v/5; Target Falls; FMove
Snatch and Run! 1/2 -1 -1 Disarm, 35 STR to Disarm roll; FMove
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Cost  Disadvantage
25 Dependent NPC: Benjamin, Little Brother 14- (Incompetent)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
25 Hunted: Geno Corp 11- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Must eat twice normal amounts of food (Frequently, Slightly Impairing)
20 Psychological Limitation: Protective of the 'Little Guy' (Very Common, Strong)
15 Psychological Limitation: Impatient (Common, Strong)
15 Psychological Limitation: Doesn't Trust Easily (Very Common, Moderate)
5 Reputation: A Super-Fast Costumed 'Superhero', 8-
15 Social Limitation: Secret ID (Frequently, Major)
10 Social Limitation: Unfamiliar with current world (Occasionally, Major)
150 Total Disadvantages Cost

Character Name: Blurr
Alternate Identities: Noah McGuire
Player Name: RPG
Cost  Name
0 Acting 8-
3 Breakfall 17-
0 Climbing 8-
3 Concealment 15-
0 Conversation 8-
3 Deduction 15-
0 Language: English (Idiomatic, native accent)
3 Paramedics 15-
0 Persuasion 8-
13 Speedster Tricks 22-
0 PS: High Speed Delivery 11-
3 Scholar
1) KS: World History 11-
2) KS: World Literature 11-
2 Survival (Urban) 15-
3 Shadowing 15-
3 Stealth 17-
3 Streetwise 14-
1 TF: Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Traveler
1) AK: Isla del Oro 11-
2) CK: Basin 11-
3) CK: Playa del Norte 11-
4) CK: Punta del Sur 11-
9 +3 with Speedster Tricks Attacks
58 Total Skills Cost
Cost  Name
10 Bases: 52 points contribution
2 Contact: Edward Elliot, Isla del Oro State Trooper (Contact has access to major institutions) 8-
2 Contact: Danny Sanchez: Playe del Norte Police Sgt. (Contact has access to major institutions) 8-
14 Total Perks Cost
Cost  Power END
56 Hyper-Running: Multipower, 56-point reserve
1) Super-Running: Running +28" (34" total)
2) Overdrive Running: Running + 21", Megascale (1" = 1 km; +1/4)
3) Running on Water: Flight 27"; Only On Water (-1), Only In Contact With A Surface (-1/4), Cannot Stop (-1/4)
4) Hyper Running on Water: Flight 22", MegaScale (1" = 1 km; +1/4); Only On Water (-1), Only In Contact With A Surface (-1/4), Cannot Stop (-1/4)
5) Super Broadjump: Leaping +23" (5"/28" forward, 2 1/2"/14" upward); Only After A Full Move In His Last Phase (-1/2)
41 Speedster Tricks: Multipower, 62-point reserve, all slots Requires A Speedster Tricks Skill Roll (-1/2)
1) A Thousand Throats: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Area Of Effect (6" Radius; +1 1/4), Selective (+1/4)
2) Dizzying Spin: Drain DEX 6d6
3) Two Places At Once?: Sight and Hearing Groups Images 1" radius, +/-1 to PER Rolls, Only to create images of his alter-ego (+0), Mobile (+1), Can Affect Physical World In Minor Ways (Open a door, brush past someone etc.) (+1)
4) Fire Extinguisher: Suppress Fires 8d6, Area Of Effect (One Hex; +1/2); Limited Range: 8" (-1/4)
Notes: This power allows Blurr to extinguish fires such as house fires.
5) Phasing Grip: Killing Attack - Hand-To-Hand 2 1/2d6 (3 1/2d6 w/STR), Penetrating (+1/2); No Knockback (-1/4)
6) Some Disassembly Required: Dispel Technological Objects 16d6, One At A Time (+1/4); No Range (-1/2)
7) Save The Girl!: Teleportation 10", Position Shift, Limited Range (10") (+1/4), Usable As Attack: Defense Is Teleportation or Power Defense (+1); Must Pass Through Intervening Space (-1/4)
Notes: This power allows Blurr to snatch a hostage out of harm's way and move them to a safe place in the blink of an eye.
8) Afterimages: +9 with DCV; Costs Endurance (-1/2), Does Not Apply Against Attackers With Physical Targeting Sense (-1/4)
9) Clear The Area!: +10 with DEX Rolls; Only With Dive For Cover Rolls (-1), Costs Endurance (-1/2) plus +6 with DCV; Only With Dive For Cover Rolls (-1), Costs Endurance (-1/2)
Notes: This power represents Blurr's ability to quite literally outrun an explosion or area effect attack.
10) High-Velocity Phasing: Desolidification (affected by Sonics, Vibrations, Air-based Attacks); Extra Time (Full Phase, -1/2)
11) I'll Take Those!: Teleportation 8", Usable As Attack (+1), Area Of Effect (12" Radius; +1 1/2), Selective Target (+1/4); Only To Diarm/Grab Accessible Objects (-1)
12) Rapid Tasks: +7 with all non-combat Skills; Only To Counteract Time Modifiers (-1), Costs Endurance (-1/2)
13) Sonic Finger Snap: Energy Blast 6d6, No Normal Defense (LS: Safe Enviroment: High Pressure; +1); No Range (-1/2), Does Not Work In A Vacuum (-1/4), Power Cannot Be Pushed (-1/4)
14) Battering Ram: Hand-To-Hand Attack +8d6; Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2)
15) Everybody Outta The Way!: +10 with DEX Rolls; Only With Dive For Cover Rolls When Rescuing Others (-2), Costs Endurance (-1/2) plus +6 with DCV; Only With Dive For Cover Rolls When Rescuing Others (-2), Costs Endurance (-1/2)
Notes: This power represents Blurr's ability to quite literally snatch someone out of a dangerous situation and outrun an explosion or area effect attack with them.
16) Faster Than The Eye: Invisibility to Sight Group , Reduced Endurance (1/2 END; +1/4); Only while moving (-1/2)
17) Manipulating The Works: Telekinesis (2 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1); Must Be Able To Touch The Target (-1/2), Limited Range (3"; -1/4)
Notes: Blurr uses this power to manipulate a roulette ball or the fall of a pair of dice.
18) Nice Bullets You Got There: Teleportation 8", Usable As Attack (+1); Only To Remove Bullets/Clips From An OAF Firearm (-1)
19) Now You See Me . . . : Teleportation 15", Position Shift; Only Along The Ground (-1/2), Must Pass Through Intervening Space (-1/4)
Notes: This power represents Blurr's ability to appear suddenly beside someone, then to disappear before they can react.
20) Quick Change: Cosmetic Transform 2d6 (Changes any clothes to nudity or other clothes: self or others), Any type of clothing (+1/4); Clothing Only (-1/2)
Notes: Blurr moves so fast he can not only change his own clothes in an instant, but the clothes of anyone else he chooses. He occasionally uses this power to strip someone who is being particularly annoying.
21) Speedster Studiousness: Speed Reading (x100,000)
22) Tuck and Roll: +17 with Breakfall; Only To Recover From Being Tripped, Thrown or Knocked Back While Running (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Blurr has learned through painful experience how to tuck and roll when traveling at high speeds.
23) Up The Wall: Clinging (normal STR); Only On Verticle Surfaces of 90 degrees or less (-1/4), Half Move Maximum (-1/4)
12 Super Rapid Healing: Damage Resistance (15 PD/10 ED)0
7 Rapid Healing: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)0
5 Rapid Thoughts: Mental Defense (7 points total)0
4 Swift Sight: Sight Group: Megascale (1" = 1 km; +1/4) for up to 25 Active Points; Only To See Path While Moving At Megascale Speeds (-1/2)1
187 Total Powers Cost
Cost  Maneuver
Speedster Tricks
1) Ramming Speed!: 1/2 Phase, +0 OCV, -2 DCV, 7d6 +v/5 Strike, FMove
2) Can't Hit Me!: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3) Bitch Slap!: 1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove
4) Street Pizza!: 1/2 Phase, +0 OCV, +0 DCV, 5d6 +v/5; Target Falls; FMove
5) Snatch and Run!: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 35 STR to Disarm roll; FMove
23 Total Martial Arts Cost

Character Name: Blurr
Alternate Identities: Noah McGuire
Player Name: RPG
Hair Color: Black / White
Eye Color: Grey / Icy Blue
Height: 6' 0"
Weight: 180 lbs
Blurr is six feet tall with a muscular but slim build. He is extremely good looking but isn't aware of it. His eyes are grey and his hair black but as Blurr his hair changes to an almost brilliant white. As Noah, he dresses much like any other Lower, in good sturdy clothes, generally in dark colors, black, grays and blues. As Blurr, he has fashioned a costume from various pieces found here and there. He wears a dark blue body suit with white gloves and boots. A web belt affair, also white, criss-crosses his body. Blurr wears a mask that covers the lower part of his face from the hairline down. It can be very difficult to read his mood as a result. He does, at times, lift the lower portion of the mask to allow him to eat as Blurr but can do it so fast, most don't even notice. Noah is 21 years old.
Where did Noah get his powers? He has no idea. The fact that he has them is enough for him. Since they first began to manifest nearly ten years ago, Noah has kept the fact secret even from his parents. He joined the 'Runners Guild' at a very young age and has developed a reputation as the best delivery Down Under. His current daily income is somewhere in the four figures area even after paying the guild for his right to work. Most of this, he gives away to the many needy Lowers around the city.
Six years ago, his parents were killed in a local turf war and since then he has been raising his younger brother, Benjamin. Very recently, Ben witnessed something that has put his life in danger. One night, an armored man, later to be identified as Crusher, broke into Noah's rooms in search of Ben. For the first time, Noah used his powers without restraint and as a result, carved up the 'tin man' pretty seriously. Even though Crusher was forced to retreat, Blurr was forced to take his brother into hiding.
This event happened (?) to correspond with an invitation to join with a group of like powered individuals. The invitation came from the mysterious Straight who claims to be an earlier era’s champion of the people but is now the soul surviving member of an elder group. Straight’s line of approach did nothing to convince Blurr to join; even Straight’s offer of nearly unlimited funds did not sway the speedster. What it took was the attack on his brother. Could Straight have orchestrated that attack? Blurr has considered the possibility but until something more concrete is found, he chooses to accept Straight’s offer of sanctuary for Ben.
Noah has recently been convinced by Dusty, a cowgirl with the power to control the weather, to take a suite in her building but he does not feel it is safe to bring Ben there as yet.
His first foray into combat with his new team left a decidedly sour taste in Blurr’s mouth and nearly resulted in his quitting the group entirely. Again Dusty managed to convince him to stay but he does not feel in any way responsible to the team, offering only to show up in times of great need.
Noah has begun a relationship with the weather-controlling Dusty and as both Blurr and Noah, conducted a investigation for her that has revealed some rather serious matters.

Blurr's world turned topsy-turvy and he has found himself, along with Ben and Dusty, on a totally different world. How they came to be there, he cannot speculate. Why he came to be there he figures probably has something to do with Straight. He, Ben and Dusty arrived in the early morning in a field with no idea what had happened. From a house nearby, an old man pulled on a tattered jacket and trudged toward them.
"Welcome to Isla de Oro, I am Bolley." The man's voice was dry and rasping but his eyes were clear and intelligent.

The trio now finds themselves on a world very different from the Upper/Lower world of Midgaard, a world in some ways ahead of theirs but in many ways, far behind. Gone was the Guild system Noah had always known. Gone was the constant loom of the belly of the Upper level. Gone were Straight and Tinman and all the troubles of Midgaard on the verge of civil war.
For Noah Ben has always been his main concern and for the first time in many months he is daring to hope his brother might at last be safe but they are broke and lost. At least the languages are very similar except for the writing of it. The old man has offered to take them in and make them his heir but he has warned them not to display their powers as something called Genocide seeks their type to study and the government seeks them to force them to work for it.
Against his better judgment, Noah allowed Ben to take a day trip to a 'Pirate Cove' attraction on the Northwest corner of the island only to see a news story describing the attack of a cruise liner by a 'pirate ship'. Though Ben remembers nothing of the incident, Noah's convinced the boy and the entire crew of the pirate ship were in some way controlled into this attack. Later news reports claim the whole thing was a publicity stunt. Noah doesn't believe it for a moment.
His investigations of the caves below the Pirate Cove uncovered a subterranean complex being used by persons unknown to capture members of the mutant population on the island. During his first infiltration of the complex, he rescued a 'mermaid'.
Dusty, as Tabitha Alcoy, was invited to a midnight cruise aboard a small cruise ship and Blurr ina tux went along as arm candy. The two departed the ship at the Pirate Cove after a young man displaying 'powers' was kidnapped and taken into the complex below. They rescued him and while Blurr carried him home to Playa del Norte, Dusty disappeared, apparently into the complex. Blurr found only her cowboy hat and the card within with a phone number.
Once again descending into the caves below in search of Dusty, Blurr discovered most of the complex had been abandoned but did find a young woman held within an airtight room. After persuading a techie to release her, the two escaped to Basin and the realm of Queen Matilda. In a candy shop he called the number and was told he would be required to hijack a gold shipment do to arrive in two days for Dusty's return.
Even though Dusty was waiting for him at Bolley's when he returned, his whole attitude has changed markedly. All hope he had for this new world providing him and Ben with a safe haven has disappeared. All worlds are the same to him and all people the same. Now if he can come to grips with this new disappointment and find a safe place on this world for his expanding 'family' he just might come out of his growing despair.
Blurr is FAST and he uses that speed to accomplish many things. In a recent battle he encountered two characters utilizing powered armor and in both cases disassembled portions of each forcing them into a retreat. Blurr can also disarm numerous thugs in under a second or vibrate his hand so fast in bypasses much of an opponent's defenses. In three encounters with the villain Crusher, Blurr has penetrated the man's armor and done considerable damage. At this point Blurr has not killed using this power and may not be totally aware of that possibility. He is becoming the team's primary mode of long range transportation as his top speed is something like 25 kilometers per second. As long as he has a clear path to a point, he can get there. On the less lethal side, Blurr is able to snap his fingers so fast it causes a micro sonic boom that can do considerable stun to a target. He can also spin a target around so fast that the target becomes disoriented and rather clumsier than usual. It takes some time for a victim of the action to recover completely. Over the years, Blurr has learned how to utilize his speed to batter, trip, throw or otherwise annoy a target and if he chooses can leave 'after images' that make it extremely difficult to hit and combined with dodging attacks, virtually impossible to hit. Recently he has discovered it is possible for him to actually run across the water, provided he does not stop. Also he has come to realize it may be necessary at some point of this world to eliminate a large number of enemies and so has been practicing hitting as many people as he can in as short a period as possible. This he calls 'a thousand throats' after an Arab quote he read that says 'A thousand throats may be cut in a single night by a running man.' He hopes he will never have to use it.
This new world has introduced new challenges and Blurr has begun to look for ways to expand his repertoire if powers. Wth the loss of Tabitha Alcoy's vast fortune, it has become necessary for Noah to come up with alternative ways to earn money. At first he returned to his old job at delivery boy but the plethora of alternative methods of delivery limited the possible 'legal' jobs. After watching the games in one of the casinos, he began practicing with stopping the roulette ball without being seen. It was far easier than her expected. Once he had made a few thousand dollars on roulette, he moved over to the craps table and found he could also manipulate the fall of the dice. He never throws them himself but bets on the throw of others. In the future he may turn his speed to other forms of gambling but he does not enjoy play and looks at it as merely a source of money.
Another thing he has learned is the need for it to appear that Blurr and Noah are two obviously different people. He can, for short spans of time, be literally in two places though one of the two 'hims' can only perform minor physical acts such as opening a door or picking up something fairly light. He uses this ability to allow one of the 'hims' to leave the room and free the other to act.
Noah is a Lower who is more concerned with the plight of his fellow Lowers then himself. Working three different jobs as a deliveryman, he gives away more than 75% of his daily income. He is caring, compassionate and very gentle. He is also surprisingly calm and sedate, moving as a far more leisurely pace the one would expect. Blurr on the other hand is hyperactive, snide and generally a pain in the ass that cannot sit still. He is constantly moving, flitting from place to place even if confined to a single room. One habit he has is to appear suddenly beside or behind whoever might be talking, make a smart-assed comment and disappear. When he is bored these actions intensify markedly. In both guises he eats a great deal to keep his hyperactive metabolism fueled.
Recent events have forced Blurr out of his self-designed little world and brought him into contact with a wider world than his own. Now he is undergoing something of a transformation that may change his rather simple outlook on life down Below.
Noah has been spending time . . . well, a few minutes a day, in the library studying his new world's history. Slowly, for him, he is picking up things about this world and exploring the island he and his family now find themselves on.
Rather quickly Noah has found he has traded one form of Lower for another. This new world is filled with people stepped on by those with power and wealth. And, as wit Midgaard, the society it fractured into many factions. As it is , Noah has decided to concentrate on the mutants of Basin and the other natives of the island. At some point he is bound to come up against the three powerful criminal organizations in the south but for now his main concern is to reduce the tension between the mutants and the normals to prevent an all-out war with the mainland.

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