Hype Ed Hastings 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
35 STR 10 25 35 16- HTH Damage 7d6 END [3]
35 DEX 10 75 35 16- OCV 12 DCV 12
35 CON 10 50 35 16-
15 BODY 10 10 15 12-
14 INT 10 4 14 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
20 PD 7 13 20/65 20/65 PD (20/30 rPD)
10 ED 7 3 10 10 ED (10 rED)
9 SPD 4.5 45 9 Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12
20 REC 14 12 20
70 END 70 0 70
50 STUN 51 -1 50
10" Running 6 8 10"/30"
0" Swimming 2 -2 0"
5"/2 1/2"" Leaping 7 -2 5"/60" 258 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 10"/30" [20"/60" NC]
Swim (2) 0" [ NC]
H. Leap (7") 5"/60"
V. Leap (4") 2 1/2"/30"
EXPERIENCE POINTS
Total earned: 175
Spent: 175
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 550
APPEARANCE
Hair Color:  Black
Eye Color:  Blue
Height:  6' 2"
Weight:  220 lbs
Description:
Dashingly handsome, with slicked back hair and a stern face. Extremely intense, and always moving. Constantly in a hurry to do everything. Fidgets constantly.

 Hype Ed Hastings 
DEFENSES
Type Amount Notes
Physical Defense 20/65 Current BODY:
Res. Phys. Defense 20/30 (15)
Energy Defense 10 Current END:
Res. Energy Defense 10 (70)
Mental Defense 5 Current STUN:
Power Defense 5 (50)

FIGHTING SKILLS
Cost  Maneuver
Hypersonic Fu
5
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on; FMove
4
3) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
5
4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 +v/5; FMove
4
5) Shove: 1/2 Phase, +0 OCV, +0 DCV, 50 STR to Shove
23 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
Speedster / Light Brick with an array of Speedster Tricks
When in doubt, Abort to Flying Dodge and activate Impaction
Use Knockback richochet since it uses base OCV
Take out Energy Projectors and Mentalists first
Hand Attacks and Martial Arts can be stacked
Use FMove Manuevers to fullest extent.
Keep an Eye on Endurance
ABM: Always Be Moving
COMBAT INFORMATION
OCV: 12 DCV: 12
Combat Skill Levels:
+2 All Movement
+3 with Martial Arts
+5 with DCV (25 Active Points); Costs Endurance (-1/2)
+5 with HTH Combat (25 Active Points)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 45 STR for holding on; FMove
Martial Escape 1/2 +0 +0 50 STR vs. Grabs
Passing Strike 1/2 +1 +0 7d6 +v/5; FMove
Shove 1/2 +0 +0 50 STR to Shove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Hype Ed Hastings 
SUPERPOWERS!
Cost  Power END
Speedster Physiology
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
Hyper-Kinetic Movement Multipower
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
Speed Trix Multipower
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
3u   4)   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   5)   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   6)   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   7)   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   8)   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
4u   9)   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
234 Total Powers Cost

 Hype Ed Hastings 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
6 +2 All Movement
9 +3 with Martial Arts
3 Acrobatics 16-
3 Breakfall 16-
5 Power (Speed Trix) (DEX-based) 17-
26 Total Skills Cost
PERKS
Cost  Name
1 Answering Service (1-888-GET-HYPE)
2 Money (Endorsements): Well Off
6 Reputation (That NAR-COLA guy) (A large group) ; 11-, +3/+3d6
9 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability to Poisons/Venoms: 2x Effect Uncommon
15 Susceptibility: Teleportation 3d6 damage Instant Uncommon
10 Distinctive Features: Mutant Not Concealable, Extreme Reaction, Detectable Only By Unusual Senses, Not Distinctive In Some Cultures
30 Enraged: Berserk when Restrained Uncommon, go 11-, recover 8-
10 Hunted: Thunderbolt II 8- (As Pow, Harshly Punish)
5 Rivalry: Professional (Kinetik; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Physical Limitation: Hyperactive All the Time, Slightly Impairing
15 Psychological Limitation: Impulsive (Common, Strong)
125 Total Disadvantages Cost

 Hype Ed Hastings 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 2" Hair: Black
Weight: 220 lbs Eyes: Blue
Dashingly handsome, with slicked back hair and a stern face. Extremely intense, and always moving. Constantly in a hurry to do everything. Fidgets constantly.
PERSONALITY & MOTIVATION
Without need of stimulant, Hype is very like the worst caffeine addict in the world. He is always agitated and in a hurry. He has a personality best described as "Type A+++"; he is direct, aggressive, and uncomplicated. His motivation to be a superhero is an ingrained desire to 'do the right thing'. His parents taught him to protect those less fortunate than himself and to use his powers to fight crime in any form.

He also, to be quite honest, really enjoys fighting; he likes testing himself against equivalent opponents in an ongoing effort to improve himself and eagerly seeks out such opportunities, making him exactly the sort of hero most supervillains do not want to attract the attention of. He is extremely dogged when on the scent of something and wont let it go until he gets to the bottom of it or something more pressing arises.
CATCH PHRASE(S)
"GAH!DoIhavetodoeverythingmyself?"
POWERS & SPECIAL EFFECTS
Hype is a mutant with the ability to move at incredibly high speeds. While he does have an accelerated metabolism consitent with most "speedsters", Hype's powers seem to function primarily by absorbing kinetic energy directly from the environment rather than purely as a function of his physiology. Most of Hype's primary powers are applications of his incredible speed and ability to impart and absorb kinetic energy in the form of velocity with the remainder being by products of his superhuman physique. He is capable of incredible feats of agility, strength, and stamina.

Hype is one of the fastest superhumans in the world, and is able to traverse the United States from coast to coast in about a minute and a half assuming a clear path, and only slightly longer if following highways and moving through traffic. Hype is able to move faster than the eye can see for short periods of time, and is able to impart velocity as force to inflict tremendous damage. Hype is also able to cancel kinetic energy that might harm him, and is able to shrug off incredible amounts of impact damage if propery preparred. His skin is thickened, presumably to resist friction and small debris, and is almost impervious to small arms fire. Hype also has an accelerated healing factor, which he is able to accelerate even further when not pressed.

Hype will usually use his speed as a weapon, dashing in and out of a fight, taking advantage of changing combat situations, attacking foes from behind, befuddling enemies with his ability to weave through their ranks with seeming impunity, and remaining in constant motion. However occasionally Hype will stop moving and fight an opponent toe to toe; his incredible reaction time and agility serves him well in such occasions, and he is a formidable HtH opponent.

Hype is able to run extremely fast, and is able to run up walls, over water, and even across ceilings in the right circumstances and for short periods of time. However he often suprises opponents with his ability to make incredible leaps although now that the Mill City Zoo footage has been circulated extensively, wherein Hype used the gravitically anchored Gravitic as a springboard for an extreme arial manuever to take out the sniper Hypersonique, this is less likely to work as effectively versus those that know of it.

When removed from normal interaction with the universe via Teleportation Hype appears to suffer some degree of pain. Hype also seems to loose control of his faculties when restrained, manically trying to untrammel himself.

 Hype Ed Hastings 
ORIGIN
Kyle Sanders was born in 1978 to elderly parents in San Diego, CA. Unlike many mutants whose powers dont catalyze until they are in puberty, Hype was born with his powers already active. Due to this he never really had what you would call a normal childhood. His parents moved to a large house in Alpine, east of San Diego, and homeschooled him to minimize his contact with other people. His parents, a retired Naval Chief named George and his wife Marcy, kept drilling it into Kyle's head that he had a responsibility to use his powers for the good of society, and it took. After "graduating" high school with a GED in 1996, Kyle embarked on a career of crimefighting as Hype while still living at home; his mother made his first costume.

Hype was fairly local to San Diego County for the first 2 years of his 'career', but in 1998 the supercriminal Oculon discovered Hype's secret ID with his X-Ray vision and was able to track Hype to his home in Alpine. Hype had interfered in Oculon's affairs once too often, and Oculon was determined to take him out of the picture. Attacking at night Oculon used his eyeblasts at lethal force firing into the Sander's home randomly. Before Hype could strike back Marcy was caught in Oculon's indiscriminant fire and killed instantly. George, in his 70's and wounded by falling debris, shot Oculon in the leg with an old hunting rifle. Oculon was distracted long enough to allow Hype to get in a solid blow, knocking Oculon out.

Hype took stock of the situation and realized the scope of the damage: the house was in ruins, and his mother was dead. It was too much to bear, and he snapped, beating the unconscious Oculon unmercifully and ultimately killing him. George tried to stop him but once the deed was done he told Hype to take Oculon, tie weights to him, and dump the body 10 miles out to sea. Hype complied, leaving his father to wait on the arrival of the police.

Though his injuries were relatively slight, George had no real will to live anymore with the death of his wife of 54 years, and passed away in the hospital in his sleep that night and thus Hype was left isolated and alone in the turn of one revolution of the earth around the sun. The next several days passed in a blur as he managed to get by without money or a place to stay. Finally Hype recovered from his grief enough to do something, and felt a great need to leave his home town, to be somewhere else, anywhere else. He started running east and just didnt stop; he tore across Arizona, New Mexico, Texas all at once and kept going. Finally he stopped in Vibora Bay unsure of where he was and needing directions. Stopping at a truck stop to get his bearings and look at a map he sat down for a cup of coffee and a bite to eat.

While Hype was finishing up his cup of joe, the local station playing on the TV behind the counter switched over to a super-battle-in-progress in Vibora Bay. The superhero team NewGen was fighting a team of supervillains. One of the waitresses was heard to remark, "why, thats not 5 miles from here!". Hype asked her in which direction, and as she pointed to the southeast he was off like a shot, donning his homemade mask as he ran; the patrons of the truck stop saw him appear on the scene mere seconds later. In that fight, Hype squared off against Thunderbolt II and managed to best him in speedster combat, turning the tide of battle for the heroes in the process. The villain team was forced to flee, and afterwards Hype introduced himself to NewGen. The leader of NewGen, Techrage, offered him a probationary membership and with no other real plans Hype accepted.

He served with NewGen for the next five years until the team disbanded in early 2003. In that time, he progressed from unknown local hero to the 'big leagues', fighting crime not only in Vibora Bay but whereever chance might take the team. He also got professionally made costumes while with NewGen and his image was carefully defined by NewGen's PR people. As his recognition factor grew he was offered several endorsement contracts, and accepted one from NAR-COLA who he has done 3 commercials for thus far.

After NewGen folded Hype decided to take care of some old business and set out to track down Thunderbolt II, who has made a habit of popping out of the woodworks over the last five years whenever he thinks he has the edge on Hype. Since "ThunderDOLT", as Hype prefers to call him, was most recently seen in Millenium City Hype made his way there. Thunderbolt wasn't immediately available but Hype did make himself fighting crime, including supercrime, and bumped into Gravitic as both responded to a distress call to prevent GRAB from robbing a museum in downtown Mill City. After the battle the two exchanged contact info and worked together again later several times, including the highly televised attempt to wreak havoc at the Mill City Zoo by a group of supervillains including Highrise and Hypersonique where Gravitic and Hype were joined by War-Man and later Major Savage in events that directly transpired from events at the zoo.

Finally after working with Gravitic as a duo again in a battle against Riptide and Ogre, Hype announced the formal founding of the Millennial Men on national TV, much to the suprise of Gravitic. Hype invited several other supers that had worked with either himself or Gravitic to join the team, and thus the Mill Men were formed. However relatively soon thereafter John Wrath returned to the city and tagged along. Hype and Wrath did not get along at all and Hype departed the group in frustration.

Since then he has continued to patrol the city and fight crime as an effective solo hero, and has been instrumental in taking down several supervillains as well as many normal criminals. However his methods and aggressiveness have made him the target of some in the media and the populace that feel he is a borderline vigilante; this is only exacerbated by his refusal to register with PRIMUS.
Character created with Hero Designer (version 2006040710)