Powers and Equipment
Cost
Power/Equipment
END
158
Super Human Speed Multipower, 158-point reserve
16u
1) Super Running
6
Running +30" (36" total), x64 Noncombat, Flight Can Only Be Used In Contact With A Surface (+0), combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4), Usable As Flight (+1/4) (158 Active Points)
3u
2) Running Leap
6
Leaping +32" (35 1/2" forward, 1 1/2" upward) (Accurate, x64 Noncombat) (62 Active Points); Forward Movement Only (-1)
2u
3) Super Swimming
6
Swimming +22" (24" total) (x4 Noncombat), combat acceleration/deceleration (+1/4) (34 Active Points); Increased Endurance Cost (x2 END; -1/2)
2u
4) Create Vortex
9
Telekinesis (60 STR) (90 Active Points); Only Affects Objects Above Him (-1), Only To Pull Towards Or Push Away (-1/2), Restrainable (-1/2), Affects Whole Object (-1/4), Limited Range (30"; -1/4), Must Pass Through Intervening Space (-1/4)
[Note: Movement in a tight circle to cushion falling target(s) or pull down flying target(s)]
144
Speedster Moves Variable Power Pool, 90 base + 54 control cost, Cosmic (+2) (225 Active Points); Limited Class Of Powers Available Very Limited (Speedster Tricks; -1), Restrainable (-1/2)
0
1) Speed Punch Combo
0
Hand-To-Hand Attack +5d6, Armor Piercing (+1/2), Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (87 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) Real Cost: 43
0
2) Punch Them All
4
Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Area Of Effect (10" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) (90 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) Real Cost: 45
0
3) I’ll Take Those
9
Telekinesis (30 STR), Area Of Effect (5" Radius; +1), Two-Dimensional (-1/4), Selective (+1/4) (90 Active Points); Only To Disarm/Grab Objects (-1) Real Cost: 45
0
4) Vacuum Vortex
0
Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Does Not Breathe OR Self Contained Breathing; +1), Continuous (+1) (87 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) Real Cost: 43
[Note: Suck the air out of target(s) lungs.]
0
5) Vibrate Through
16
Desolidification (affected by heat or cold attacks), Continuous (+1) (80 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) Real Cost: 40
0
6) Vibratory Escape
9
Dispel Entangle 12d6, Cumulative (+1/2), Continuous (+1) (90 Active Points) Real Cost: 90 vs Entangle.
0
7) Hurricane Handwave
3
Dispel 20d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (90 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4) Real Cost: 51
0
8) Hurricane Handwave II
4
Energy Blast 9d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (90 Active Points); Limited Power (Only Does Knockback; -1), Restrainable (-1/2), Limited Range (30"; -1/4) Real Cost: 33 vs PD.
0
9) Deflect Bullets
0
Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Restrainable (-1/2) Real Cost: 30
0
10) Speedster Healing
4
Healing 3d6, any Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Decreased Re-use Duration (1 Turn; +1 1/2) (90 Active Points); Self Only (-1/2) Real Cost: 60
0
11) Helicopter Hover/Treading Air
6
Flight 12", No Turn Mode (+1/4) (30 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 9
0
12) Too Fast To See
8
Invisible to Sight Group (Faster Than The Eye Can Follow; +1/2) for up to 160 Active Points of Running (80 Active Points) Real Cost: 80
0
13) Instant Change
1
Cosmetic Transform 2d6 (Clothing to/from Costume) (10 Active Points); Limited Target (Clothes Being Worn; -1/2), IIF (Ring Storing Compressed Outfit; -1/4) Real Cost: 6 vs Clothing to/from Costume.
0
14) Relativistic Speed
8
Running + 0", x131,072 Noncombat (80 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; EGO Roll to prevent being consumed by the Speed Force at end of power use; -1 1/2), Requires An EGO Roll (Only To Avoid Side Effects; -3/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4) Real Cost: 23
[Note: Achieving the “Speed of Light” (299,792.4 km [186,282.4 miles] per second; 880,991 mach) is possible but almost certainly suicidal.]
Super Human Physique
40
1) Protective Aura
0
Desolidification (affected by All Except Own Velocity Related Phenomena), Reduced Endurance (0 END; +1/2), Continuous (+1) (100 Active Points); Only To Protect Against Own Velocity Related Phenomena (-1), Limited Power (Only With Super Human Speed; -1/2)
10
2) Impact Resistance
+21 PD (21 Active Points); Only Protects Against Damage From Move Bys/Move Throughs (-1)
25
3) Speed Vision
0
Rapid ( x100,000) with Sight Group
8
4) A Fast Hard Look
0
+4 PER with Sight Group
10
5) Think Fast
1
+15 INT (15 Active Points); Costs Endurance (-1/2)
70
6) Speedster Recuperation
0
Healing BODY 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (105 Active Points); Self Only (-1/2)
Subtext Powers
9
1) Too Fast To See
4
Invisibility to Sight Group (20 Active Points); Linked (Super Running; -1/2), Increased Endurance Cost (x2 END; -1/2), Limited Power (Does Not Work versus “Rapid” Advantaged Senses; -1/4)
497
Total Powers and Equipment Points