Super Speed [power]

Cost: 3cp per rank (speed multiplier)
Activate: none; use activated (move)
Range: self


For every rank in this power, add a multiplier to your speed. For most, the first rank will bring your speed from 30 ft. to 60 ft., but it were 40 ft., one rank would bring you to 80 ft.

Enhancements

Enhancement: Bonus Actions
Cost: 4CP per bonus action
Activate: 1PP per Bonus Action; use-activated (special)

For every rank in this enhancement, you can take one additional standard action each round. Each extra action you take costs 1PP. You can buy this enhancement a maximum of 4 times for a total of 6 actions in a round (five standard actions and one move action).

 

Enhancement: Bonus Full-Round Action
Cost: 3CP
Prerequisite: Bonus Actions

With this enhancement, you can combine two Bonus Actions and perform a full-round action, such as a Run or Full Attack.

 

Enhancement: Combo!
Cost: 2CP per attack
Activate: 1PP per attack

Your strikes land so quickly that your target’s body receives the damage as if it were from one attack. You can combine the damage from two consecutive attacks of any kind (two iterative attacks within a full-attack action, two standard actions, two attacks from two-weapon fighting or a double weapon, etc.). The total damage between the two attacks counts towards the target’s Massive Damage Threshold and the target’s DR, instead of calculating them separately. Every extra rank in the power allows you to add another attack’s damage to the Combo Attack. At 3 ranks, you can string together 4 consecutive attacks, for example.

Every attack within a Combo Attack costs 1PP, but you can use as many or as few of your total available Combo Attacks as  you like. With 3 ranks, for example, you could combine the damage of up to 4 attacks, which could cost 4PPs, but you could also combine only 2 for 2PPs. You can take this enhancement multiple times. Its effects stack.

 

Enhancement: Fast Observation
Cost: 2CP

For you, the world moves in slow-mo. You can now make Perception checks as a free action, but the maximum number of checks you can make per round equals your Wisdom modifier, to a minimum of 1.

 

Enhancement: Fast Skills
Cost: 1CP per rank

For each rank in this enhancement, you halve the time required to use a skill such as Craft, Computer Use, or Search. The GM must rule on whether you can feasibly use a particular skill at super speed. Delivering a speech a super speed would be pointless unless the audience can hear at super speed, like robots. Mm… robots.

 

Enhancement: Marathon
Cost: 2CP per 4 hours of running

For every rank in this enhancement, you can Run for another 4 hours per day before you feel the effects of a Forced March. You can take this enhancement up to 4 times, for a total of 24 hours. However, your need to sleep is different than the fatigue that results from a Forced March. You don’t get fatigued from the  running, but you can still get tired from lack of sleep. Of course, if you also don’t need to sleep…

 

Enhancement: Nimble Runner
Cost: 4CP

You can now turn while Running. You must travel at least 20 ft. before making each turn, and the turn itself can be no more than 45º. Furthermore, you now fall from a Wall Run or sink during a Water Run only when you fail a Reflex save, and things that provoke Fortitude saves don’t automatically affect your ability to keep running unless their specific effect(s) would reasonably do so.

 

Enhancement: Elegant Runner
Cost: 3CP
Prerequisite: Nimble Runner

As Nimble Runner, except that there is no minimum distance that you have to run between 45º turns, and when you Wall Run or Water Run, you do not fall when you fail either a Fortitude or a Reflex save unless the thing that provokes those saves would otherwise do so.

 

Enhancement: Run
Cost: 1CP per rank (run multiplier, see table)

This enhancement adds a multiplier to your Run speed, which is four times your per-round speed. Every rank increases your speed on the table below. Apply the multiplier to your speed as adjusted by the base power, and do not add the multipliers together. For example, if you had Rank 3 Super Speed (speed x4 = 120 ft.), and Rank 4 “Run” (speed x64), your total Running speed would be 3840 ft. (120 ft. x 64), or 436 MPH (MPH = Speed / 8.8).

Ranks Multiplier Cost
1 x8 1CP
2 x16 2CP
3 x32 3CP
4 x64 4CP
5 x128 5CP
6 x256 6CP
7 x512 7CP
8 x1024 8CP
9 x2048 9CP
10 x4096 10CP
etc. etc. etc.

 

Enhancement: Speed Spring
Cost: 2cp per rank

This enhancement grants the ability to keep moving after you make an attack action (as a standard action) and not draw an attack of opportunity for doing so (i.e., just like a Spring Attack). Every rank in this enhancement grants the ability to make an additional Speed Spring attack (for which you would need a Bonus Action).

 

Enhancement: Wall Run
Cost: 3CP
Activate: none; use-activated (movement)

You can run so quickly that you defy gravity for brief periods of time by running straight up a wall. Every 5 feet you climb upwards counts as 10 feet of movement. You must perform the actual Run action to use this enhancement.

Several things instantly cause you to fall while attempting a Wall Run: ceasing to Run (turning, slowing down, etc.), failing a Fortitude save, or attempting a Reflex save. In this last case, you can choose to not roll your saving throw and take the consequences in order to (possibly!) keep running.

You can stop without falling only when you reach a flat surface, such as the top of a building or cliff, or a ledge or outcropping. When you get to that flat surface, you simply leap over the wall and land on your feet. No check or save is required. Remember that rounds happen continuously, so between rounds of Wall Running you are still in mid-run, not standing still.

 

Enhancement: Water Run
Cost: 3CP
Activate: none; use-activated (movement)

You can run so quickly that you skim over the surface of water and other large bodies of liquid. You can run (as the full-round action) straight across a body of water or other liquid. Every 5 feet you run across the water counts as 10 feet of movement.

Several things instantly cause you to sink while attempting a Water Run: trying to turn, slowing down, failing a Fortitude save, or attempting a Reflex save. In this last case, you can choose to not roll your saving throw and take the consequences in order to (possibly!) keep running.

You can continue to run over multiple rounds as long as you continue to run at full speed and in a straight line. You can only stop without slipping into the liquid when you reach a solid surface, like a beach or the edge of a pool. Remember that rounds happen continuously, so between rounds you are still in mid-run, not standing still.

 

Enhancement: Quick Step
Cost: 3CP per 5 feet.
Activate: 1PP per rank

Each rank in this enhancement allows you to move 5 more feet than normal when taking a Five-Foot Step. That is:

  • Rank 1: 10 ft.
  • Rank 2: 15 ft.
  • Rank 3: 20 ft.
  • etc.

You cannot take more ranks in Quick Step than you have ranks in the base power. All other rules for Five-Foot Steps apply as normal.

image_pdf
Posted in Powers Tagged with: , , ,