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Johnny Quick

Johnny Quick was a supervillain on the alternate Earth designated as Earth-Three, but rather than being a counterpart of the Earth-Two Johnny Quick, he was a version of The Flash. He and the other members of the Crime Syndicate of Amerika (all of whom were villainous counterparts of Justice League of America members) were Earth-Three’s only superpowered beings, and had never been defeated by Earth-Three’s only hero, Alexander Luthor (a heroic counterpart to Superman‘s nemesis Lex Luthor). Like the rest of the Crime Syndicate, he perished during the Crisis at the hands of the Anti-Monitor.

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Johnny Quick
Medium humanoid (Negative)
Wounds30 WP, 279 VP (18d8+180)
Initiative+26
Speed700 ft.
AC36 (+6 Dexterity, +20 speed)
Base Attack/Grapple+13/+36
AttackUnarmed strike +37/+32/+27 melee (1d6+13)
Full AttackUnarmed strike +37/+32/+27 melee (1d6+13)
Space/Reach5 ft./5 ft.
Special AttacksInfinite mass punch, vibration, whirlwind
Special QualitiesAddict, fast healing 20, superspeed level 20
SavesFort +21, Ref +37, Will +6
AbilitiesStrength 16, Dexterity 22, Constitution 30, Intelligence 10, Wisdom 11, Charisma 10
SkillsBalance+27, Intimidate +21, Jump+231, Knowledge (streetwise) +5, Perform (quip) +5, Sleight of Hand+16, Tumble +27
FeatsBounding Assault, Brawl, Combat Reflexes,Dash, Dodge, Fleet of Foot, Mobility, Spring Attack
Climate/TerrainAny (Antimatter Earth)
OrganizationSolitary (Unique) or with CSA
Challenge Rating40
TreasureNone
AlignmentChaotic Evil

Infinite Mass Punch: As an intense action, Johnny Quick can unleash a charge attack that deals 20d6+130 damage. Quick 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 Quick 5d6 points of vitality point damage and 5 points of wound point damage.

Vibration: Johnny Quick may move through solid material at will as an extraordinary action. This effectively a nonmagical ethrealness ability. If Quick 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.

Addict: Johnny is addicted to Speed Juice, a powerful drug which grants him his powers. The drug is created from the synthesized blood of Johnny’s predecessor, whom Johnny killed. A hit of the drug gives 20 hour access to superspeed level 20. Each hour after that, Johnny’s speed levels drops by 5 levels an hour. This does not stop at superspeed level 0. After 24 hours without a hit of the drug, Johnny begins going into slow motion, gaining penalties instead of bonuses. He subtracts his negative super speed level from his base movement rate. (35 feet)

At superspeed level -5, Johnny takes 5 rounds to complete a full round action, and 3 rounds to complete a standard action. At level -10 this time is increased into minutes, and at level -15, hours.

  • Move actions require a full round at level -5, 2 full rounds at level -10, and a minute at level -15.
  • When Johnny hits superspeed level -20, he begins taking 1 point of Constitution damage per hour until he dies or gains another hit of the drug.
  • Speed Juice usage has slowly degenerated Johnny’s brain. His mental ability scores all are suffering a -6 penalty.

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
  • Quick may make 20 swift actions in a round.
  • Quick 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 Quick’s attacks.
  • Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
  • When using the run action, Quick moves 160x his movement rate (112,000 feet)
  • Speed Juice does not give access to the Push.
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