Post by Ebon on Sept 20, 2013 23:39:51 GMT -8
Super Speed
Super Speedster Movement
Power Rank | Areas/Round | MPH/MPM |
Feeble | 20 | 300/5 |
Poor | 40 | 600/10 |
Typical | 67 | 1000/17 |
Good | 100 | 1500/25 |
Excellent | 133 | 2000/33 |
Remarkable | 267 | 4000/67 |
Incredible | 400 | 6000/100 |
Amazing | 667 | 10,000/167 |
Monstrous | 1333 | 20,000/333 |
Unearthly | 2667 | 40,000/666 |
• Any Super speedsters with a Rank of Typical or better has Excellent protection vs. Physical Attacks, and Incredible vs. Heat and Friction, due to the aura that the Speed Force provides them.
• Combat Actions: Super speedsters are also capable of a great many actions a combat round.
Power Rank | Number of Actions per Round |
Feeble | 2 per every one |
Poor | 2 per every one |
Typical | 2 per every one |
Good | 2 per every one |
Excellent | 3 per every one |
Remarkable | 3 per every one |
Incredible | 4 per every one |
Amazing | 4 per every one |
Monstrous | 5 per every one |
Unearthly | 5 per every one |
• Breaking Grapples:
Speedsters can use their power rank -1CS to break grapples instead of their strength.
• Catching Attempts:
Speedsters can catch bullets with an Incredible rank or higher. Catching bullets is always a green FEAT no matter what the rank, catching multiple bullets may result in needing a Yellow or Red, and each bullet caught takes one action to perform.
• Speedy Invisibility: A Speedster that has ranks of Amazing or above gains the power stunt of Invisibility. It takes a Red Intuition FEAT to notice them, unless they have a power that would ordinarily catch such things, such as Combat Sense, Chi Awareness, Life form detection, Omni-directional vision, or Infravision.
NEGATIVES
• The Limitation of the Super Speedster: Any Speedster can run at half speed and not worry about becoming winded. A speedster may run at above half their normal speeds up to full speed for as many combat rounds equal to their Endurance rank. To push beyond that limit requires Endurance feats. Once a failure in the endurance FEAT occurs, the Speedster becomes too fatigued to continue on at any level of super speed. They must for a minimum of twenty-four hours, despite any hyper healing. No Super Speed Power stunts may be attempted during this rest period.
• Feeling the Burn: If they truly push themselves, a speedster can run at +2CS higher than their rank. The character must roll and Endurance FEAT every 3 rounds or pass out. Once they awaken, they must follow the penalties listed above for tiring themselves out. Of course this assuming, that in their passing out, they don't smash into anything at such high velocities, and become the longest skid mark that was once alive.
• Perils of Speed: If for any reason a speedster reaches Class 3000 speeds, they feel the calling of the Speed Force. Big Deal you say? Guess again. The Speed force is the nirvana for any Speedster, where most past speedsters; once they shuffle on, join. Upon reaching Class 3000 speed, the character is faced with a perilous choice, enter nirvana or turn away from heaven. Joining the Speed Force effectively ends the character's play in the game, so we're assuming you'll resist. Here's a list of things you can do to accomplish this:
Make a Psyche Feat Roll of at least Incredible intensity. This basically means, that the character blinked in the face of God, got the willies, or for that matter, didn't think their time on Earth, or whatever planet your playing on, was over.
==If the speedster has a loved one, as in someone they are totally gone for, would die for, they receive a +3CS to their psyche for this FEAT.
==If the Speedster is on a world-threatening mission when he brushes the barrier, they are allowed a +2CS to their Psyche for the FEAT roll. (Love is more powerful, so nyeah.)
==If the Speedster is part of a Telepathic Team Link, the other characters can help him fight off the urge to join with the speed force. For this occurrence, the Speedster gets +1CS for every friend in the team link that urges him away from his eternal reward.
==Another Speedster can push them away break their momentum. However, there is a 40% chance this will result in the pushed Speedster being thrust forward in time 6d10 years in the future.
STUNTS
Power Stunts: Speedsters gain a bonus stunt when they gain this power (for a total of 2. Three total if they start the game with this power).
• Create Cyclones: These tornadoes will inflict power rank damage or Good blunt, whichever is lower, or Power Rank intensity Stun/Slam attacks. The Speedster must specify which effect they are going for when using this in combat.
• Water Running: Once the speedster accomplishes this power stunt they will have the ability to move so fast over water, that they barely break the surface tension. They may run at regular speeds above the water. Remarkable ranked or lower may not attempt this stunt.
• Wall Running: with every 100 feet of approach, the speedster may run vertically for 500 feet.
• Vibrate Through Solid Objects: this allows the character to vibrate through materials less than their power rank. However, characters that run at Class 1000 speeds or faster cause such objects to explode, inflicting material strength edged damage to all in one area.
• Cushion of Air: by spinning their arms or legs rapidly, Speedsters can create a cushion of air of power rank; this power is the equivalent to levitation.
• Extend Aura: What kind of wimp stunt is this you ask? Well what good would it do for your character to run over Feeble speeds with a passenger, only to wind up giving them no chance to breathe and burn their skin off their bodies? This power stunt can only be used to protect one passenger.
• Stealing Speed: (Must have a rank equal to or greater than Shift Y): The speedster may decrease any objects velocity by stealing speed from it. This means any moving object, from butterflies to supersonic jets. This power does not work on other Speedsters. Characters with Shift Y-Z power rank can steal up to half the target's velocity per round. Characters with Class 1000 power rank can steal up to 3/4 of the target's velocity per round. Characters with Class 3000 power rank can stop a target cold. The speedster however, must be moving alongside the target in order to perform this stunt.
• Invisibility: Speedsters with Feeble to Good ranks can be seen on a Green intuition, and those with Excellent to Incredible can be noticed with a yellow Intuition.
• Shockwave: Speedsters, who have learned the Vibratory power stunt, can also learn the ability to rapidly create shockwaves through most materials with Power Rank intensity.
• Travel Extension: Under normal circumstances, Super Speed implies fast running. With this stunt it can also apply to other travel powers (Except Teleportation, Gate, and related powers). Basically Ground-Based Travel powers are treated as if they are -1CS rank, and Air-based Travel powers are +1cs. ALl other complications and bonuses still apply.