Thomas Martiel


Value Roll Notes
5 STR 15/30 12- / 15- Lift: 200.0kg/1600.0kg; Dice: HTH Damage 3d6/6d6 END [1/2]


48 DEX 26 14- OCV 9 DCV 9
26 CON 23 14-
16 BODY 18 13-
3 INT 13 12- PER Roll 12-
8 EGO 14 12- ECV: 5
3 PRE 13 12- PRE Attack: 2 1/2d6
2 COM 14 12-
2 PD 5/26   5/26 PD (0/21 rPD)
0 ED 5/26   5/26 ED (0/21 rED)
4 SPD 8   Mental Defense: 0
0 REC 8   Phases: 2, 3, 5, 6, 8, 9, 11, 12
5 END 56   Running: 6" (12" NC)
2 STUN 40   Swimming: 4" (8" NC)




20 Kinetic Speed Powers: Elemental Control, 40-point powers
20 1) Kinetic Reflexes: +4 SPD (40 Active Points)
20 2) Kinetic Shield: Force Field (16 PD/16 ED), Hardened (+1/4) (40 Active Points) 4
13 3) Kinetic Siphon: Transfer 2 1/2d6 (END to END) (40 Active Points); Only Restores To Starting Values (-1/2) 4
30 4) Kinetic Speed: Flight 18", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (57 Active Points); Only In Contact With A Surface (-1/4) 2
7 Kinetic Push I: Negative Combat Skill Levels (-2 to opponent's OCV) (10 Active Points); Requires A Power Skill: Speed Tricks Roll (-1/2) 1
10 Kinetic Push II: +15 STR (15 Active Points); No Figured Characteristics (-1/2) 1
4 Kinetic Push III: Knockback Resistance -2" 0
4 Kinetic Control: Power Defense (5 points) (5 Active Points); Power Does Not Work Against Ice/Cold (-1/4) 0
2 Heat Into Work: Life Support (Safe in Intense Heat) 0
10 Armored Suit: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
3 Darkened Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0




Bump Of Direction


Martial Arts
Maneuver Phase OCV DCV Notes
27 Speed Moves
Fast Strike 1/2 +2 +0 5d6 / 8d6 Strike
Fast Throw 1/2 +1 +1 3d6 / 6d6 +v/5 Strike; Target Falls
Flying Throw 1/2 -1 -2 3d6 / 6d6 +v/5 Strike; Target Falls, FMove
Passing Strike 1/2 +1 +0 3d6 / 6d6 +v/5; FMove
Slam 1/2 -1 -1 Grab Two Limbs, 5d6 / 8d6 Strike; Target Falls
Takeaway 1/2 +0 +0 Grab Weapon, 25 STR / 40 STR to take weapon away




+1 Overall


Acrobatics 14-


Breakfall 14-


Combat Driving 15-


Everyman Skills

Area Knowledge: Palm Springs, Florida 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic)

Paramedics 8-

Professional Skill: Test Driver 11-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles


Hero City Team Package

AK: Company Theme Parks 11-

Contact: Hero City Staff (Contact has access to major institutions, Contact has significant Contacts of his own, Contact: Hero City Staff (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 11-
[Notes: Staff includes Dr. Mike Bowman, Josiah Gold, Pix'l, Troff, Yvonne Ridley-Swank, Lloyd Baumler, Mister Toad, Minnie, and Daisy.]

Fringe Benefit: Hero City Team Member

Hero City Communicator: Mind Link, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x16) (45 Active Points); Only With Others Who Have Mind Link (-1), Flashed As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)

KS: The Corporation 11-

KS: Media Relations 12-

Reputation: True-Blue Corporate Heroes (A large group) 11-, +1/+1d6

Reputation: Cool Heroes (Among Kids) (A small to medium sized group) 11-, +2/+2d6

TF: The Rail

Monitored: Media 8- (More Pow, NCI, Watching)

Social Limitation: Celebrity

Social Limitation: Subject to Orders (Frequently, Minor)


Mechanics 14-


Navigation (Land) 13-


Power: Speed Tricks (DEX-based) 14-


Tactics 12-


Teamwork 14-
200+ Disadvantages


Hunted: Rush 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)


Physical Limitation: Light Sleeper (Infrequently, Greatly Impairing)


Physical Limitation: Weird Biochemistry Requires Specialist Medical Care (Frequently, Greatly Impairing)


Psychological Limitation: Code Against Killing (Common, Total)


Psychological Limitation: Hyperactive (Very Common, Moderate)


Psychological Limitation: Speed Freak (Addicted to Racing/Speed) (Uncommon, Strong)


Psychological Limitation: Will Never Break His Word (Common, Strong)


Quirk: Aversion to Cold/Icy Places/Climates


Quirk: Cannot Resist Tinkering with Motors


Quirk: Driven To Pull His Own Weight


Quirk: Highly Competitive (Racing Challenges--"point A to point B" challenges)


Quirk: Racing Fan


Rivalry: Professional (Other Speedsters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)


Social Limitation: Public Identity (Frequently, Major)


Susceptibility: Ice/Cold; dice is Suppress to all Kinetic powers, 3d6 damage Instant (Common)
0 Experience Points
Characteristics Cost 128 Base Points 200
Powers Cost 143 Disadvantages 150
Talents Cost 3 Experience Points 0
Perks Cost 0 Total Points 350
Martial Arts Cost 27
Skills Cost 49
Total Cost 350
Concept Speedster Hair Colour Dark Brown
Nationality American Eye Colour Grey-Blue
Place of Birth Palm Springs, Florida Height 1.80 m/5' 11"
Date of Birth October 2, 1978 Weight 88.00 kg/194 lbs

Since he was born in Palm Springs, Florida, Thomas's childhood memories prominently feature the Daytona 500 races. Growing up alongside such luminaries of the "Road of Thunder," he became insterested in speed, and the mechanics behind the cars' thunder. He pursued many avenues of interest, bouncing from college to technical insitute--seeking knowledge of automotive power in hopes that one day he could build and race the ultimate in racing cars.

Luck made its way to Thomas as an offer to test-drive an experimental fuel turbine for DaimlerChrysler. It was the peak of his career; he studied the motor as extensively as the scientists would allow him, and became intimate with its quirks and peculiarities. The Florida sun shone down on him as he took the wheel of the vehicle, "FTest-1" as Thomas called it, at his childhood stomping grounds, the Daytona International Speedway.

But his luck would run out soon.

It was at the apogee of his endurance test run that the turbine exploded. The momentum of FTest-1, already at peak speeds, threw Thomas through the explosion and activated his latent ubergene. Already flying at high speeds, he somehow continued to run nearly as fast--and through the wall, the stands... even through the ticket booths! After his initial momentum ebbed and he stumbled to to a stop, Thomas discovered to his surprise that, despite a badly burned jumpsuit, he was hardly hurt from the multiple collisions he endured.

Even though the fuel turbine's design was later proved to be flawed from the beginning, and the project canceled soon after, the company went ahead and tried to woo him for safety testing of its automobiles. But Thomas wouldn't be moved from his passion--the speed and glory of the Thunder Roads. Yet the cars no longer held his full interest now that he could run as fast as they, and was naturally far more durable. So he began a short solo career in superheroics, soon realizing to his dismay that he could not gather a paycheck from people's admiration.

When he heard that Hero City was looking to fill its roster, he figured that he had nothing to lose, and signed up.

His luck may have changed again, and for the better.

A speed freak by nature, Thomas loves to do what he does best--run. Still new to the concept of superheroing, he applies himself to it with zeal and determination to show that he's worth keeping around. He figures that if the problem can't be solved with words, then a good push will do the trick--especially when they don't see it coming. He is, however, rather disturbed by the "corporate bickering" (his own words) with the Heroes of Filmland.

His obsession with speed has only increased with the avent of his powers; he likes to take any racing challenges from other speedsters when possible. He is also naturally hyper--he can't help but want to move, even when standing still.
From CrashTest: "There's no real hurry... I'll do it for you instead."
By others about CrashTest: "Crazy... but in a good way. Just stay out of his path."

Since he's a speedster with incredible durability, "CrashTest" is a very apt name for him. He can alter the fundamental amount of "work" that put into things. Basicaly, he alters the speed of the vibrations in the molecules of his body, or anything he touches, turning the extra energy generated from heat into work and vice-versa. It's derived from basic physics--take a look at the law of conservation. Unfortunately, he responds badly to temperature change--he can handle heat, but cold slows his own molecules down. Thus, he tends to stay away from colder places whenever possible. The excess energy that he generates also disturbs his sleep from time to time.

He is capable of boosting his own kinetic momentum, giving him both increased speeds and reflexes. He can also drain away kinetic energy in most things, including incoming attacks, forcing them to stop, and sometimes reversing its kinetic momentum. One of his favorite tatics to to "push" his opponents away from himself by transferring his own kinetic motion into them at the point of impact.


As CrashTest, he wears a blue/white armored version of a racedriver's outfit, sans decals and logos save for Hero City's and TestTrack's. Certain points of his outfit have the classic crash test dummy "mark" as a gesture to his name's origin.

As just plain ol' Thomas, he wears a sterotypical outfit--jeans, shirt du jour, and sensible shoes. His concession to vanity, weather permiting, is his favorite fake bomber's jacket, which is covered in multiple decals from various race courses he's visited in the past.