Powers and Equipment
Cost
Power/Equipment
END
Super Speed, all slots Unified Power (Speed Force; -1/4)
308
1) Super Speed Running
Running +54" (60" total), x131,072 Noncombat, combat acceleration/deceleration (+1/4), Usable As Flight (Only In Contact With A Surface; +1/4), Reduced Endurance (0 END; +1/2) (388 Active Points); Unified Power (Speed Force; -1/4)
36
2) Protective Aura
0
Desolidification (affected by Everything Except Velocity Related Phenomena), Reduced Endurance (0 END; +1/2), Continuous (+1) (100 Active Points); Only To Protect Against Velocity Related Phenomena (-1), Limited Power (Only With Super Human Speed; -1/2), Unified Power (Speed Force; -1/4)
20
3) Speed Vision
0
Rapid ( x100,000) with Sight Group (25 Active Points); Unified Power (Speed Force; -1/4)
6
4) A Fast Hard Look
0
+4 PER with Sight Group (8 Active Points); Unified Power (Speed Force; -1/4)
8
5) Think Fast
1
+15 INT (15 Active Points); Costs Endurance (-1/2), Unified Power (Speed Force; -1/4)
13
6) Speedster Recuperation
0
Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Unified Power (Speed Force; -1/4)
139
Speedster Moves Variable Power Pool, 90 base + 49 control cost, Cosmic (+2) (225 Active Points); Limited Class Of Powers Available (Speedster Tricks; -1), Restrainable (-1/2), Unified Power (Speed Force; -1/4)
0
1) Running Leap
6
Leaping +32" (35" forward, 1 1/2" upward) (Accurate, x64 Noncombat) (62 Active Points); Forward Movement Only (-1) Real Cost: 30
0
2) Super Swimming
6
Swimming +22" (24" total) (x4 Noncombat), combat acceleration/deceleration (+1/4) (34 Active Points); Increased Endurance Cost (x2 END; -1/2) Real Cost: 23
0
3) Too Fast To Hit
+5 Non-Combat Velocity DCV (25 Active Points); Limited Power (Only With Noncombat Movement; -1/2), Linked (Super Speed Running; Greater Power is Constant or in use most or all of the time; -1/4) Real Cost: 14
0
4) Too Fast To See
4
Invisibility to Sight Group (20 Active Points); Linked (Super Speed Running; -1/2), Increased Endurance Cost (x2 END; -1/2), Limited Power (Does Not Work versus “Rapid” Advantaged Senses; -1/4) Real Cost: 9
0
5) 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) Real Cost: 24
[Note: Movement in a tight circle to cushion falling target(s) or pull down flying target(s)]
0
6) 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
7) 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
8) 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
9) 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
10) Vibrate Through
4
Desolidification (affected by EM, gravity, or cold attacks) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 27
0
11) Vibratory Escape
9
Dispel Entangle 12d6, Cumulative (+1/2), Continuous (+1) (90 Active Points) Real Cost: 90 vs Entangle.
0
12) 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
13) 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) Real Cost: 25
0
14) Deflect Bullets
0
Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Restrainable (-1/2) Real Cost: 30
0
15) 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
16) 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
17) 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.
530
Total Powers and Equipment Points