Cost |
Power |
END |
56 |
Hyper Movement: Multipower, 56-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Power Cannot Be Pushed (-1/4) | |
4u |
1) Enter the Speed Zone: Nanospeed SPD 6: 1 Turn: Extra-dimensional Movement into the Speed Zone | 3 |
4u |
2) Hyper Running: Running + 16", Megascale (1" = 1 km; +1/4), Usable As Flight (Surface Only) (+1/4)Notes: Maximum Speed 28707.34 mph / 46200.00 kph. Circumnavigation time 52.04 minutes. She can sustain this speed for about 11 turns. | 2 |
3u |
3) Super-Running: Running +21" (27" total), Usable As Flight (Surface Only) (+1/4); no Noncombat movement (-1/4)Notes: Maximum Speed 70.48 mph / 113.40 kph. She can sustain this speed for about 11 turns. | 2 |
29 |
Speedster Tricks: Multipower, 51-point reserve, all slots Requires A Speedster Tricks Skill Roll (-1/2), Power Cannot Be Pushed (-1/4) | |
2u |
1) Afterimages: +10 with DCV; Does Not Apply Against Attackers With Physical Targeting Sense (-1/4) | |
2u |
2) Battering Ram: Hand-To-Hand Attack +3d6, Double Knockback (+3/4); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) plus +5 with Battering Ram | 3 |
2u |
3) Clear The Area!: +7 with DEX Rolls; Only With Dive For Cover Rolls (-1) plus +6 with DCV | 0 |
2u |
4) I'll Take Those!: Teleportation 6", Invisible to Danger Sense, Normal Hearing, and Sight Group, Source Only (+1/2), Usable As Attack (+1), Area Of Effect (6" Radius; +1 1/4), Selective Target (+1/4); Only To Disarm/Grab/Plant Accessible Objects (-1) | 5 |
2u |
5) Nice Bullets You Got There: Teleportation 6", Invisible to Danger Sense, Normal Hearing, and Sight Group, Source Only (+1/2), Usable As Attack (+1), Area Of Effect (6" Radius; +1 1/4), Selective (+1/4); Only To Remove Bullets/Clips From An OAF Firearm (-1) | 5 |
1u |
6) Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa); Limited to Clothing (-1/2) | 1 |
2u |
7) Rapid Tasks: +6 with all non-combat Skills; Only To Counteract Time Modifiers (-1) | |
2u |
8) Rapid-Fire Punch: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2); Hand-To-Hand Attack (-1/2) | 2 |
2u |
9) Rapid Repair: Minor Transform 5d6 (Broken/disassembled device to working device), Requires appropriate tools and skill (+0); No Range (-1/2), Only broken or unassembled/disassemble items (-1/2) | 5 |
2u |
10) Run-By Grabbing: +20 STR; Only For Grab-Bys (-1) plus +6 with Running Grab-By | 2 |
2u |
11) Save The Baby!: Teleportation 10", Ranged (+1/2), Usable on Others: Defense is Teleportation, Desolidification, Power Defense (+1); Must Be Able To Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4) | 5 |
2u |
12) Sonic Finger Snap: Energy Blast 5d6, No Normal Defense (LS: Safe Enviroment: High Pressure, Power Defense, Hard Ear Covering; +1); No Range (-1/2), Does Not Work In A Vacuum (-1/4) | 5 |
1u |
13) Tuck and Roll: +14 with Breakfall; Only To Recover From Being Tripped, Thrown or Knocked Back While Running (-1/2) | |
12 |
Rapid Healing: Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) | 0 |
9 |
Millispeed Perception: Rapid ( x1,000) with Normal Sight | 0 |
6 |
Speedster Studiousness: Speed Reading (x100) | |
5 |
Speed Zone Touch: 10 STR: Transdimensional (affects normal speed world; +1/2) for up to 10 Active Points | 1 |
3 |
Detect Security Cameras 13- (Sight Group) | 0 |
2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
12 |
Slick Suit: Carbon Nanotube Armor: SWCNT-b with Impact Resist Padding (VPD): Damage Resistance (12 PD/6 ED); OIF (Costume; -1/2) plus +15 PD; Only Protects Against Damage From Move-Through/Move-Bys/Knockback (-1), OIF (Costume; -1/2) | 0 |
169 |
Total Powers Cost |