Revision [860]
This is an old revision of MMSuperSpeed made by GilbertoLeon on 2010-05-10 16:07:56.
Super Speed
Effect: Array, Quickness, Speed | Action: Move (active) |
Range: Personal | Duration: Sustained |
Saving Throw: None | Cost: 5 points per rank |
You have Quickness and Speed effects equal to your power rank and a +4 bonus to initiative checks (essentially one rank of Improved Initiative) per power rank. You also have a Super-Speed Array of effects you can do (2 points per rank in the Array). Choose one of the following Alternate Powers, acquiring the others normally (for 1 point per Alternate Power feat).
Alternate Powers
The following are suitable Alternate Powers for a Super-Speed Array:
- Air Control: You can control the movement of air by whirling your hands or arms like super-speed fans or moving in tight circles to create artificial cyclones, giving you Air Control at your Super-Speed power rank.
- Bullet: You can throw small bullet-sized objects as super-sonic speeds, giving you a Ranged Damage effect equal in rank to your Super-Speed.
- Burrowing: By spinning in place like a drill or digging rapidly through the ground by hand, you gain Burrowing at your Super-Speed rank.
- Deflect: You can bat aside projectiles that, to you, appear to be moving at a snail|s pace, giving you Deflect Slow and Fast Projectiles at your Super-Speed power rank.
- Insubstantial: If you have Super-Speed rank 10 or higher, you can acquire the Incorporeal rank of Insubstantial as an Alternate Power feat, typically by vibrating your molecules at super-speed so they pass through ordinary substances.
- Rapid Attack: You can make a melee attack against any opponents in a radius of (power rank x 5 feet) around of you, provided you can physically reach them. This includes a normal strike or a special action like Disarm or Trip (see Disarm and Trip, M&M, pages 156 and 159, respectively). Make one attack roll and compare it against all targets in the area.
- Rapid Fire: You can throw small objects at super-sonic speeds, like bullets, doing Damage equal to two-thirds your power rank with the Autofire modifier.
- Sonic Boom: You can generate a deafening sonic boom around you, a Burst Area Dazzle effect, best used in conjunction with a Move-By Action feat. Alternately, your sonic boom could be a Burst Area Damage effect inflicting concussive damage, or possibly both at once, limiting the ranks of the effects to two-thirds your Super-Speed rank rather than your full rank (since both effects together cost a total of 3 points per rank).
- Spin Attack: You grab a target and spin him around rapidly, causing a Nauseate effect at your Super-Speed power rank.
- Spinning: You can spin in place at super-speed, gaining the Spinning power at your Super-Speed power rank.
- Strike: You can hit faster than normal, inflicting additional unarmed damage and giving you a Strike effect at a rank equal to your Super-Speed.
- Stun: You can create a micro sonic boom or strike with a super-fast attack that can stun at target with a Stun effect equal to your Super-Speed power rank.
- Suffocate: By drawing the air away from a target--usually by moving in a tight circle around them as super-speed--you create a Suffocate effect at your power rank.
- Takeaway: You can attempt to disarm opponents in an area (Super-Speed x 5) feet in radius with a melee attack with an effective Strength bonus equal to two-thirds your Super-Speed power rank. This is a Targeted Burst Area Selective Damage effect that disarms rather than inflicting damage (a +0 modifier).
- Vibration Control: By vibrating your molecules at super-speed, you gain the ability to generate and direct vibrations like the Vibration Control power at your Super-Speed rank (see Vibration Control later in this chapter).
- Whirlwind Attack: You can attack opponents in an area (Super-Speed rank x 5) feet in radius with a melee attack that inflicts damage equal to two-thirds your Super-Speed power rank. This is a Targeted Burst Area Selective Damage effect (costing 3 points per rank).
Power Feats
- Seize Initiative: You can spend a hero point to automatically go first in the initiative order. While even a few ranks in Super-Speed tends to ensure going to the top of the initiative order in any given encounter, this feat is particularly suitable for really fast speedsters who can even reliably out-do others with Super-Speed.
Extras
- Affects Others: You can share the benefits of your Speed effect with others, allowing someone in close contact to move at the same speed as you.
Associated Effects
- Displacement: Moving rapidly from place to place you leave "after-images," duplicating the effects of the Displacement power (see Displacement earlier in this chapter).
- Enhanced Defense: Being super-fast should make you harder to hit, so Enhanced Defense is a common associated power for Super-Speed. A speedster may also just have a high defense bonus in general or Enhanced Dodge (at a lesser cost); making the defense bonus Enhanced just shows it|s part of the character|s powers rather than the result of skill or talent.
- Immunity: The descriptors of Super-Speed assume immunity to the side-effects of things like friction heat or the difficulties breathing when moving well past the speed of sound in an atmosphere; you don|t need the Immunity effect for any of those. Speedsters may have additional Immunity, particular to heat in general (environmental, 1 rank; damage, 5 ranks; all effects, 10 ranks) or minor things like Immunity to Vertigo (protecting against certain Nauseate or Stun effects, for example).
- Protection: While most speedsters rely on having a high defense bonus (see Enhanced Defense, previously), some may also be extremely tough to withstand the rigors of moving at super-speed, and possibly colliding with obstacles! GMs should note that speedsters with substantial Protection are quite effective at making slam attacks (see Slam, M&M, page 158).
- Wall Run: You can run up and down walls and other vertical surfaces without a Climb check; Super-Movement (wall-crawling), Limited to while running.
- Water Run: You can run across the surface of water without sinking as long as you keep moving; Super-Movement (water walking), Limited to while running.
MMPoderes