How and why do they want to be fast?
In terms of actually how fast they are (and general things), I always assume a baseline of a pretty average human, then adjust for diet, training, general healthiness, weirdness (like a super-soldier quarantine with embedded adrenaline boosters, hardened skeletal system, and lab-grown muscles; or a jaguar-human hybrid mutant; or a brainer whose maelstrom impulses push her to the limits of human condition).
If no other PC even cares, then I'd just say of course - within human limits - he's the fastest guy around. If someone does, they all and you should, of course, discuss it like reasonable adults.
If they're envisioning a fast, nimble character (especially in a fight!), I'd probably recommend the Battlebabe. But, any character with a good cool would be ideal. You should also check out eye on the door, graceful and deadly, maybe some skinner moves (I don't have the book in front of me at the moment!).
You can also write up custom moves to play up their fastness, regardless of playbook, like so...
When you draw your handgun in the blink of an eye, roll+sharp. On a hit, you can of course get your gun out and fire off some shots before anyone else. On a 7-9, the MC will also choose one and ask if you still want to hit the trigger:
- it's messy, and anyone in the general area of the target is open to incidental harm
- you don't as such harm them, but distract, shock, cow, or suppress them (they're stunned)
- someone else is just a half-step behind you, and maybe your eyes aren't on them
On a miss, you still get your gun out right-quick, but the MC will give you some dearly bad news, like: it's unloaded, someone's come between you and your target, it backfires, or the like.
When you set your eyes on a location, ask the MC what's between you and it, then tell him how you're going to get over or around those things. Barring extenuating circumstances, like a broken leg or someone spraying the area with bullets, you can get there. If you need to get there before anyone else, roll+cool. On any result, you do. On a 7-9, the MC will tell you one. On a miss, he'll say two.
- you had to push yourself damn hard to do it, and you take -1-forward
- you suffered a minor injury, like a twisted ankle, muscle strain, cuts and bruises (1-harm ap if you're at 3-o'clock or better, s-harm if not)
- no one beat you there, but someone or something unwelcome is waiting for you when you get there all the same
Whenever someone you can see and hear acts, their player should ask you first: "What do you do before that?". If you can't or won't do a thing, tell them to carry on.
The important thing about moves like these (I think, but I've been wrong!) is they preserve the sense of being the "best" at something, while still allowing a variety of (not-all-good) outcomes. A miss on these two isn't saying, ever, you weren't fast enough.
- Alex