Cost |
Power |
END |
5 |
1)
+5 STR
|
1 |
24 |
2)
+12 DEX (36 Active Points); No Figured Characteristics (-1/2)
|
|
20 |
3)
+10 CON
|
|
20 |
4)
+2 SPD
|
|
3 |
5)
Absolute Time Sense
|
|
7 |
6)
Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); No Conscious Control (-2) 13-/12-
|
|
3 |
7)
+1 PER with all Sense Groups
|
0 |
12 |
8)
Rapid ( x100) with Normal Sight and Normal Hearing
|
0 |
13 |
9)
Force Field (8 PD/8 ED), Costs END Only To Activate (+1/4) (20 Active Points); Restrainable (Requires Movement; -1/2)
|
2 |
5 |
10)
Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (Force Field; -1/2)
|
0 |
25 |
11)
Running +9" (15"/33" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points)
Notes:
Reduced END affects 6" base. 15" & SPD 6 = Velocity Factor 5 (5er page 436).
|
1 |
72 |
Multipower, 90-point reserve, (90 Active Points); all slots Limited Power Affected by Adjustment powers as an EC (-1/4)
|
|
4u |
1)
Superspeed Running:
Running +18" (15"/33" total), Reduced Endurance (1/2 END; +1/4) (45 Active Points); Limited Power Affected by Adjustment powers as an EC (-1/4)
Notes:
33" & SPD 6 = Velocity Factor 8 (5er page 436).
|
2 |
3u |
2)
Faster than Newton's Laws of Motion:
Flight 11", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Combat Acceleration/Deceleration, Megascale, No Turn Mode, No Gravity Penalty or Reduced End; +3/4) (44 Active Points); Limited Power Affected by Adjustment powers as an EC (-1/4)
Notes:
Due to his Psychological Limitation: Fear of Flying, Flash believes that he can't properly "fly" without spining arms or something similar so this operates as if he had taken the "Only In Contact With A Surface" Limitation. 11" & SPD 6 = Velocity Factor 5 (5er page 436).
|
2 |
3u |
3)
Superspeed Molecular Control:
(Total: 45 Active Cost, 35 Real Cost) Desolidification (40 Active Points); Limited Power Affected by Adjustment powers as an EC (-1/4) (Real Cost: 32)
plus Power Defense (5 points) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Affected by Adjustment powers as an EC (-1/4) (Real Cost: 3)
|
5 |
3u |
4)
Faster than...:
Teleportation 8", No Relative Velocity, x2 Increased Mass, x4 Noncombat, Invisible to Sight Group, SFX Only (+1/4) (45 Active Points); Must Pass Through Intervening Space (-1/4), Only When In Contact With The Ground (-1/4), Limited Power Affected by Adjustment powers as an EC (-1/4)
|
4 |
3u |
5)
...A speeding bullet:
(Total: 45 Active Cost, 30 Real Cost) +3 Overall Skill Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Affected by Adjustment powers as an EC (-1/4) (Real Cost: 20)
plus Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Affected by Adjustment powers as an EC (-1/4) (Real Cost: 10)
|
4 |
3u |
6)
Superspeed Wind Generation:
Dispel Fire 6d6, Does Knockback (+1/4), Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4) (45 Active Points); No Range (-1/2), Limited Power Affected by Adjustment powers as an EC (-1/4)
|
4 |
1u |
7)
Superspeed Recovery:
Healing BODY 1d6+1 (standard effect: 4 points), [two powers] simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Limited Power Affected by Adjustment powers as an EC (-1/4)
|
0 |
3u |
8)
Superspeed Clothes-Line:
Hand-To-Hand Attack +4d6, Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect (Trail; 12"; +1) (45 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Affected by Adjustment powers as an EC (-1/4)
Notes:
+1 DC of damage per velocity divisor x2.25. Passing Strike (8d6 base) gets +1 DC /+11" movement. If using optional VF rules 11" gives +2DC's, 33" gives +3DC's.
|
4 |
3u |
9)
Superspeed Punch:
Hand-To-Hand Attack +4d6, Indirect (Same origin, always fired away from attacker; +1/4), Does x1 1/2 Knockback (+1/2), Penetrating (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Affected by Adjustment powers as an EC (-1/4)
Notes:
12d6 total when used with Sacrifice Strike.
|
4 |
235 |
Total Powers Cost |