Powers and Equipment
Cost
Power/Equipment
END
114
Meta-Human Speed Multipower, 114-point reserve
11u
1) Speed Running
4
Running +30" (36" total), Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4), Usable As Flight (Only Along A Surface; +1/4) (114 Active Points)
2u
2) Running Jump
5
Leaping +25" (36" forward, 5 1/2" upward) (Accurate, x32 Noncombat) (50 Active Points); Forward Movement Only (-1)
1u
3) Super Cavitation Swimming
12
Swimming +34" (36" total) (34 Active Points); Increased Endurance Cost (x4 END; -1 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)]
33
Amazing Feats Multipower, 50-point reserve, (50 Active Points); all slots Restrainable (-1/2)
2u
1) Quasi-Sonic Blast
5
Energy Blast 5 1/2d6, Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4) (49 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Restrainable (-1/2), Limited Range (60"; -1/4) vs ED.
[Note: Propagates as sound, but is actually an inertial, rather than kinetic, energy wave.]
2u
2) Speed Punch Combo
3
Autofire (5 shots; +1/2) for up to 68 Active Points of STR as Hand-To-Hand including Martial Arts (34 Active Points); Restrainable (-1/2)
3u
3) Punch Them All
5
Area Of Effect (up to 5" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 50 Active Points of STR as Hand-To-Hand including Martial Arts (50 Active Points); Restrainable (-1/2)
3u
4) Vacuum Vortex
4
Area Of Effect (up to One Hex; +1/2), No Normal Defense (Does not breathe OR self contained breathing; +1) for up to 30 Active Points of STR (6d6) (45 Active Points); Restrainable (-1/2)
[Note: Suck the air out of target(s) lungs]
2u
5) Deflect/Snatch Bullets
0
Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2)
2u
6) Harmonic Vibration Escape
3
Dispel Entangle 7d6, Cumulative (+1/2) (31 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) vs Entangle.
2u
7) I'll Take Those
5
Area Of Effect (up to 8" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) for up to 40 Active Points of STR (50 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2)
3u
8) Ground Harmonics Shock Wave
4
Only Does Knockdown, No Knockback (+0), Area Of Effect (up to 6" Cone; +1), Two-Dimensional (-1/4), NND (Not Standing On The Ground; +1) for up to 25 Active Points of STR (5d6) (44 Active Points); Restrainable (-1/2)
3u
9) Hurricane Handwave
2
Dispel 11d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (49 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4)
2u
10) Hurricane Handwave II
5
Flight 15", x8 Noncombat, Limited Power (Only Noncombat Movement; +0), Usable By Other (+1/4) (50 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2)
2u
11) Speedster Healing
0
Healing 2 1/2d6, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Self Only (-1/2), Restrainable (Only by means other than Grabs and Entangles; Specific Ultrasonic Frequency; -1/4)
1u
12) Helicopter Hover/Treading Air
15
Flight 12", No Turn Mode (+1/4) (30 Active Points); Increased Endurance Cost (x5 END; -2), Gestures, Requires Gestures throughout (Requires both hands; -1), Restrainable (-1/2), Concentration (1/2 DCV; -1/4)
2u
13) Long Distance Running
4
x64 Noncombat (Naked Adder; +0) (44 Active Points); Restrainable (-1/2) applied to Running
Meta-Human Physique
30
1) Bullet Proof
0
Damage Resistance (30 PD/30 ED)
15
2) Rapid Senses
0
Rapid ( x1,000) with Sight Group
15
3) Altered Physiology
0
LS (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)
18
4) Speedster Recuperation
0
Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Subtext Powers
9
1) Too Fast To See
4
Invisibility to Sight Group (20 Active Points); Linked (Speed Running; -1/2), Increased Endurance Cost (x2 END; -1/2), Limited Power (Does Not Work versus “Rapid” Advantaged Senses; -1/4)
10
2) Fast Assessment
0
Find Weakness 11- with Quasi-Sonic Blast
289
Total Powers and Equipment Points