← AGILITY  ·  PLAYBOOK 2 OF 2
The SPEEDSTER
Everyone else is moving through water. You figured out how to breathe it.
PERSONNEL FILE
STAT: AGILITY
PRIMARY: +2
ACCESS: OPEN
The Speedster  ·  FILE AGILITY
The SPEEDSTER
PRIMARY: AGILITY
HERO / ANTI-HERO / VILLAIN
Everyone else is moving through water. You figured out how to breathe it.
FULL SPRINT

When you move at maximum speed on foot to reach a location or close distance on a target, roll +Shift.

  • 10+: You're there before anyone can react. Your first action this exchange is automatic.
  • 7–9: You arrive but something costs you, slightly off-balance or something fragile got clipped.
LIGHTNING STRIKE

When you hit a target at full running speed, roll +Shift.

  • 10+: Deal 3 harm. They're knocked back 15ft and stunned — they can't act until they recover.
  • 7–9: Deal 2 harm. They're moved but recover quickly.
FLOORED

When you push a vehicle past its rated limits to close distance or escape, roll +Shift.

  • 10+: You're there, or they're not. Clean, controlled, exactly where you need to be.
  • 7–9: You get there but pick one: the engine takes strain / something on the road becomes a problem / you overshoot.
AFTERIMAGE

When you move faster than eyes can track to create a decoy, roll +Shift.

  • 10+: Any enemy targeting you wastes their action on the afterimage. You choose where you actually end up.
  • 7–9: The decoy works for one action.
CONTROLLED DRIFT

When you use a slide, spin, or drift to reposition a vehicle in a tight space or shed a pursuer, roll +Shift.

  • 10+: Perfect execution. New position, pursuer lost or blocked, vehicle unharmed.
  • 7–9: You pull it off but the vehicle takes minor damage or you end up in a worse secondary position.
SPEED PHASE

When you move fast enough to vibrate through a solid barrier, roll +Shift.

  • 10+: Pass through cleanly and emerge at full speed on the other side, you don't even slow down.
  • 7–9: You get through but lose momentum, take -1 forward as you reorient.
REACTION TIME

When someone makes an attack you can see coming, roll +Shift to get out of the way before it lands.

  • 10+: Avoid entirely. You're now in a better position.
  • 7–9: Avoid the worst of it. Take half harm.
THREAD THE NEEDLE

When you drive through a space that shouldn't fit your vehicle, roll +Shift.

  • 10+: You're through clean. Whatever was behind you isn't.
  • 7–9: You make it but the vehicle takes cosmetic damage and something was clipped.
WIND SHEAR

When you run circles around a target or group, roll +Shift.

  • 10+: Create a vortex — they're disoriented, take -2 ongoing, and loose objects become projectiles.
  • 7–9: They're disoriented and take -1 forward on their next action.
PURSUIT

When you chase down a target vehicle or person, roll +Shift.

  • 10+: You have them. They cannot escape this scene without a consequence.
  • 7–9: You close the gap. They must make a hard choice or you'll have them.
RAPID EXTRACTION

When you pull a teammate or civilian out of immediate danger at speed, on foot or via vehicle, roll +Shift.

  • 10+: They're clear and safe. You can do it again this round.
  • 7–9: They're clear but you take 1 harm getting them there, or a pursuing vehicle closes the gap.
TORNADO PUNCH

When you land rapid blows faster than the eye can count, roll +Shift.

  • 10+: Deal 4 harm distributed however you choose across up to 3 targets.
  • 7–9: Deal 3 harm to one target.
EVASION

When you break a pursuit, on foot or in a vehicle, roll +Shift.

  • 10+: Clean escape. They have no idea where you went.
  • 7–9: You're out of immediate danger but they know your general direction.
SNAP DECISION

Your reaction time is superhuman. Once per scene, you act before anyone else gets the chance. No roll required.

KNOW THE STREETS

When you need a route, escape, approach, intercept, patrol bypass, you always know one. No roll required for any city you've spent a week in. For unfamiliar cities, roll +Intuition.

  • 10+: The perfect route. Fastest, cleanest, three ways it could go wrong.
  • 7–9: A good route. One complication you didn't anticipate.
INTERCEPT

When a vehicle, projectile, or person is moving toward a teammate, roll +Shift to get there first.

  • 10+: You intercept it completely. Your teammate is safe.
  • 7–9: You get there but both you and the threat collide, take 1 harm, threat is stopped.
TIME SENSE

You always know exactly what time it is to the millisecond and can always tell how long something took. In combat, you sense when something is off, time manipulation, stasis, precognitive enemies. Roll +Intuition for details.

ONE STEP AHEAD

At the start of any scene, declare one thing you predict will happen. If it does, take +2 forward when it occurs. No roll required.

PHASED ASSAULT

(1/session)

Combine phasing and speed for one scene. You can pass through solid matter and your strikes can hit phased or intangible targets. Harm you take is halved. When the scene ends take 1 harm from the strain.

LONG HAUL

(1/mission)

Whether on foot or behind a wheel, you can cover any distance relevant to the mission without stopping, without being tracked, and without fatigue. Arrive when you need to arrive. No roll.

PERSONAL ASSESSMENT
  • FaceAlways slightly ahead of the conversation, eyes that track everything, a faint blur at the edges when they're impatient
  • BodyLean, restless, never fully still, knee bouncing, fingers tapping, always somewhere between stances
  • StyleAerodynamic, close-fitting, nothing that catches air. If they wear a symbol, it's streamlined.
  • PresenceMakes people feel slow without meaning to. Conversations feel slightly off-tempo around them.
  • StreakDescribe what you leave behind when you move at full speed, light trail, sonic boom, color blur, something else. ---
ORIGIN
  • Lightning. Everyone says lightning. It was something stranger than lightning.
  • You were born running. Your mother says you were moving before you could walk.
  • An experiment you consented to. You'd consent to it again.
  • A disaster. The speed saved you from it. You've been running ever since.
  • It happened gradually, first you were fast, then faster, then you broke something that shouldn't break. You're still finding the ceiling.
GEAR & EQUIPMENT

Speed is your weapon. But contact matters.

Choose one weapon:

  • Vibro-blade (2 harm — at full speed, bypasses most physical armor)
  • Weighted gloves (unarmed harm becomes 3 — the velocity does the work)
  • Sidearm (2 harm — you draw and fire before they blink)
  • Impact baton (2 harm — collapses to pocket size, extends at full stride)

Choose one additional item:

  • Friction-resistant suit (survives full-speed movement without burning off)
  • Earpiece comms (communicate with team at any distance — you can be anywhere)
  • Speed recorder (logs your top speed and reaction times — you care about this data)
  • A list of things you've seen at full speed that you still need to process
KNOWN ASSOCIATES / CONNECTIONS
You've run somewhere and back so fast they didn't know you were gone. Tell them where. Ask: would they have stopped you?
You arrived just in time for them once. Ask them: do they know how close it was?
They keep up with you in a way that surprises you — not physically, mentally. Ask them: have you told them that?
You accidentally left them behind in a crisis once because you moved without thinking. Ask them: did they forgive you?
You've been watching out for them at a distance they can't perceive. Tell them. Ask: how does that land?
You've run a message for them at a moment when nothing else would have been fast enough. Ask them: did it make a difference?
They've asked you to slow down — not in movement, in everything. Ask them: have you tried?
You've seen them in a moment of stillness that surprised you. Ask them: what were they doing?
You've carried them at full speed once. Ask them: what did they think of that?
Something about how they move makes you feel like you're going the right speed. Ask them: do they know the effect they have?

YOUR STATS

Your primary stat is AGILITY: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Speedster move
  • Take a move from another playbook
  • Add +1 to Shift (max +3)
  • Add +1 to Agility (max +3)
  • Add +1 to Tough (max +3)
  • Add 1 to your harm track maximum
  • Your full-speed movement no longer leaves a visible trail unless you want it to
  • Gain access to one new application of your speed, vibration phasing, time perception, or something else; work with GM

Advanced Improvements (every 5 level-ups)

  • Terminal Velocity: Your top speed breaks causality. Once per mission, arrive somewhere before you decided to go there. Work with GM.
  • The Speed Force: Tap into something that feels bigger than you. For one scene, you exist partially outside time. Define with GM.
  • Change playbook: You've grown into someone different.
  • Retire: You ran somewhere you couldn't come back from. Tell the table where.