Mahmoud Fassal was a latchkey kid, his mother worked
multiple undocumented jobs to keep a roof over their
heads. Mahmoud hated being cooped up at home or school and he loved being out on the streets, on skates, boards, bikes, or anything else that helped him move faster than his feet allowed. Mahmouds cares melted away when he felt the wind on his face and he could forget his mother crying when she didnt think he was watching. Those carefree times ended in a screech of tires and the sickening crunch of metal against flesh. The car didnt even bother to slow down when it hit Fassal. When the ambulance got him to a hospital, Mahmoud was in a coma the doctors said he would never recover from, his spine shattered and his body was incapable of surviving long on its own. To make matters even worse, the police who investigated the accident discovered Inika Fassal, Mahmouds mother, was an illegal immigrant. The INS was less than sym- pathetic with Inika since she was from a country labeled a terrorist-state and deported her. Mahmoud couldnt be moved and became a ward of the state, and would have remained such if Motherboard hadnt found the boy. She abducted Mahmoud and plugged him into her Hard Light Isomorphic Con- struct, or HLIC, system. He awoke to find himself in a new form that gave him all the speed he could ever want, and he has been joyously thankful to his benefactor ever since. PERSONALITY Pulse is young, exuberant, and loves his newfound freedom. After being confined to a paralyzed body, hes reveling in his new abilities. He loves nothing more than the elation he feels while flying and takes every opportunity to indulge in being freed from the shackles of gravity. He almost never lands and clearly prefers being airborne whenever possible. Young and a bit headstrong, Pulse has to consciously rein in his tendency to move first and think second. Hes very proud of his speed and is happy to race anyone willing to accept his challenge. POWERS & ABILITIES Fassals consciousness is pro- jected into a humanoid-shaped hard light construct. This body is protected against most damage that can affect a living body, but it also lacks detail and true human appearance. While his HLIC isnt as versatile as Rez or Digital Demons, Pulses body allows him to fly at incredible speeds. Further, Pulse possesses great resistance to kinetic transfer such as high-speed impacts. ALLIES Pulses primary allies are the rest of the Cy- bertribe. ENEMIES Arwin Kessler would like to see Pulse just as dead as he wants the rest of the Tribe. PULSE REAL NAME: Mahmoud Fassal OCCUPATION: Professional Thief BASE: Mobile 22 THREAT REPORT: PULSE THREAT REPORT: PULSE THREAT REPORT: PULSE PULSE PL10 STR STA AGL DEX FGT INT AWE PRE 1 --- 6 3 6 1 1 2 POWERS Freedom of Movement: Enhanced Advantage (Improved Initiative 4); Flight 12 (8,000 mph); Immunity 5 (Impact Damage from Collisions; Limited to half-effect); Insubstantial 1 36 points Integrated Navigation: Senses 8 (Communications Link (with team HQ), Detect team HQ (Extended 4, Radius), Direction Sense) 8 points Solid Energy Form: Immunity 30 (Fortitude effects); Impervious Protection 6; Regeneration 5 (Source Electricity) 45 points SKILLS Acrobatics 6 (+12), Deception 6 (+8), Perception 4 (+5), Persuasion 4 (+6), Technology 4 (+5) ADVANTAGES Agile Feint, Close Attack, Evasion, Improved Defense, Improved Initiative 4, Language (Farsi), Redirect, Seize Initiative OFFENSE INITIATIVE +22 Slam Attack+7 Close, Damage 13 Unarmed +7 Close, Damage 1 DEFENSE DODGE 14 FORTITUDE Immune PARRY 10 TOUGHNESS 6 WILL 7 POWER POINTS ABILITIES 30 SKILLS 12 POWERS 89 DEFENSES 18 ADVANTAGES 7 TOTAL 156 COMPLICATIONS Disability: Pulse suffers from debilitating medical problems that would kill him within hours of being removed from his life support unit. MotivationSafety: Ultimately, Pulse wants to remain safe and alive. Nothing is more important to him than his and his friends lives. Relationship: The Cybertribe is Pulses family and he is fiercely protective of them. PURSUIT CHALLENGES One type of challenge (Heros Handbook, page 185) common for foes like Pulse is pursuit: the difficulty isnt in defeating the foe, but catching him! A pursuit essentially works like any other challenge in that the pursuer must acquire a number of degrees of success before three or more degrees of failure. For a standard pursuit, the required degree of success is three as well, although the GM may modify this depending on circumstances. The traits used in a pursuit challenge are typically those involving maneuverability (Acrobatics or Vehicles), knowledge of the terrain (Expertise), and so forth, although players can potentially find uses for traits like Deception, Stealth, and various power effects. A key element is movement speed rank: characters within one rank of each other have no modifier to their challenge checks. Two ranks of difference gives the character with the higher rank a +2 circumstance bonus, while three or more ranks of difference gives the character with the higher rank a +5 circumstance bonus. Example: Pulse (Flight 12) is leading Ultramarine and Kid Robot (both Flight 7) on a merry chase through the skyscrapers of downtown Emerald City. The GM declares a pursuit challenge to catch the fleeing Cybertribe member. Pulse has more than three ranks advantage in speed over the heroes, gaining a +5 circumstance bonus on checks for the challenge. Round one, the GM rolls an Acrobatics check for Pulse, getting a 28 result (a roll of 11 + Acrobatics of 12 + circumstance bonus of 5). Ultramarines player suggests an Expertise: West Coast skill check, but the GM says her skill is more related to the actual coastline than the downtown area. She suggests a Perception skill check instead. She rolls a 10 for a result of 18. Thats 10 less than Pulses check, or two degrees of failure. Ultramarine is quickly falling behind. Kid Robots player suggests an Expertise: Science check to calculate the appropriate vectors, and the GM agrees. He rolls an 18 for a 26 result! Its only one degree of failure, so Kid Robot manages to stay closer to Pulse. The following round, Pulses check is only a 22 result (a roll of 5 + 12 + 5). Ultramarine gets another 18 and the final degree of failure means she drops out of the pursuit. Kid Robot, on the other hand, rolls well: a 20 for a critical success! That gives him a result of 28, two degrees of success, plus the critical increases it one more. Kid Robots vectored shortcut around a cluster of buildings puts him in just the right place to intercept Pulse as he mockingly glances back at Ultramarine. Now the Kid needs to modulate his force field to contain Pulses energy form.... 33 THREAT REPORT: PULSE THREAT REPORT: PULSE THREAT REPORT: PULSE THREAT REPORT: PULSE CREDITS & LICENSE OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document, Copyright 2002- 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Advanced Players Manual, Copyright 2005, Green Ronin Publishing, LLC; Author Skip Williams. Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble. 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