Powers and Equipment
Cost
Power/Equipment
END
14
Inertial Power Matrix Elemental Control, 36-point powers, (18 Active Points); all slots Only In Heroic Identity (-1/4)
14
1) Strength
3
+35 STR (35 Active Points); Only In Heroic Identity (-1/4)
14
2) Dexterity
+12 DEX (36 Active Points); Only In Heroic Identity (-1/4)
14
3) Constitution
+18 CON (36 Active Points); Only In Heroic Identity (-1/4)
18
4) Speed
+4 SPD (40 Active Points); Only In Heroic Identity (-1/4)
14
5) Armor
0
Armor (12 PD/12 ED) (36 Active Points); Only In Heroic Identity (-1/4)
41
6) Running
3
Running +20" (26" total), combat acceleration/deceleration (+1/4), Usable As Flight (+1/4), Reduced Endurance (1/2 END; +1/4) (79 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 61)
Partial Limitation: ; Only When In Contact With A Surface (-1/4) for up to 13 Active Points of "Useable As Flight" Advantage Active Points (-2 Active Points); Only In Heroic Identity (-1/4) (Real Cost: -1)
Derived Abilities, all slots Only In Heroic Identity (-1/4)
4
1) Disciplined Mind
0
Mental Defense (5 points plus (EGO/5)) (7 points total) (5 Active Points); Only In Heroic Identity (-1/4)
2
2) Tough Hide 1
+3 PD (3 Active Points); Only In Heroic Identity (-1/4)
5
3) Tough Hide 2
+6 ED (6 Active Points); Only In Heroic Identity (-1/4)
5
4) Great Endurance
+12 END (6 Active Points); Only In Heroic Identity (-1/4)
6
5) Quick Recovery
+4 REC (8 Active Points); Only In Heroic Identity (-1/4)
0
6) Ominous Visage
+0 PRE; Only In Heroic Identity (-1/4)
[Note: Placeholder for future experience points]
57
Speedster Moves Multipower, 71-point reserve, (71 Active Points); all slots Only In Heroic Identity (-1/4)
3u
1) Compressed Air Punch
6
Energy Blast 12d6, STUN Only (+0) (60 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) vs PD.
2u
2) Speed Punch Combo
0
Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2); Hand-To-Hand (-1/2) for up to 75 Active Points of STR as Hand-To-Hand including Martial Arts (25 Active Points); Only In Heroic Identity (-1/4)
3u
3) Punch Them All
4
Area Of Effect (up to 8" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) for up to 35 Active Points of Hand-To-Hand Attacks (44 Active Points); Only In Heroic Identity (-1/4)
3u
4) Sonic Blast
7
Energy Blast 14d6 (70 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4) vs ED.
3u
5) Ground Harmonics Shock Wave
7
Energy Blast 8d6, Only does Knockdown, Not Knockback (+0), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; +0), Area Of Effect (9" Cone; +1), Two-Dimensional (-1/4) (70 Active Points); No Range (-1/2), Only On Appropriate Terrain (paved surfaces, rocky ground, or within structures; -1/2), Only In Heroic Identity (-1/4) vs PD.
3u
6) Vacuum Vortex
4
Area Of Effect (up to 2" radius; +3/4), No Normal Defense (Does not breathe OR self contained breathing; +1), Continuous (+1); Restrainable (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) for up to 35 Active Points of STR (3 1/2d6) (40 Active Points); Only In Heroic Identity (-1/4)
2u
7) Create Vortex
6
Telekinesis (40 STR) (60 Active Points); Only Affects Objects Above Him (-1), Only To Pull Towards Or Push Away (-1/2), Affects Whole Object (-1/4), Limited Range (30"; -1/4), Must Pass Through Intervening Space (-1/4), Only In Heroic Identity (-1/4)
3u
8) Hurricane Handwave
3
Dispel 15d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (67 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)
2u
9) Hurricane Handwave II
3
Energy Blast 7d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (70 Active Points); Limited Power (Only Does Knockback; -1), Restrainable (-1/2), Limited Range (30"; -1/4), Only In Heroic Identity (-1/4) vs PD.
3u
10) Deflect Bullets
6
Fast Intercept: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2) (Real Cost: 8)
Skillful Intercept: +11 Deflect Bullets (55 Active Points); Costs Endurance (-1/2), Linked (Fast Intercept; -1/4) (Real Cost: 27)
4u
11) Speedster Healing
0
Healing 4d6, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Self Only (-1/2), Only In Heroic Identity (-1/4)
3u
12) Speed Swimming
4
Swimming +18" (20" total) (x64 Noncombat) (43 Active Points); Only In Heroic Identity (-1/4)
5u
13) Distance Running
4
Top Speed: Running 0" (26" total), Custom Adder, x64 Noncombat (Real Cost: 44)
Too Fast To Hit: +5 Noncombat Running (25 Active Points) (Real Cost: 20)
[Note: x64 Noncombat Adder to 26" Running. [Rules state: cost of a Naked Adder equals the cost of the power with the adder minus the cost without.]]
3u
14) Adrenaline and Determination
0
Aid 2d6, Can Add Maximum Of 16 Points, any Characteristic one at a time (+1/4), Continuous (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger, Two activation conditions apply simultaneously; Activates start of the second and later Turns of combat OR after losing 20 STUN or more in any one phase; +1) (71 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Eyes crackle with energy, negates Stealth skill; -1/2), Only In Heroic Identity (-1/4)
250
Total Powers and Equipment Points