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Impulse II

Impulse II

Iris West

F) Ty6
A) Ex20
S) Pr4
E) In40
R) Ty6
I) Ty6
P) Ty6

Health: 70 Karma: 18
Resources: Ty Pop: 0

Known Powers:
Hyper Speed: Impulse's powers are based on speed. Her movement is at CL3000. Able to perform the following power stunts:
-Deliver 100 Gd blows in a round
-Impulse moves so fast that she is able to perform 9 actions in a combat round.
-Resist Cold: Ex
-Air-Walking: up 90% inclines (Up or down buildings) at CL1000 rank
-Water-Walking: CL1000 by skimming along on surface tension
-Create Cyclones: Mn damage or Sh-Y stunning or slamming
-Phasing: Impulse can vibrate her molecules so fast that she can 'phase' through objects of less than CL1000 material. This destroys any inorganic object of less than Un material after she passes through it.
-Can destroy CL3000 material by vibrating through it
-Break Restraint: CL1000
-Time Travel: On a Red power FEAT, Impulse may break the Time Barrier allowing time travel with CL3000 ability.
-Spectrum Shifting: Impulse can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allows her to view the lower spectrum of light that is normally invisible to the unaided human eye.
-One must make a Red FEAT to hit Impulse with anything other than an area effect or Psychic attack.
-Considered Un rank for Fighting for multiple attacks and evading.
-Considered Un rank for Agility for dodging and catching projectiles.
-Considered CL1000 rank for Intuition for initiative.
-She may perceive any object's momentum as though it were moving at Fe speed, like arrows and bullet-sized objects appear moving at 5 m/ph
-Impulse is considered to have Un Endurance for movement and tiring purposes.
-Kinetic Generation and Control: CL1000, Impulse's "slipstream" effect allows her to impart and control momentum in other objects.
-Power Transfer: Impulse is able to impart speed to others enabling them to "run" at speeds equal to herself. The recipient must already be moving and must be in contact with Impulse to receive this benefit.
-Steal Speed: Impulse can neutralize a target/objects kinetic energy forcing the target to immediately stops.
Energy Sheath: Impulse projects an aura that surrounds and protects her from excess heat and friction when she moves allowing her to ignore the environmental effects of friction (including sonic booms) enabling her to surpass standard speed constraints. Due to this, Impulse uses the airspeed column for movement and is not restricted by atmospheric conditions. This aura seems to be a by-product of the Speed Force, and can slightly blunt physical attacks, as well as the effects of wind burn and friction-heat. While moving, Impulse is considered to have Ex protection vs. Physical Attacks, and In protection vs. Heat and Friction, due to the aura that the Speed Force provides her.

Equipment:
Costume: In protection vs. Heat and Cold, Ex protection vs. Physical and Energy

Talents: Student

Contacts: Flash III/Wally West, Linda Park-West, Jai West, The Flash II/Barry Allen, Iris West-Allen, The Flash I/Jay Garrick, Joan Garrick