NAME
Mr Goodspeed Mecha
RUNNING SWIMMING LEAPING FLYING
10"
GLIDING SWINGING TELEPORT TUNNELING
 
POWERS

NAME
Mr Goodspeed Mecha Hoverjet
RUNNING SWIMMING LEAPING FLYING
1"
GLIDING SWINGING TELEPORT TUNNELING
 
POWERS
Primary Thrusters: Flight 30", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Sideway Manueverability, Usable Underwater, Megascale 1km, Difficult to Dispel; +1/2) (90 Active Points); Cannot Move Backwards (-1/4)

Afterburners: Flight 30", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Sideway Manueverability, Usable Underwater, Megascale 1km, Difficult to Dispel; +1/2) (90 Active Points); Cannot Move Backwards (-1/4), Linked (Primary Thrusters; Greater Power is Constant or in use most or all of the time; Lesser Power can only be used when character uses greater Power at full value; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)

NAME
Mr Goodspeed Mecha Tank
RUNNING SWIMMING LEAPING FLYING
20"
GLIDING SWINGING TELEPORT TUNNELING
 
POWERS
Tracked Movement: (0 Active Points); no Noncombat movement (-1/4) applied to Ground Movement

NAME
Mr Goodspeed
RUNNING SWIMMING LEAPING FLYING
6" 2" 1"
GLIDING SWINGING TELEPORT TUNNELING
 
POWERS
Flight Pack: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2), no Noncombat movement (-1/4)

NAME
Mr Goodspeed Powered Armor Suit
RUNNING SWIMMING LEAPING FLYING
10"
GLIDING SWINGING TELEPORT TUNNELING
 
POWERS
Primary Thrusters: Flight 12", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Sideway Manueverability, Usable Underwater, Megascale 1km, Difficult to Dispel; +1/2) (36 Active Points); Cannot Move Backwards (-1/4)

Afterburners: Flight 12", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Sideway Manueverability, Usable Underwater, Megascale 1km, Difficult to Dispel; +1/2) (36 Active Points); Cannot Move Backwards (-1/4), Linked (Primary Thrusters; Greater Power is Constant or in use most or all of the time; Lesser Power can only be used when character uses greater Power at full value; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)

NAME
Mr Goodspeed Spacecraft
RUNNING SWIMMING LEAPING FLYING
GLIDING SWINGING TELEPORT TUNNELING
5"  
POWERS
Delta-V: Flight 20", Skill Roll Penalty Reversal (Moving 1" takes full AP Penalty, Moving 20" takes no Penaly; +0) (40 Active Points); no Noncombat movement (-1/4), Requires A Navigation (Space) Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)

Jump Drive: Teleportation 5", Megascale (1" = 1 lightyear; +3 1/2), Can Be Scaled Down 1" = 1km (+1/4) (47 Active Points); Extra Time (1 Minute, -1 1/2), Requires A Navigation (space) Roll (-1/2)

NAME
Mr Goodspeed Supercar
RUNNING SWIMMING LEAPING FLYING
40" 0"/25"
GLIDING SWINGING TELEPORT TUNNELING
 
POWERS
Motorized Wheeled Vehicle: Ground Movement 0" (40" total), x8 Noncombat (10 Active Points); Only On Appropriate Terrain) (-1/4)

Excellent Brakes: Ground Movement 0" (40" total), Increased Decceleration (Additional -5" Accel Per Hex) (10 Active Points); IIF Bulky (-3/4)

Booster Lift: Leaping +25" (0"/25" forward, 0"/12 1/2" upward) (Accurate) (30 Active Points); Only For Jumping (-1), IIF Bulky (-3/4)

Booster Acceleration: Ground Movement 0" (40" total), Increased Acceleration (Additional +15" Accel Per Hex) (30 Active Points); IIF Bulky (-3/4)

NAME
Mr Goodspeed Flying Base
RUNNING SWIMMING LEAPING FLYING
GLIDING SWINGING TELEPORT TUNNELING
5"  
POWERS
Teleporter: Teleportation 5", x2,048 Increased Mass, Usable By Other (+1/4), Reduced Endurance (0 END; +1/2), Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (195 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF Immobile (-1 1/4), Others Only (-1/2)

Thrusters: Flight 5", x128 Noncombat