Bolt
Character Name: Bolt
Alternate Identities: Carlos Sentara, Charlie, Streak
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
30 DEX 10 60 30 15- OCV 10 DCV 10
20 CON 10 20 20 13-
12 BODY 10 4 12 11-
13 INT 10 3 13 12- PER Roll 12-
10 EGO 10 0 10 11- ECV: 3
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
20 COM 10 5 20 13-
20 PD 3 17 20/30 20/30 PD (20/30 rPD)
10 ED 4 6 10/20 10/20 ED (10/20 rED)
7 SPD 4.0 30 7 Phases: 2, 4, 6, 7, 9, 11, 12
7 REC 7 0 7
45 END 40 3 45
30 STUN 30 0 30
6" Running 6 0 6"/36",
2" Swimming 2 0 2"
3" Leaping 3 0 3" 161 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Ranger! You're in my way!"
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 255
Spent: 255
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 605
MOVEMENT
Type Total
Run 6"/36",
Swim 2"
H. Leap 3"
V. Leap 1 1/2"
DEFENSES
Type Amount
Physical Defense 20/30
Res. Phys. Defense 20/30
Energy Defense 10/20
Res. Energy Defense 10/20
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 25 STR for holding on; FMove
Flying Throw 1/2 -1 -2 Grab Two Limbs; STR + v/5; Target Falls; FMove
Passing Disarm 1/2 -1 -1 Disarm, 25 STR to Disarm; FMove
Passing Strike 1/2 +1 +0 3d6 +v/5; FMove
Passing Throw 1/2 +0 +0 3d6 +v/5; Target Falls; FMove
Rapid Chop 1/2 -2 +0 HKA 1d6 +1
Rapid Punch 1/2 +1 -2 7d6 Strike
Spinning Escape 1/2 +0 +0 30 STR vs. Grabs
Ballestra 1/2 +2 -2 Weapon +4 DC, Weapon +4 DC Strike; Half Move Required
Cut 1/2 +2 +1 Weapon, Weapon Strike
Ceduto var +0 +0 Weapon +3 DC, 15 STR to escape Bind
Double a Double 1/2 +2 +2 Weapon +2 DC, Weapon +2 DC Strike, Must Follow Predefined Maneuver
Fleche 1/2 +1 +0 Weapon +v/5; FMove
Froissement 1/2 +2 -2 Disarm, 25 STR to Disarm roll
Grypes 1/2 -1 -2 Grab One Limb; 10 STR disarm
Lunge 1/2 +1 -2 Weapon +4 DC Strike
Parry 1/2 +2 +2 Block, Abort
Pasata Soto 1/2 +2 +2 Weapon, Weapon +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge
Prise de Fer 1/2 +1 +0 Bind, 25 STR
Riposte 1/2 +2 +2 Weapon +2 DC Strike, Must Follow Block
Slash 1/2 -2 +1 Weapon +4 DC Strike
Takeaway 1/2 +0 +0 Grab Weapon, 25 STR to take weapon away
Thrust 1/2 +1 +3 Weapon Strike
Trip 1/2 +2 -1 4d6 Strike, Target Falls
Void 1/2 -- +5 Dodge, Affects All Attacks, Abort
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
Notes: Metahumans are becoming mainstream and so more accepted.
20 Hunted: HARP 11- (As Pow; PC is easy to track through the Media; Harshly Punish)
Notes: Notes: This has increased from 8- after a character becomes known to the Media. Because of that media coverage, it is fairly easy to find the character if necessary.
15 Physical Limitation: Requires double the normal amount of food (All the Time; Slightly Impairing)
15 Psychological Limitation: Machismo (Common; Strong)
Notes: Machismo behavior can include being overly possessive, aggressive, and demeaning towards women or those seen as inferior.
20 Psychological Limitation: Show Off (Very Common; Strong)
0 Rivalry: Professional (Kitsune; Rival is Significantly Faster; Seeks to Outdo, Embarrass, or Humiliate Rival ... or Date; Rival Aware of Rivalry)
15 Social Limitation: Secret ID (Frequently; Major)
0 Social Limitation: Subject to orders/missions (Occasionally; Major)
Notes: Unless there is a huge uptick in metahuman crime, the usual calls are for assistance in emergencies such as ships sinking, skyscraper fires, earthquakes, flooding, etc.
10 Watched: The Media 11- (Less Pow; NCI; PC appearances are generally announced; Watched)
Notes: This is used post-offical team announcement and indicates the chances of various International, Nation and or Local Media outlets. This also represents the chances of paparazzi or just the people on the street with Cell Phones.
0 Watched: U.S. Government 8- (Mo Pow; NCI; PC is very easy to find; Watching)
Notes: While the Government isn't specifically Watching, they are aware of where to find and how to contact.
100 Total Disadvantages Cost

Character Name: Bolt
Alternate Identities: Carlos Sentara, Charlie, Streak
Player Name: NPC
SKILLS
Cost  Name
2 AK: East LA 11-
5 Acrobatics 16-
5 Acting 14-
5 Breakfall 16-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 12-
3 Conversation 13-
3 Deduction 12-
3 Demolitions 12-
0 Language: English (Idiomatic)
0 Language: Spanish (Idiomatic)
2 Language: Japanese (basic conversation)
2 Musical Instrument Familiarity (Chordophones) 11-
3 PS: Stuntman 14-
3 Paramedics 12-
3 Persuasion 13-
3 Riding 15-
3 Scholar
1
1) KS: Criminal Law 8-
1
2) KS: Federal Law Enforcement Procedures 11-
1
3) KS: Federal Meta-Human Regulations 8-
1
4) KS: Fencing 11-
3
5) KS: Freerunning 13-
1
6) KS: Spanish Guitar Music 11-
1
7) KS: Stunts/Action Design 11-
3 Seduction 13-
3 Shadowing 12-
3 Sleight Of Hand 15-
13 Speedster Tricks 20-
3 Stealth 15-
3 Streetwise 13-
2 Survival (Urban) 12-
1 TF: Bicycle, Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 12-
3 Teamwork 15-
1 Trading 8-
10 Two-Weapon Fighting (HTH)
3 WF: Blades, Off Hand, Whips
114 Total Skills Cost
PERKS
Cost  Name
0 Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14-
0 Law Enforcement Rank: U.S Marshall
0 Police Powers: Federal
0 Weapon Permit: Licensed Superpowers
0 Total Perks Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
6 Ambidexterity (-1 Off Hand penalty)
18 Total Talents Cost
 
POWERS
Cost  Power END
90 Super-Running: Running +30" (6"/36" total), Improved Noncombat Movement (x8), Reduced Endurance (1/2 END; +1/4) (90 Active Points)
Notes: Maximum Combatspeed is 94 mph / 151 kph. Maximum Non-combat speed is 752 mph / 1209 kph (just about MACH 1 depending on the weather).
3
33 Speester Tricks: Multipower, 50-point reserve, all slots Requires A Speedster Tricks Skill Roll (-1/2)
2u
1) Autofire Punch: Hand-To-Hand Attack +6d6, Autofire (5 shots; +1/2); Hand-To-Hand Attack (-1/2), All Attacks Must Be Directed At Same Target (-1/4)
4
2u
2) Battering Ram: (Total: 48 Active Cost, 22 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 10) plus +6 with Move-Throughs/Move-Bys (Real Cost: 18)
3
2u
3) Blown Away: Dispel Gas/Mist/Smoke Power 13d6, any Gas/Mist/Smoke power one at a time (+1/4) (49 Active Points); No Range (-1/2)
5
3u
4) Dizzying Spin: Drain DEX 5d6
5
2u
5) Hyper Throwing: Blunt Objects: Energy Blast 10d6; OAF: Objects of Opportunity (-1)
Notes: Includes street debris, rocks, paper weights, bricks, pool balls, beer bottles, etc.
5
2u
6) Hyper Throwing: Gatling: Energy Blast 6d6+1, Autofire (5 shots; +1/2); OAF (Many Objects of Opportunity; -1)
Notes: Includes street debris, rocks, paper weights, bricks, pool balls, beer bottles, etc. but with a bunch of them handy.
5
2u
7) Hyper Throwing: Sharp Objects: Killing Attack - Ranged 3d6+1; OAF: Pointy Objects of Opportunity (-1)
Notes: Includes anything pointy, kitchen knives, letter openers, screwdrivers, railroad spikes, etc.
5
1u
8) Let's Wrap This Up: Entangle 5d6, 5 DEF; OIF (appropriate material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2), Cannot Form Barriers (-1/4)
5
2u
9) Moving Attack: Hand-To-Hand Attack +4d6+1, Area Of Effect (8" Line; +1 1/4); Hand-To-Hand Attack (-1/2), Linked To Running Or Other Movement Power (-1/2)
5
2u
10) Run-By Grabbing: (Total: 50 Active Cost, 23 Real Cost) +30 STR (30 Active Points); Only For Grab-Bys (-1), No Figured Characteristics (-1/2) (Real Cost: 12) plus +10 with Grab-Bys (Real Cost: 20)
3
2u
11) Tuck and Roll: +25 with Breakfall; Only To Recover From Being Tripped, Thrown or Knocked Back While Running (-1/2)
15 Rapid Healing: Damage Resistance (20 PD/10 ED)0
14 Rapid Healing: Healing 2 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
3 No Skidding: Clinging (normal STR); Only To Prevent Skids (-2)
Notes: Even when he really loses control, he keeps his footing and doesn't go into a skid.- he always gets his feet back under him and keeps going. This was something learned from Kitsune after hundreds of falls at higher speed.
0
22 Q Costuming Armor Mk 2.01: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Heat)
Notes: Provides insulation against heat such as friction from moving at near MACH speed.
0
199 Total Powers Cost
EQUIPMENT
Equipment END
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage
0
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2)
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Speedster Martial Arts
Notes: Unfortunately, this style of Martial Arts is a dead giveaway that there is something more to Carlos the stuntman so he avoid letting anyone know.
5
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on; FMove
5
3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; STR + v/5; Target Falls; FMove
5
4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 25 STR to Disarm; FMove
5
5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove
5
6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; Target Falls; FMove
4
7) Rapid Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
5
8) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 7d6 Strike
4
9) Spinning Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
Fencing
Notes: Carlos is a superb fencer and swordsman. This makes him in very high demand for Martial Arts movies as a stunt double.
5
1) Ballestra: 1/2 Phase, +2 OCV, -2 DCV, Weapon +4 DC, Weapon +4 DC Strike; Half Move Required
3
2) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon, Weapon Strike
4
3) Ceduto: var Phase, +0 OCV, +0 DCV, Weapon +3 DC, 15 STR to escape Bind
4
4) Double a Double: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC, Weapon +2 DC Strike, Must Follow Predefined Maneuver
5
5) Fleche: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
4
6) Froissement: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 25 STR to Disarm roll
3
7) Grypes: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; 10 STR disarm
5
8) Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4
9) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3
10) Pasata Soto: 1/2 Phase, +2 OCV, +2 DCV, Weapon, Weapon +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge
4
11) Prise de Fer: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR
4
12) Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block
5
13) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5
14) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
5
15) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
3
16) Trip: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4
17) Void: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
0
18) Weapon Element: Blades
113 Total Martial Arts Cost

Character Name: Bolt
Alternate Identities: Carlos Sentara, Charlie, Streak
Player Name: NPC
APPEARANCE
Hair Color: Black
Eye Color: Grey
Height: 5' 10"
Weight: 174 lbs
Description:
Charlie is the product of a one-night stand, his mother having been picked up in a bar by his father. The stunning Latina beauty was instantly attracted to the handsome Anglo and the result was a spectacular melding of the two. At 5'10" and 174 pounds, Charlie has the lean, well-defined body of a distance running and with his swarthy skin and brilliantly white smile he can stop a girl on the street with a glance. The one thing, the most eye-catching thing, that set him apart from other Latinos in East LA is his grey eyes and he uses them to great advantage.
BACKGROUND
It took one trip to a movie set for Carlos to figure out what he wanted to do with his life, besides being a hero. Stuntman. Two weeks later he was enrolled in Hollywood's best Stunt school. Over the next four years, he has become the most acclaimed stuntman of his generation and has even found himself before the camera with a real part. It feeds his ego and also provides a string of attractive young actresses interested in getting to know the handsome Latino.
POWERS/TACTICS
Carlos has developed throwing things to an art form, something Amelia has never tried ... which makes him very smug. If they measure top speed over a track, without going non-combat, Carlos edges out Amelia ... much to his delight. But if they start from the chokes, Amelia is at full speed instantly and Carlos might catch her if they run for a couple miles. He will never match her top speed of MACH 55. She also has yet to tell him about the Speed Zone. She doesn't want to crush him.
PERSONALITY/MOTIVATION
Carlos has grown up a lot in the last few years. Sure, he is still full of himself but now there is real caring for his teammates. Though he still flirts with every female in sight, he has been 'broken' of the habit of grabbing first and getting slapped later. While in 'public', at Bolt or as the rising star Carlos Sentara, he has learned to control his innunedo. Out of the public eye, and away from Wren Collins, he hasn't changed all that much.
CAMPAIGN USE
For the first few years in the Minutemen, Carlos reveled in his speed. He was the fastest man on the planet! Then Amelia Fox aka Kitsune showed up. And showed him up she did. It took several months for him to adjust to a GIRL being faster, then he realize ... girl. There are two problems with that. Amelia and Belle. Amelia wants nothing to do with him and Belle is usually pissed at him for hitting on ANOTHER girl. Having Amelia around has had its plusses. She has made him a more capable Speedster.
DESIGN NOTES
Created: Thu, 1 Feb 2024 16:39:50

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