Powers and Equipment
Cost
Power/Equipment
END
Super Speed, all slots Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)
164
1) Running
Running +19" (25" total), x128 Noncombat, Usable As Flight (Only Along A Surface; +1/4), Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) (208 Active Points); Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)
119
2) Reflexes
0
+21 DEX (Real Cost: 63)
Rapid ( x1,000,000) with Normal Sight and Normal Touch (36 Active Points) (Real Cost: 29)
+5 SPD (Real Cost: 50)
4
3) Quick To Recover
+1 SPD (10 Active Points); Limited Power (Only To Take Recoveries, Phase 7; -1), Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)
28
4) Too Fast To See
0
Invisibility to Sight and Hearing Groups and Detect , No Fringe, Reduced Endurance (0 END; +1/2) (57 Active Points); Linked (Running; Greater Power is Constant or in use most or all of the time; -1/4), Limited Power (Does Not Work Versus Rapid Advantaged Senses; -1/4), Limited Power (Only At Non-Combat Velocity; -1/4), Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)
Super Strength, all slots Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Strength Powers Jointly ; -1/4)
44
1) Strength
2
+45 STR, Reduced Endurance (1/2 END; +1/4) (58 Active Points); Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Strength Powers Jointly ; -1/4) (Modifiers affect Base Characteristic)
90
2) Resilience
0
+30 CON (Real Cost: 60)
+10 REC (Real Cost: 20)
+20 STUN (Real Cost: 20)
Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 10)
64
3) Resistence
0
Armor (18 PD/18 ED), Hardened (+1/4) (67 Active Points) (Real Cost: 54)
+5 PD (Real Cost: 5)
+8 ED (Real Cost: 8)
Subtext
37
1) Meta-Human Metabolism
0
Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)
16
2) Impressive
+20 PRE (20 Active Points); Only In Heroic Identity (-1/4)
34
Speedster Moves Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
2u
1) Speed Punch Combo
3
Autofire (5 shots; +1/2) for up to 60 Active Points of STR + Martial Art Maneuver (30 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
2u
2) Sonic Blast
6
Energy Blast 12d6 (60 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), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4) vs ED.
[Note: Propagates as sound, but is actually an inertial, rather than kinetic, energy wave.]
2u
3) Sonic Blast II
2
Dispel 8d6, Reduced Endurance (1/2 END; +1/4), Expanded Effect (any Object/Gadget one at a time; +1/4), Cumulative (192 points; +1) (60 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), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Resonant frequency shatters or shakes apart target]
3u
4) Sonic Blast III
6
Tunneling 1" through 19 DEF material (59 Active Points); Restrainable (-1/2), no Noncombat movement (-1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Blast through the wall, floor, or ground.]
3u
5) Punch Them All
6
Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR + Martial Art Maneuver (60 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
2u
6) Downdraft/Updraft Vortex
6
Telekinesis (40 STR) (60 Active Points); Limited Power (Only To Pull Flying Target Down Or Slow Falling Target; -1), Restrainable (-1/2), Affects Whole Object (-1/4), Must Pass Through Intervening Space (-1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Cushion falling target(s) or pull down flying target(s)]
3u
7) Vacuum Vortex
6
Area Of Effect (up to One Hex; +1/2), No Normal Defense (Does not breathe OR self contained breathing; +1) for up to 40 Active Points of STR (8d6) (60 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Suck the air out of target(s) lungs]
2u
8) Deflect/Snatch Bullets
0
Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
2u
9) I'll Take Those
6
Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR + Takeaway (60 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
3u
10) Hurricane Handwave
2
Dispel 13d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (58 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
2u
11) Hurricane Handwave II
6
Flight 15", Limited Power (Only Noncombat Movement; +0), Usable As Attack (+1) (60 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
3u
12) Speedster Healing
0
Healing 3d6+1, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (58 Active Points); Self Only (-1/2), Restrainable (Only by means other than Grabs and Entangles; Specific Ultrasonic Frequency; -1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
2u
13) Vibratory Intangiblity
4
Desolidification (affected by Force Fields/Walls/Beams) (40 Active Points); Restrainable (Force or Ultrasonic SFX Grabs, Entangles; -1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
2u
14) Flight and Swimming
6
Flight 2", x256 Noncombat, Usable As Swimming (+1/4), rapid Noncombat movement (Mach 2.5 in 8 Phases; +1/4) (58 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Restrainable (Containment or Bulky Encumbrance Disrupting Airflow; -1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Manipulates the velocity of the surrounding air, water, etc., to create thrust. Mach 2.5 in 9 seconds (8 Phases); acceleration: 1024 meters per second/Phase.]
633
Total Powers and Equipment Points