The Flash, Wally West

Wallace Rudolph “Wally” West is a fictional superhero appearing in American comic books published by DC Comics as the original Kid Flash and the third Flash. His power consists mainly of superhuman speed. The nephew of Barry Allen, the second Flash, he first appeared in Flash #110 (1959), which depicted his transformation into Kid Flash.
Under the mantle of Kid Flash, Wally was depicted as a teenage sidekick to his uncle and a founding member of the Teen Titans. After Barry’s death in Crisis on Infinite Earths in 1985, Wally took on the role of the Flash from 1986 to 2009 in DC’s main lineup until Barry returned in The Flash: Rebirth. Even so, Wally is the fastest character to ever hold the mantle of the Flash, and continues to be a fan favorite.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
The Flash, Wally West | |
Medium humanoid | |
Wounds | 30 WP, 261 VP (18d8+180) |
Initiative | +26 |
Speed | 700 ft. |
Armor Class | 36 (+6 Dexterity, +20 speed) |
Base Attack/Grapple | +13/+36 |
Attack | Unarmed strike +37/+32/+27 melee (1d6+13) |
Full Attack | Unarmed strike +37/+32/+27 melee (1d6+13) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Infinite mass punch, velocity control, vibration |
Special Qualities | Fast healing 20, superspeed level 20 |
Saves | Fort +21, Ref +37, Will +9 |
Abilities | Strength 16, Dexterity 22, Constitution 30, Intelligence 16, Wisdom 17, Charisma 16 |
Skills | Balance +26, Diplomacy +21, Jump +231, Perform (Quip) +21, Profession (mechanic) +10, Sleight of Hand +24, Tumble +24 |
Feats | Bounding Assault, Brawl, Combat Reflexes, Dash, Dodge, Fleet of Foot, Mobility, Spring Attack |
Climate/Terrain | Keystone City |
Organization | Solitary (Unique) or with JLA |
Challenge Rating | 40 |
Treasure | None |
Alignment | Chaotic Good |
Infinite Mass Punch: As a full round action (taking up all of his additional actions for the round) Wally can unleash a charge attack that deals 20d6+130 damage. Wally
gains a total +57 bonus to his attack roll for this attack. He must move at least 1 mile in a relatively straight line before he can make this attack. Using an infinite mass punch deals Wally 5d6 points of vitality point damage and 5 points of wound point damage.
Velocity Control: The Flash may “borrow” others’ kinetic energy and divert it elsewhere. This is a swift action for him. The victim must make a fort save (DC 49) or lose their movement rate. The Flash must place this speed energy into another object or person. If placed into an object, the object moves at the victim’s movement rate for as many rounds as the Flash concentrates on the object. If placed into a person, the person’s movement rate is increased by the amount of the victim’s loss. If the victim has a Superspeed level, this too can be lost and transferred, although the victim gets a bonus equal to their Superspeed level to their save.
The Flash may only take a portion of an object/person’s speed instead of draining them completely. It is up to the Flash to decide how much speed to leave the victim with. The Flash may target himself with this power as well, increasing the speed of his allies by siphoning off his own.
Vibration: The Flash may move through solid material at will as an extraordinary action. This effectively a nonmagical ethrealness ability. If the Flash so chooses, he may leave part of his kinetic energy behind in the object he vibrates through. The object must then make a fort save DC 49 or explode as the kinetic energy causes its molecular structure to break down. Even if successful, the victim takes 5d6 points of damage. Living creatures take 36d6 points of damage on a failed save.
Superspeed Level 20 (Ex): The following benefits are provided from Superspeed Level 20:
- +20 speed bonus to AC, initiative, and Reflex saves
- +20 speed bonus to attack rolls
- +10 speed bonus to damage rolls
- The Flash may make 20 swift actions in a round.
- The Flash reduces the amount of time to complete an action by 4 steps, allowing him to take full round actions as immediate actions.
- Characters with less than Superspeed level 10 are considered flat-footed for the purposes of Flash’s attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
- When using the run action, Flash moves x160 his movement rate (112,000 feet)
By using the Push, Flash may accelerate even beyond this speed. He raises his run multiplier by a power of 1 every round he spends this way. He suffers 1d6 points of Constitution damage per round while using the Push at third level (x160^4) and 2d6 points of Constitution damage per round while using it at maximum level. (x160^5)