SPEEDSTER TRICKS (author unknown)
Since this is the third request for this that i've gotten in the last two
days, here's my Complete list of speedster powers, which shows there is a
way to put virtually every power in the book in a speedster framework. (well
some of them should probably not be allowed, but it looks good)
Absorption : how about a speedster that absorbs kinetic energy, hence
that's why they move so fast. Put the points into flight/running.
Aid: Here's an odd one, aid (or drain) to flight while running. Basically
the wind currents from your fantastic speed add to your people in the
area. (Use area effect, must be moving)
Armor: Bullet has extra armor (helmet) only for move throughs.
Change Enviroment: Create fantastic winds as you breeze past. OR change
the currents of the stream/ocean.
(Flash often made winds, or caused tidal waves. Be careful your not using
another power here though)
Clairsentience: Move around so fast, it's like seeing in two or three
places at the same time! (use all senses, not through locked rooms,
limited range)
Darkness: Clouds of dust as you run, breezing whirlwinds, and probably
some others.
Desolidification: Move so fast you just can't be hit. Vibrate your body
(ala the Flash) so that your molecules will vibrate and become
intangible. (this one is stretching it, but it IS from DC books)
Duplication: well, this is an odd way of doing a speedster. Duplicate
only lasts while moving.
("Damn, He moves so fast it looks like theres 4 of him!)
Energy Blast: Energy blast, defined as a punch.Good way to attack hand to
hand and still end up in a different hex from your opponent.
(How did he hit me from there?!) Also of course, Autofire, area effect
selective target (wow, he ran past and punched everyone in the room).
Enhanced Senses: WEll, if you can be aware while moving at 200 mph +
per hour, then many different types of senses might make sense.
Entangle: Coils rapped around people, nets, wind tunnels or vortexes
preventing movement (combined with NND attacks that remove air), bags
over the head, building steel cages around the person, building a small
fort, whatever...
Extra Dimensional movement: Moving faster than light, our hero found
himself Propelled through time.
Faster than LIght Travel: I included this one as a power that some
speedsters think they can use, and generally can not. It requires space
flight, which few true speedsters actually have (unless it's a true
flying speedster)
Flash: Dust, placing a blindfold on someone, putting a bag on thier head,
pulling their shirt over their head, many more..
Flight: This is the best way to by truly super running. with running, you
can't go up buildings (without
clinging), Run across water, move across flying shards of glass on an
exploding building (the flash again...i loved this one) and all those
other cool tricks. Of course running doesn't have a turn mode, so you could
buy both if you wanted.
Gliding: When you have that much momentum, it would be nice to slow
yourself down. Perhaps your speedster has reduced masss which helps
explain their speed. This would allow gliding easily.
HtH attack: In the few games where this is legal, it's very useful. Too
useful. Many people feel the power should not exist, but it does. However
buying strength with various advantadges and limitations is a really good
idea for a speedster (autofire anyone?)
Images: Make after images of yourself across the room. Basically keep
moving back and forth so fast, that it looks like theres two of you, or a
trail of you.
Instant change: Basically, blink, a new outfit.
Invisibility: ("Wow. He moves so fast I can't even see him")
Knockback resistance: just moving forward to counter being knocked back.
life Support: Well, in reality, if you COULD run at MACH 1+ you'd need to
not have to breath, immune to heat.
Mind Link: Getting to the really ridiculous, running to almost anywhere
in the world someone is, to relay messages only. Would take some
explaining for why you can't do more than relay messages. Maybe
Clairsentience + Images would be better.
Mind Scan: One of the first weird ones I pulled. Running through the city
at incredible speeds, searching every room, every building, every nook
and cranny, our hero found the villian in jsut a few seconds
Missle Deflection and Reflection: Running ahead of the bullets, he
grabbed them and veered htem in a new direction, pointed straight back at
the one who pulled the trigger.
Regeneration: "Good thing my super metabolism heals at such an
extraordinairy rate"
Running: useful for those gritter mood speedsters. sometimes you might
add runnign and flight, just in case, to avoid those turn mode difficulties
flight gives you.
Stretching: LIke EB, just define it as actually moving to a place, and
moving back.
Summon: "Wait here guys. I'll run out to the woods 75 miles away, and
grab a forest animal at random" OR "We're lost in a desert with no one
around, I'll run into town really quick and get someone to help us, then
bring htem back here."
Superleap: Another movement power, this can work fine. Legs that can run
that fst, can surely jump.
Suppress: movement powers (grab em, put them back wehere they were),
physical thrown things (similar to deflection, lowering the velocity)
*This is really pushing it*
Swimming: Movement powers rule!
Telekinisis: "Watch, I can run over to that table, pour myself a drink,
and bring it back here so fast, you'll never see me move!" Add area effect
for even more creativity.
Teleportation: Second only to flight in simulating amazing movement. Just
like Invisibility, basically moving so fast no one saw you move. (No
floating locations, not through locked rooms)
"Damn, how'd he get out here, we left him in there"
Transform: Theres always uses for transform. As others mentioned,
changing someones clothes MIGHT be a transform, Transform full glass to
empty glass (see telekinises), empty gas tank to full gas tank: barren
wall to painted wall, dirty kitchen to clean kitchen, Tall grass to mowed
lawn...etc..
Tunneling: Fastest shovel in the west!
Talents:
Absolute time sense
Bump of direction (I'll run ahead and make sure we're going the right way!)
Eidetic Memory:"Hmm..I'll run across town and look that up again, jsut to
be sure!"
Fast Draw: for that heroic level speedster (?!)
Lightning calculator (obvious)
SImulate Death: "My complete control over my hyper metabolism, allows me
to slow my heartbeat to a crawl!"
Speed reading: (And a HALF..theres probalby a better way to simulate this)
Universal Translator: I just thought of this one. "Damn, I don't speak
Chinese, Let me run to china inbetween sentences, to ask someone what you
are saying!" (perhaps only with earth languages as a limitation")
Lightning Reflexes: This is obvious.
Energy Blast - No Range: The Special effects are that the speedster hits
the opponent rapidly, multiple times in a single blow.
Energy Blast vs. PD - Range Based on Strength: This is throwing a
hyper-accelerated object.
Missile Deflection vs. Bullets and Shrapnel - OAF: She uses something to
bat bullets out of the air.
Autofire Energy Blast vs. PD - : The special effect is hitting someone
very, very rapidly.
The Speedster Martial Arts package
2d6 Cosmetic Transform (One Set of Clothing Into One Costume and
Vice-Versa) - :Limited Target: Clothes: This is basically changing from
costume to street clothes and back again instantly.
Speed Reading: Also obvious.
Overall Skill Levels: Using Overall Skill Levels, you can take levels off a
time chart for the purposes of determining "how short" it takes for
super-speed. Overall Levels also can be applied towards OCV and DCV as well.
Teleportation: 15" - ½ Endurance Cost, Only To Locations To Which The
Character Can Easily Walk, Teleport Path Is Visible and 3d6 Energy Blast vs.
PD - Selective Area Effect (Any 6" Area), No Range, Must Follow Path of
Teleport, Linked to Teleport: This is the classic "run along and punch
everybody you pass" trick.
Duplication - One Duplicate, Duplicate Must Remain Within A Combat
Half-Move Range of the Original Character: With this, the character moves
so quickly back and forth that he literally is in two places at once.
2d6 Minor Transformation (Changes Assembled Objects Into Disassembled
Objects and Vice Versa)
Telekinesis, Area Effect: Any, Selective Effect. Needs Target Roll for each
Disarm in Area of Effect -1/2. Only to Disarm in Area Character Can
Reach -1/2. Must do Move-by on All Characters to Be Disarmed in AoE -1/2. No
Range -1/2 (she has to go to them). Only for Disarm Maneuver -1/4: This is
running around, grabbing weapons out of people's hands.
Energy Blast - No Range, Nonselective Area Effect, Personal Immunity: This
is quite literally hitting everywhere around the speedster. Useful for
striking invisible opponents.
With a few notable exceptions, speedsters tend to leap into action rather
than rallying the troops, so a high offensive PRE may not be reasonable. A
high defensive PRE might, since speedsters are frequently cocky,
overconfident types.
There's no particular reason why speedsters would have a higher or lower EGO
in general than any other archetype, but could conceivably have mental
defence or even a mental damage shield because their thought processes are
even faster than the mentalists who are attacking them.
Entangle - Must Use Objects Of Opportunity
Entangle - Area of Effect (Radius), Must Use Objects of Opportunity
Telekinesis - Can Only Push Targets Away From Character, Affects the Whole
Object
Increased Ego: The speedster's thought processes are so fast that
mentalists have a hard time of "grabbing onto" the speedster's mind.
Skill Levels with Intelligence Skills: Reflects the fact that he thinks
really fast.
Combat Skill Levels devoted to DCV: Call it "Why yes, I can dodge bullets."