Burst
F) Rm30
A) Rm30
S) Gd10
E) Gd10
R) Ty6
I) Rm30
P) Gd10
Health: 80 Karma: 46
Resources: Ty Pop: 0
Known Powers:
Hyper-Speed: Burst is capable of moving at blinding speed and can use his Un rank in place of Fighting and Agility for all combat actions (but not for Health score calculations). Burst can attack up to 2 opponents per round with hyper-velocity punches and kicks or a flurry of dozens of punches and inflict Rm damage each. He can also make one defensive action that round on the Un column and can substitute another defensive roll for either or both attacks.
-When moving at this speed in combat, even when not using a defensive roll, opponents would need to make a Rm intensity Fighting or Agility FEAT roll to hit him.
-He can opt to make similar attacks against up to 4 opponents per round for Ex damage each, plus one defensive action on the Mn column. He can substitute another defensive roll for 2 of his attacks. He can use up to half these attacks against a single opponent.
-When moving at this speed in combat, even when not using a defensive roll, opponents would need to make an In intensity Fighting or Agility FEAT roll to hit him.
-He can attack up to 8 opponents for Gd damage each, plus one defensive action on the Am column. He can substitute another defensive roll for 4 of his attacks. He can use up to half these attacks against a single opponent.
-When moving at this speed in combat, even when not using a defensive roll, opponents would need to make a Am intensity Fighting or Agility FEAT roll to hit him.
-Hyper-Running: It's unclear if Burst can run at super-human speeds across distance or is limited to short bursts of speed within melee combat range. If he can run at super-speed his rank is likely at least Mn
Nerve Strike: On a Red Fighting FEAT, Burst can strike an opponent with a finger-jab for -1cs damage, but force them to make an Endurance FEAT against In to intensity to avoid being penalized -1cs to all actions, and -2 to Initiative for 1 round (and drop any weapon their holding). Against Rm to avoid being penalized -2cs to all actions, and -4 to Initiative for 2 rounds. Against Ex to avoid being incapacitaed, conscious, but unable to take any physical action for 3 rounds and against Gd intensity to avoid being knocked unconscious for 20 minutes.
Equipment:
Virtual Cortex: Burst has a cybernetic "virtual cortex" installed in his mind. Lobe is able to download battle data on his opponents, notably the X-Men, to provide a temporary +2cs to Fighting and Agility against them (no Health change). If an opponent is present Lobe is unfamiliar with or hasn't had the chance to observe and study, they gain no bonus against him. If Lobe's base computer is shut off or destroyed, the team lose these advantages.
Xperience: Lobe invented the Xperience drug which allows him to temporary grant the user the powers of mutants that he has a genetic sample for. There are two versions of the Xperience, which are delivered in vapor form through inhalers. The general market product which is cheaper and anyone can use. This version grants the powers of the original mutant at -1cs and lasts only 1-10 x 2 minutes per dose. The more expensive deluxe variant is custom engineered to fit the genetics of the user. The deluxe version grants the power of the original mutant, at the original rank to a maximum of Mn for most powers or Sh-X for Travel/Movement or Sense/Detection powers, and lasts several hours. Both versions can cause dependence.
Talents: Burst is a master of Kung Fu and has Martial Arts A, B, D and E as well as Acrobatics. He may speak Chinese as well as English.
Contacts: Sublime Corporation