Mister Expeditious

A super-speedster who's all business...


Mr. Expeditious


Val  Char   Cost
20  STR10
23  DEX6
18  CON8
10  BODY0
18  INT8
13  EGO3
23  PRE13
8/20  PD6
8/20  ED6
7  SPD10
10  REC6
50  END6
38  STUN9
0m  RUN-12
4m  SWIM0
4m  LEAP0
Characteristics Cost: 89

Cost  PowerEND
  Super-Accelerated Metabolism, all slots Unified Power (-1/4) 
16  1) Super-Speed Reflexes: 10 DEX (20 Active Points); Unified Power (-1/4) 
56  2) Super-Speed Hand-Eye Coordination: (Total: 70 Active Cost, 56 Real Cost) +6 OCV (30 Active Points); Unified Power (-1/4) (Real Cost: 24) plus +8 DCV (40 Active Points); Unified Power (-1/4) (Real Cost: 32) 0
32  3) Super-Speed Reaction Time: 4 SPD (40 Active Points); Unified Power (-1/4) 
6  4) Fast Healing: Regeneration (1 BODY per Hour) (8 Active Points); Unified Power (-1/4) 0
12  5) Just Nicked Me!: Resistant Protection (8 PD/8 ED) (24 Active Points); Limited Power always lets 1st pip of BODY through (-1/2), Nonpersistent (-1/4), Unified Power (-1/4) 0
6  6) Hyperspeed Thought Processes: Mental Defense (11 points total) (11 Active Points); Limited Power only vs. Telepathy and Mind Control (-1/2), Unified Power (-1/4) 0
5  7) Me First!: Lightning Reflexes (6 DEX to act first with All Actions) (6 Active Points); Unified Power (-1/4) 
33  Super-Running: Multipower, 50-point reserve, (50 Active Points); all slots Limited Power Must stay in contact with a surface (-1/4), Limited Power Unified Power (-1/4) 
3f  1) Combat Mode: Flight 40m, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Limited Power Must stay in contact with a surface (-1/4), Limited Power Unified Power (-1/4) 2
3f  2) In-Town Mode: Flight 13m, x32 Noncombat, Reduced Endurance (1/2 END; +1/4), No Turn Mode (1/4) (49 Active Points); Limited Power Must stay in contact with a surface (-1/4), Limited Power Unified Power (-1/4) 2
2f  3) Cross-Country Mode: Flight 15m, MegaScale (1m = 1 km; 1) (30 Active Points); Limited Power Must stay in contact with a surface (-1/4), Limited Power Unified Power (-1/4) 3
36  Speedster Tricks: Multipower, 45-point reserve, (45 Active Points); all slots Unified Power (-1/4) 
3f  1) You’re Like Fighting An Oil Painting…: Hand-To-Hand Attack +2d6, Penetrating (1/2), Area Of Effect Accurate (1m Radius; 1/2), Reduced Endurance (0 END; +1), Autofire (5 shots; +1 1/2) (45 Active Points); Hand-To-Hand Attack (-1/2), Unified Power (-1/4) [Notes: Maximum 3d6 AF5 w/full STR0
2f  2) One For You, And One For You…: Hand-To-Hand Attack +3 1/2d6, Armor Piercing (x2; +1/2), Area Of Effect (16m Radius; +3/4), Selective (1/4) (45 Active Points); Extra Time (Full Phase, -1/2), Hand-To-Hand Attack (-1/4), Unified Power (-1/4) [Notes: Maximum 5d6 AP damage, using full STR4
2f  3) Ramming Speed!: Hand-To-Hand Attack 4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/4), Unified Power (-1/4) [Notes: Maximum 14d6 for Move Through, 9d6 for Move By] 1
2f  4) Hyper-Throwing I: Energy Blast 6d6, Armor Piercing (1/4), Reduced Endurance (1/2 END; 1/4) (45 Active Points); OIF (objects of opportunity; -1/2), Restrainable (-1/2), Range Based On Strength (-1/4), Unified Power (-1/4) 2
2f  5) Hyper-Throwing II: Killing Attack – Hand-To-Hand 1 1/2d6 (2d61 w/STR), Armor Piercing (1/4), Range Based On STR (1/4), Reduced Endurance (1/2 END; 1/4) (44 Active Points); OIF (objects of opportunity; -1/2), Restrainable (-1/2), Unified Power (-1/4) 2
1f  6) That About Wraps It Up: Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (objects of opportunity; -1/2), No Range (-1/2), Restrainable (-1/2), Unified Power (-1/4) 4
3f  7) Dizzying Spin: Drain OCV & DCV 3d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (1/2) (45 Active Points); No Range (-1/2), Limited Power Target must be liftable with 25 STR or less (-1/4) 4
2f  8) Eye Poke & Ear Clap: Sight and Hearing Groups Flash 6d6, Reduced Endurance (1/2 END; 1/4) (44 Active Points); No Range (-1/2), Unified Power (-1/4) 1
2f  9) Dispersal Vortex: Dispel 6d6, Variable Advantage (1/2 Advantages; Limited Group of Advantages; Can be “vs. Any Fire Power”, “vs. Any Wind Power”, or “vs. Any Smoke/Vapor Power”; 3/4), Cumulative (72 points; +3/4) (45 Active Points); No Range (-1/2), Restrainable (-1/2), Unified Power (-1/4) 4
2f  10) Hyper-Assembling/Disassembling, etc.: Severe Transform 2d6, Improved Results Group (1/4) (37 Active Points); No Range (-1/2), Unified Power (-1/4) 4
2f  11) Everything In Its Place…: Change Environment (1 Points of Telekinetic STR, Long-Lasting Permanent), Varying Effect Very Limited Group (For cleaning & sorting things, etc.; +1/4), Area Of Effect (16m Radius; +3/4) (42 Active Points); No Range (-1/2), Must pass through intervening space (-1/4) 4
3f  12) The Hand is Quicker Than The Eye: Teleportation 12m, Ranged (1/2), Invisible Power Effects (Invisible to [Sight & Hearing]; 1), Usable As Attack (1 1/4) (45 Active Points); Restrainable (-1/2), Limited Power Must be able to pass through intervening space (-1/4) 4
2f  13) You’ll Never Lay a Glove On Me…: (Total: 42 Active Cost, 23 Real Cost) 6 with Dodge, Block, Dive for Cover, and Roll with Punch (30 Active Points); Restrainable (-1/2), Unified Power (-1/4) (Real Cost: 17) plus +4 with Block (12 Active Points); Limited Power only to offset penalty for Blocking Ranged Attacks barehanded (-1/2), Restrainable (-1/2) (Real Cost: 6) 0
1f  14) Faster Than The Eye Can See: Invisibility to Sight and Smell/Taste Groups , Usable Simultaneously (up to 4 people at once; +1/4), Recipient must remain close to Grantor (31 Active Points); Must be moving at Noncombat Velocity (-1/2), Restrainable (-1/2) 3
2f  15) I Looked Everywhere For It: Clairsentience (Sight Group), 8 Perception Points, Rapid: x100 (41 Active Points); Instant (-1/2), Restrainable (-1/2), Must be able to pass through intervening space (-0) 4
2f  16) Give Me A Microsecond To Catch My Breath…: Healing END and STUN simultaneously 3d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (1/2) (45 Active Points); Extra Time (Full Phase, -1/2), Must be able to breathe normally (not usable underwater, in vacuum or toxic atmosphere, etc.) (-1/4), Unified Power (-1/4) 4
6  2-Way Wrist Comm: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [Sight, Hearing, & Radio] (-1/2), OIF (-1/2) 0
8  Armored Costume: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2) 0
9  Photogreying UV Contact Lenses: (Total: 13 Active Cost, 9 Real Cost) Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4) (Real Cost: 4) plus Sight Group Flash Defense (8 points) (8 Active Points); Always lets 1st pip of BODY through (-1/2), IIF (-1/4) (Real Cost: 5) 0
Powers Cost: 266

Cost  Skill
3  Breakfall 14- 
2  CK: Los Angeles 11- 
3  Bureaucratics 14- 
3  Charm 14- 
3  Conversation 14- 
10  Defense Maneuver I-IV  
3  Deduction 13- 
3  Fast Draw 14- 
3  High Society 14- 
2  Navigation (Land) 13- 
3  Oratory 14- 
3  Paramedics 13- 
3  Persuasion 14- 
3  PS: Account Executive 14- 
3  Power 14- 
3  Shadowing 13- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
8  +1 with HTH Combat 
  Everyman Skills: 
0  Acting 8- 
0  CK: Los Angeles 8- 
0  Climbing 8- 
0  Concealment 8- 
0  TF: Custom Adder, Small Motorized Ground Vehicles 
Skills Cost: 67

Cost  Perk
10  Money: Wealthy 
4  Vehicles & Bases 
Perks Cost: 14

Cost  Talent
3  1/1d6 Striking Appearance (vs. all characters) 
3  Lightsleep 
8  Speed Reading (x1,000) 
Talents Cost: 14

Val  Disadvantages
10  Vulnerability: 1 1/2 x STUN Drug, Chemical, & Poison-Based Attacks (Common) 
10  Vulnerability: 1 1/2 x Effect from non-Damage Chemical & Drug Attacks (Common) 
10  Physical Limitation: Hyper-Metabolism requires specialized medical treatment (Infrequently; Slightly Impairing) 
20  Hunted: Dr. Helix and his Genetic Deviants 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 
15  Social Limitation: Secret Identity (Frequently; Major) 
10  Social Limitation: Secret — previously forced to commit crimes for Dr. Helix (Occasionally; Major) 
10  Psychological Complication: Personal Code vs. Killing (Uncommon; Strong) 
10  Distinctive Features: Mutant; shows up on blood test or “mutant scanners” (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
1  Quirk: Puts more sugar in his coffee than coffee 
1  Quirk: Always looking for ways to turn metahumans & their ability into profit and/or good PR 
1  Quirk: If he’s not already an expert or authority on something, he doesn’t want to try it or thinks it’s pointless 
1  Reads a dozen newspapers per day, cover to cover 
1  Fastidious about his super-suit; carries a sewing kit in his utility belt at all times 

Disadvantage Points: 100

Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Total Character Cost: 450

Height: 6’ 1"Hair: Blue
Weight: 190 lbsEyes: Black
Appearance: Tom Deegan is a handsome man in his mid-30’s, of above-average height and a trim, athletic build. He has black hair and blue eyes; in a television or movie adaptation, he might be played by a younger Alec Baldwin. As Mr. Expeditious, he wears a black bodysuit with blue trim. The suit has electroluminescent strips (think of the light-up costumes in “Tron: Legacy”) in cyan; magnets and copper wiring embedded in the fabric allow Tom to recharge the batteries for the light strips as he moves his arms and legs at super-speed.
Personality: Mr. Expeditious is out to fundamentally transform the world — he’s not satisfied with solving disagreements with fistfights, only to turn suspects over to the revolving door of the metahuman criminal justice system. He wants to attack the root causes of crime, and help guide the metahuman community to use their talents in ways that will improve the quality of life for the whole human race. To that end, he’s looking to recruit other metahumans who are looking to make the world a better place, both to perform high-profile acts of Good Samaritanism and to provide “persuasion” to those too belligerent to listen to his sales pitch. Tom likes to be in charge, but recognizes that his teammates need to be offered their individual opportunities to shine, and he makes a point of letting them know just how vital their efforts are.
Background: Thomas Deegan was the founder and CEO of a marketing firm that was taking Los Angeles by storm. He seemed destined simply for fortune and glory, until he began to suffer from what appeared to be heart palpitations and debilitating panic attacks. As his work began to suffer, be sought medical treatment for his condition, but no traditional doctor could find the cause. As he became more desperate, Tom sought out more esoteric research on the matter, and eventually came across the papers of a Dr. Hyram Maddox, a biologist with some of the most innovative and controversial theories about the meta-genome in the scientific community. Dr. Maddox correctly identified Tom’s condition as late-onset manifestation of a mutant power of super-speed; with a regimen of medication and physical training, Tom was able to learn to harness his developing power and exploit it to his own ends.

Once he had mastered his power, Tom pondered just what he ought to do with it. He already had all the fame and money he could want, just from his civilian life; he considered the life of a costumed hero, but saw that their lives of constant battle often led to nothing more than a return to the status quo, rather than tapping into the true potential of the metahuman to fundamentally change the world. It was then that Tom stumbled across the case of Doctor Fiasco — an engineering genius and brilliant homebrew inventor, who apparently could think of nothing better to do with his gift than to construct homemade gadgets and use them to commit robberies. Through careful research and high-speed surveillance of the city, Tom was able to track Fiasco down and present him with an intriguing offer — retire from villain work, and Tom would help Fiasco cover up any traces of his double life, then get him the legal support and financial backing to patent his inventions and market them to the public.

Doctor Fiasco accepted, and Tom Deegan scored his first client for a new business venture. Tom has since hired a successor to handle the day-to-day operations of the marketing firm, and uses his unique position as a mutant to network in the metahuman community, helping to develop positive PR to stem the tide of negative publicity that’s often brought about by collateral damage and unintended consequences, and to provide metahumans with legitimate avenues to express their abilities and achieve their financial goals.
Powers/Tactics: Mr. Expeditious is not a front-line fighter, nor does he want to be — he’s convinced that resorting to physical violence is nothing more than a stopgap, and would prefer to use his powers simply to restrain or trip up his opponents long enough to get them to calm down and listen to reason. However, he’s also a good team player, and will use his power to set up opponents so that his teammates and put a more permanent end to them.
Campaign Use: 


Mister Expeditious

Champions: The Mutant Chronicles 966deadman JasonSoleil