| Cost |
Power |
END |
| 54 |
1)
Enter the Speed Zone:
Extra-Dimensional Movement (Speed Zone, Any Location corresponding to current physical location), 1 TURN, Microspeed (4 SPD / 3 Actions), Reduced Endurance (1/2 END; +1/4) (67 Active Points)
|
2 |
| 14 |
2)
Microspeed Perception:
Rapid ( x1,000,000) with Normal Sight (18 Active Points)
|
0 |
| 8 |
3)
Speed Zone Sight:
Perceive into the Normal Speed World with Sight Group (10 Active Points)
|
0 |
| 14 |
4)
Speed Zone Touch:
Transdimensional (Normal Speed World; +1/2) for up to 35 Active Points of STR (17 Active Points)
|
2 |
| 5 |
1)
Hyper-Efficient Metabolism:
Life Support (Eating Character only has to eat once per week; Extended Breathing: 1 END per Minute; Longevity 200 Years; Sleeping Character only has to sleep 8 hours per week)
|
0 |
| 5 |
2)
Hyper-Metabolism:
Power Defense (5 points)
|
0 |
| 10 |
3)
Hyper-Metabolism:
Reduced Endurance (0 END; +1/2) (10 Active Points) applied to Running
|
|
| 3 |
4)
Hyper-Reflexive Eye Protection:
Sight Group Flash Defense (3 points)
|
0 |
| 7 |
5)
Hyper-Regeneration:
Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
|
0 |
| 19 |
6)
Hyper-Resistant:
Damage Resistance (20 PD/10 ED), Hardened (+1/4) (19 Active Points)
|
0 |
| 25 |
7)
Hyper-Sight:
Normal Sight: Megascale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 25 Active Points
|
2 |
| 2 |
8)
Hyper-Thought:
Mental Defense (5 points total)
|
0 |
| 75 |
Multipower, 60-point reserve, all slots Combat Acceleration/Deceleration (+1/4) (75 Active Points)
|
|
| 5u |
1)
Hyper-Acceleration:
Running +20" (10"/30" total), Reduced Endurance (0 END; +1/2) (60 Active Points)
Notes:
100/200 MPH
|
|
| 4u |
2)
Hyper-Centrifugal:
Flight 30" (60 Active Points); Only In Contact With A Surface (-1/4), Must at least Half Move (-1/4)
Notes:
100/200 MPH
|
6 |
| 4u |
3)
Hyper-Globetrotting:
(Total: 60 Active Cost, 41 Real Cost) Desolidification (affected by Large Area of Effects, Anti-Movement Powers), Costs END Only To Activate (+1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 33)
plus Flight 2", Reduced Endurance (0 END; +1/2), Megascale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (10 Active Points); Only In Contact With A Surface (-1/4) (Real Cost: 8)
Notes:
~300,000 MPH
|
4 |
| 6u |
4)
Hyper-Kinetic Burst:
Leaping +55" (5"/60" forward, 2 1/2"/30" upward) (Accurate) (60 Active Points); No Noncombat Movement (-1/4)
Notes:
200 MPH
|
6 |
| 40 |
Multipower, 50-point reserve, (50 Active Points); all slots Requires A Speed Trix Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
|
|
| 3u |
1)
Hyper-Fighty:
(Total: 50 Active Cost, 34 Real Cost) +5 with DCV (25 Active Points); Costs Endurance (-1/2) (Real Cost: 14)
plus +5 with HTH Combat (25 Active Points) (Real Cost: 20)
|
2 |
| 2u |
2)
Hyper-Hyper Regeneration:
Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes:
Must be on for full TURN; total of 3 BODY Regeneration
|
0 |
| 2u |
3)
Hyper-Invisible:
Invisibility to Sight, Hearing, Smell/Taste and Radio Groups and Danger Sense , No Fringe (48 Active Points); Only When Not Attacking (-1/2), Must at least Half Move (-1/4)
|
5 |
| 4u |
4)
Hyper-Kinetic Impaction:
(Total: 50 Active Cost, 40 Real Cost) +35 PD (Real Cost: 35)
plus Armor (10 PD/0 ED) (15 Active Points) (Real Cost: 12)
|
0 |
| 3u |
5)
Hyper-Strike (Flurry):
Hand-To-Hand Attack +5 1/2d6, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (49 Active Points); Hand-To-Hand Attack (-1/2)
Notes:
11d6 Autofire x3, Total 3 END
|
1 |
| 3u |
6)
Hyper-Strike (Knockback):
Hand-To-Hand Attack +5 1/2d6, Double Knockback (+3/4) (49 Active Points); Hand-To-Hand Attack (-1/2)
Notes:
11d6 x2 KB, 5 END
|
5 |
| 3u |
7)
Hyper-Strike (Ultrafast):
Hand-To-Hand Attack +8d6, Affects Desolidified Speedster Desolidification (+1/4) (50 Active Points); Hand-To-Hand Attack (-1/2)
Notes:
15d6, 5 END
|
5 |
| 2u |
8)
Hyper-Throwing (Blunt):
Energy Blast 10d6 (vs. ED) (50 Active Points); OIF (Focus of Opportunity; -1/2), Range Based On Strength (-1/4)
|
5 |
| 2u |
9)
Hyper-Velocity Force:
+40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Lifting Power (-1), No Figured Characteristics (-1/2)
Notes:
Usable for Shoving, breaking free from Entangles / Grabs, to maintain a Grab, Strikes, and other cases where Strength is exerted but weight is not lifted.
|
2 |
| 324 |
Total Powers Cost |