By Peloquin (ka.vanadis@karlskrona.mail.telia.com) with revisions by Shadowdanser (shadowdanser@xoommail.com)
The vampire scanned the street. One single pedestrian. No others around. Perfect. With blood enhanced speed and reflexes he pulled the mortal, a gangly teen in leathers, into the alley, and prepared to sink his teeth into the poor fool's neck. His jaws clacked shut on empty air.
"What...?"
Someone tapped his shoulder. He turned, facing the teen, which just stood there grinning. "Too slow, penciltooth."
Again, he used his immense speed to catch the boy, but the intended victim blurred, and was gone again. His voice came from behind once more. "Tsk, tsk...you're slower than a hippo on morphine."
The vampire stared. "Wha-what are you?!?" Another grin, and now the boy's eyes began to glow, an eerie, bluish glow. "I'm too fast for you, that's for sure."
Time to put an end to this. No matter how fast the mortal was, he couldn't outrun a bullet. The vampire pulled his gun.
"Oooh, a gun, I'm like, sooo scared, fer sure...okay, go ahead, blow me away, put a slug in me, wipe me off of the face of the Earth...."
Six shots. Again, the mortal blurred. Not one bullet hit the target. And the vampire suddenly realized his gun was a six-shooter. The kid's grin faded and was replaced by a cold, calculating stare. He opened his hand. Cradled in the palm were the bullets.
"I told ya..." Tossing the bullets in the air, his eyes began to glow again, and his right arm began to blur. Vibrating, quicker and quicker, until it was barely seen.
And then he punched the vampire.
With a sickening crunch the vampire's entire chest cavity was forced out through his back, one of his own ribs effectively staking him. The boy pulled out a large hunting knife and sheared off the head of the now lifeless body on the ground. After wiping off the knife on the clothes of the corpse, he put a match to the body. Damn vampires. They never did learn.
He grinned again, at some private joke, and then ran off into the night. At 300 miles per hour.
The Aeolos is, in fact, the embodiment of all speed in the multiverse: the speed of growing, the speed of life, the speed of sound, the speed of the expanding galaxies, the speed of light. And, being such, it gives a small portion of that speed to its followers. More information on the Aeolos is unable to find, as the Aeoleans are quite tight-lipped about it.
Kindred: The only good vampire is a decapitated one.
"We destroyed them years ago. They're dead. Face the facts."
Garou: Well, not all that bad, I guess, but watch out for the ones in red fur. They're nuts, the lot of them.
"Weirdoes. But they fight well."
Magi: Give a magician a little finger and he'll take your upper body and make you feel grateful for it. But some of them are, well, a teensy bit trustworthy.
"Uh-huh. Next you'll tell me there are Immortal men out there, chopping each other's heads off."
Changelings: Well, I met a faerie once: this rabbit-eared dude who acted like he was Jerry Lewis on amphetamines.
"Oh, yes, aren't they fun? I've been dating one of them for a month now, and she still suspects nothing!"
Immortals: Yeah, right. And my uncle is a nightliving shapeshifting zombie.
"They make good comrades-in-arms, but they are a bit too fanatical about people living a bit too long."
NightBreed: Look, pal, stop making fun of me! There's no such thing!
"They're too quick to hunt. I guess they could make good Breed, if we ever got to biting one."
Gargoyles: Oh yeah, I watched that Disney cartoon too. Oh, you mean they're for real? Come off it, man!
"They keep to the streets, so they do not bother us."
Second, they heal all normal wounds almost immediately, 2 Health levels per everyman turn, and that's fast even to them. It's their action turn that are used as comparison. Aggravated wounds heal at a rate of 1 Health level per hour, unless you're down below Incapacitated, because that means you're dead. No refunds, unless you make an Access roll (9) and score five successes. If injured below Inc. at Normal HL's, you come back when you're healed enough.
Third, they are invulnerable to all speed damage; they can sit on the roof of a jet plane and stay there, during flight at Mach 3. They feel the winds of course, but they enjoy them, and in fact, love it. Their clothes never rip either. At least, not from the winds.
And then there is the Access. You get one free dot of this; the rest must be bought with freebie points, and they cost 10 freebies per dot. After that, they cost current rating x10. There are twenty dots to have in this, and if you have twenty, hey, you're more powerful than the Mummies...um...well...they never die. You do.
* | You gain 1 extra action per turn, and may run at 25 mph. |
** | You get 2 extra actions per turn, 50 mph. |
*** | 3 extra actions, 100 mph. |
**** | 4 extra actions, 200 mph. |
***** | 5 extra actions, 400 mph. |
****** | 6 extra actions, Mach 1, on land. Roll your half your Access (round down) against diff. 7. Each success is 1 bashing against every living and inanimate thing in a 30 ft radius. |
******* | 7, Mach 1.5. |
******** | 8, Mach 2. |
********* | 9, Mach 2.5. |
********** | 10, Mach 3 |
At 11 in Access you no longer get 1 extra action per level. Instead, every two you get an additional. You do however, gain an automatic damage success to all damage dice pools where you can use your speed. (including thrown objects)
11 | Mach 3.5, 1 Automatic |
12 | Mach 4, 2 Automatic, 11 actions per turn |
13 | Mach 4.5, 3 Automatic |
14 | Mach 5, 4 Automatic, 12 actions per turn |
15 | Mach 5.5, 5 Automatic -- by the way, that's over 3500 mph, on land. |
16 | Mach 6, 6 Automatic, 13 actions per turn |
17 | Mach 7, 7 Automatic |
18 | Mach 8, 8 Automatic, 14 actions per turn |
19 | Mach 9, 9 Automatic |
20 | 10,000 mph. At this point you no longer move. You simply flicker, instantaneously, from place to place, and you get an amazing 10 automatic levels of damage to your attacks and take 15 actions per turn. |
The stamina of an Aeolean is incredible, as they can run for, well, just as long as a human, that is, a full marathon if they have the correct rating, but they run as fast as they can. So an Aeolean with 4 in Stamina and 3 in Access can run for hours. At 100 mph. Wow.
Abilities: 11/8/5.
Backgrounds: 5
Access: 1
Willpower: 3
18 Freebie points at the usual costs.
The Shaolin Two-step: Ever watched Kung Fu? You noticed that really quick jump kick Caine does? This is it. Roll Dex + Brawl, diff: 7, and you may add one Automatic Damage to the roll. Oh, you also need Brawl: 3 to do this.
Operation Slippery Weasel: Squirm out of an arm lock or other Grapple maneuvers. This is not an offensive move, so no Damage is done to the opponent. Roll Dex + Access, Diff: 6.
At level 4 of Access, you gain one of these maneuvers.
Play Catch: You may use the Access to catch bullets, blades, or any other Firearms or Melee projectiles thrown at you, in mid-air. Roll Dex + Wits, Diff: 6.
Klingon Disruptor Gun: You may use the Access to vibrate your arm (arms) at an immense speed, dealing Aggravated damage with a punch. Str + Access, Diff: 7.
At level 5 you are able to:
Access the Umbra: Roll half your Access (diff: local Gauntlet) to breach the Umbra. Standard rules for duration and botches apply.
At level 7 you gain this maneuver.
Spooky Passage: You can vibrate through walls, or an opponent. If used as an Attack move, you do 1 Health level of Aggravated damage for each success rolled. Roll Access, Diff: 8. Then soak with your Access for half the same amount of damage on you.
At Level 11 you gain:
Shockwave: You roll strength (7) then add any modifiers for Access. This deals bashing damage to every thing in a 100 yd radius. This is often enough to demolish unstable buildings and pulverize normal humans.