The Scarlet Speedster by Hyper-Man 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 5 20 13- HTH Damage 4d6 END [2]
27 DEX 10 15 27 14- OCV 9 DCV 9
25 CON 10 10 25 14-
12 BODY 10 4 12 11-
13 INT 10 3 13 12- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
11 PD 4 4 11/19 11/19 PD (3/11 rPD)
11 ED 5 3 11/19 11/19 ED (3/11 rED)
6 SPD 2.5 15 6 Phases: 2, 4, 6, 8, 10, 12
12 REC 9 6 12
50 END 50 0 50
36 STUN 36 0 36
15" Running 6 0 15"/33"
2" Swimming 2 0 2"
4"/2"" Leaping 4 0 4" 71 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 15"/33" [30"/66" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
Teleport 8" [32" NC]
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 7"
Weight:  220 lbs
Description:

 The Scarlet Speedster  
DEFENSES
Type Amount Notes
Physical Defense 11/19 Current BODY:
Res. Phys. Defense 3/11 (12)
Energy Defense 11/19 Current END:
Res. Energy Defense 3/11 (50)
Mental Defense 0 Current STUN:
Power Defense 5 (36)

FIGHTING SKILLS
Cost  Maneuver
Speedster Martial Arts
5
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5
2) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove
5
3) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike
5
4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove
5
5) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove
25 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 9 DCV: 9
Combat Skill Levels:
+3 Overall Skill Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
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
Passing Throw 1/2 +0 +0 4d6 +v/5; Target Falls; FMove
Sacrifice Strike 1/2 +1 -2 8d6 Strike
Passing Strike 1/2 +1 +0 4d6 +v/5; FMove
Passing Disarm 1/2 -1 -1 Disarm, 30 STR to Disarm; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 The Scarlet Speedster  
SUPERPOWERS!
Cost  Power END
Superspeed Powers
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
Superspeed Tricks Multipower
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

 The Scarlet Speedster  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Breakfall 14-
1 Concealment 8-
1 Navigation 8-
5 Rapid Attack (HTH)
1 Superspeed: Power (DEX-based) 8-
11 Total Skills Cost
PERKS
Cost  Name
2 It's The Flash!: Reputation (A large group) 11-, +1/+1d6
2 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
6 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
15 Dependent NPC: Wife - Linda Park 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
5 Distinctive Features: Uses "Hip" language (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Rogues Gallery 11- (As Pow, Limited Geographical Area, Harshly Punish)
10 Hunted: Cadmus 14- (Less Pow, NCI, Watching)
20 Psychological Limitation: Code Vs. Killing (Common, Total)
20 Psychological Limitation: Code of the Hero (What would Superman do?) (Common, Total)
5 Psychological Limitation: Talkative: This character talks... about anything, everything, and nothing. The character talks without thinking about it. Whether or not the character talks about what is going on or just babbles to hear his own voice is up to the player. At the Moderate level the character can force himself to shut up when he has to. (Uncommon, Moderate)
5 Psychological Limitation: Doesn't believe he can Fly (like Superman) without using arms like propellers. (Uncommon, Moderate)
5 Physical Limitation: Needs to eat frequently (Infrequently, Slightly Impairing)
10 Reputation: Impulsive Hero, Fastest Man Alive!, 11-
5 Rivalry: Professional, Other Speedster, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity - Wally West (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 1 1/2 x STUN Cold (Common)
10 Vulnerability: 1 1/2 x Effect Cold (Common)
150 Total Disadvantages Cost
Character created with Hero Designer (version 2007121308)