ABL ASEAN Basketball League Team 18 Taiwan Titties
"Flash" Crystal Liu Yifei 刘亦菲 5’7” 1.70m (age 35) (C)
https://en.wikipedia.org/wiki/Flash_(DC_Comics_character)
Powers and abilities
All incarnations of the Flash can move, think, and react at light speeds as well as having superhuman endurance that allows them to run incredible distances. Some, notably later versions, can vibrate so fast that they can pass through walls in a process called
quantum tunneling,
[17] travel through time and can also lend and borrow speed. Speedsters can also heal more rapidly than an average human. In addition, most incarnations have an invisible aura around their respective bodies that protects them from
air friction and the kinetic effects of their powers.
On several occasions, the Flash has raced against
Superman, either to determine who is faster or as part of a mutual effort to thwart some type of threat; these races, however, often result in ties because of outside circumstances. Writer
Jim Shooter and artist
Curt Swan crafted the story "Superman's Race with the Flash!" in
Superman #199 (August 1967), which featured the first race between the Flash and Superman.
[18] Writer
E. Nelson Bridwell and artist
Ross Andru produced "The Race to the End of the Universe", a follow-up story four months later in
The Flash #175 (December 1967).
[19] However, after the
DC Universe revision after
Crisis on Infinite Earths, the Flash does successfully beat Superman in a race in
The Adventures of Superman #463, with the explanation that Superman is not accustomed to running at high speed for extended periods of time since flying is more versatile and less strenuous, which means the far more practiced Flash has the advantage. After
Final Crisis in
Flash: Rebirth #3, the Flash is shown as being significantly faster than Superman, able to outrun him as Superman struggles to keep up with him. He reveals that all the close races between them before had been "for charity". In the
Smallville episode "Run", the Flash can not only run faster than a pre-Superman Clark Kent but also match Clark's top speed while running backward.
While various incarnations of the Flash have proven their ability to run at light speed, the ability to steal speed from other objects allows respective Flashes to even significantly surpass this velocity. In
Flash: The Human Race,
[20] Wally is shown absorbing kinetic energy, to an extent enabling him to move faster than teleportation and run from the end of the universe back to earth in less than a Planck instant.
Speedsters may at times use the ability to speed-read at incredible rates and in doing so, process vast amounts of information. Whatever knowledge they acquire in this manner is usually temporary. Their ability to think fast also allows them some immunity to telepathy, as their thoughts operate at a rate too rapid for telepaths such as
Martian Manhunter or
Gorilla Grodd to read or influence their minds.
Flashes and other super-speedsters also have the ability to speak to one another at a highly accelerated rate. This is often done to have private conversations in front of non-fast people (as when Flash speaks to Superman about his ability to serve both the
Titans and the JLA in
The Titans #2). Speed-talking is also sometimes used for comedic effect where Flash becomes so excited that he begins talking faster and faster until his words become a jumble of noise. He also has the ability to change the vibration of his vocal cords making it so he can change how his voice sounds to others.
While not having the physical strength of many of his comrades and enemies, Flash has shown to be able to use his speed to exert incredible momentum into physical attacks. In
Injustice: Gods Among Us, Flash uses these kinds of attacks as many of his special moves.
The Flash has also claimed that he can process thoughts in less than an
attosecond. At times he is able to throw lightning created by his super speed and make speed vortices.
Some flashes also have the ability to create speed avatars (i.e. duplicates) and these avatars have sometimes been sent to different timelines to complete a particular mission. (Barry Allen exhibits this ability in the live action series "The Flash").
He can also be seen negating the effects of the anti-life equation, when he freed Iris-West from its control (probably due to his connection with the Speed Force).
It is said that Wally West has reached the velocity of 23,759,449,000,000,000,000,000,000,000,000,000,000,000,000 (about 24 tredecillion) × c (the speed of light), and he could only do this with the help of every human being on earth moving so the Speed Force was joined through everyone.
[21] With that speed, he was able to run not only from planet to planet but also to different galaxies and universes at what would be considered a blink of an eye.
https://en.wikipedia.org/wiki/Flash_(Jay_Garrick)
Powers and abilities[edit]
As the Flash, Garrick can run at
superhuman speeds and has superhumanly-fast reflexes, tapping into the
Speed Force. The limits of his speed have fluctuated over the years, though he has usually been second to DC's "flagship" Flash,
Barry Allen and his successor,
Wally West.
In his earliest appearances, Garrick's speed was derived from a metagene that activated after he inhaled hard water vapors. According to himself, he initially could run just shy of the speed of sound. He could carry people away with him at super-speed without causing injury due to extreme acceleration. He could make himself invisible by vibrating his body at high frequencies and disguise his features by vibrating his molecules. Once he met Barry Allen, he surpassed his limitations, citing running at 'twenty times the speed of sound',
[33] seemingly able to tap into the Speed Force. He has since displayed speed absorption, time travel and interdimensional shifting abilities.
When Bart Allen absorbed the Speed Force during
Infinite Crisis, his speed was diminished to the same level as his early adventures. He struggled to surpass the speed of sound and lost many of his higher powers. Once the Speed Force returned, Jay's powers were fully restored.
In
The New 52, Jay's origin was altered. He gained his speed as a divine blessing from the god, Mercury. He also displayed the ability to manifest his uniform at will, heal at an accelerated rate, and approach near-lightspeed fairly easily.
https://en.wikipedia.org/wiki/Flash_(Barry_Allen)
Powers and abilities[edit]
Barry has the ability to run at super-human velocities. He was at times during the
Silver Age described as faster than the
speed of thought.
The Flash #150, "straining every muscle", he ran at ten times the speed of light.
[48] However, when he pushed himself further (during the
Crisis on Infinite Earths) he appeared to waste away as he was converted into pure energy, traveled back in time, and was revealed in
Secret Origins Annual #2 to be the very bolt of lightning that gave him his powers.
[49] This was later
retconned in
The Flash: Rebirth #1, where Barry stated that he "ran into the
Speed Force" and that, "When he stopped the
Anti-Monitor, when (he) ran into the "Speed Force" and joined it, it was like shedding (his) identity".
[18] His speed allows him, in certain circumstances, to "vibrate" between
dimensions. In
Grant Morrison's
Final Crisis, using the Speed Force, Allen was able to undo the effects of the
Anti-Life Equation upon an individual: an ability he used on his wife Iris to free her from the bondage of
Darkseid's mind control.
[16]
Barry's speed has numerous secondary applications. He can use it to generate cyclones by spinning his arms quickly. Barry can also manipulate the electrical Speed Force energy he generates. He can channel the energy into arcs of lightning, as well as use the electricity to manipulate magnetism on a minor level. He has also used the lightning to create blinding amounts of light. By interlocking his lightning with that of another speedster, Barry can short circuit their connection to the Speed Force. Barry is also immune to telepathic attacks and control as he can shift his thoughts at a speed faster than normal thought. Through "speed-reading", he can absorb large amounts of information into his
short-term memory, which remain in his mind just long enough for him to make use of it. Using this technique, Barry was able to learn enough about building work to rebuild a destroyed apartment building.
[50] The Speed Force also supplies Barry with a protective aura that shields him from friction and kinetic impacts, as well as grants him superhuman durability. Other aspects of Barry's powers include an enhanced metabolism, which grants him a regenerative healing factor. In the New 52, Barry learned that his body is using the Speed Force to its full extent but his brain was not. With the help of Dr. Elias he was able to learn how to use the Speed Force to process more information, and make even quicker decisions, to the point where he feels like he can see everything before it happens.
[51] Barry also developed the ability to speed up the flow of time around him, which he used to negate the powers of Zoom, who was able to slow down time. In terms of DC's internal lexicon, Barry is classified as a
metahuman: a human being who possesses extranormal abilities either through birth or (as in Barry's case) as the result of some external event.
[52][53]
https://en.wikipedia.org/wiki/Wally_West
Powers and abilities[edit]
Wally's primary
superpower is his ability to control the speed at which his body vibrates and to move and think at super-speed, which he uses primarily to run at extreme superhuman velocities. His power is originated from his mainline-connection to the
Speed Force: a vaguely-defined extra-dimensional and infinite energy source from which most speedster heroes gain their powers. Wally is widely considered to be the Fastest Flash, and is significantly faster than his mentor,
Barry Allen.
[26][27][28][29][30][31] He has been confirmed to be the fastest being in the entire DC Multiverse.
[25]
While most to all speedsters can make a connection and draw upon this force, Wally "mainlines" power from the Speed Force itself and cannot be cut off from the source. This connection to the Speed Force grants him unique abilities that other speedsters lack, such as lending and taking speed (which manifests in different ways, ranging from becoming speedsters themselves to bolstering others
metabolisms and healing abilities, allowing them to recover from injuries in a fraction of the normal time), as well as absorbing
kinetic energy in a less direct manner; he once absorbed the kinetic energy of the entire planet Earth while standing at the North Pole when his teammates were forced to move the planet to prevent possible earthquakes. Wally has also found a way to create a costume out of pure Speed Force energy.
[32]
Like all Flashes, Wally is surrounded by a protective aura that allows him to resist the heat created by the pressure of compressed air caused by moving at super speed as well as other environmental consequences of moving at such velocities. It is not known how Wally is able to circumvent the damage moving at such great speeds would normally have on the environment, but it has been hypothesized that his protective aura allows him to "sidestep" such environmental consequences. Because of his powers and connection to the Speed Force, he can run at varying speeds for extended periods of time without needing rest or causing damage to his body. It is his connection to the Speed Force that constantly rejuvenates him while running, making it so he does not literally feed upon his own body to generate the energy for super speed. Even so, he has a sped-up metabolism and finds it necessary to eat often and in great quantities to help supply the chemical energy needed.
Using his abilities, Wally can run at such speed that he can run on water, create powerful
vortices with his arms or body, and vibrate at such speeds that he becomes
invisible to the
naked eye. Wally can also match the
vibrational constant of
solid objects and vibrate through them, passing his molecules through the spaces in between the atoms and molecules of the matter he is vibrating through, however, Wally accidentally destabilizes whatever he passes through, causing it to explode. While this has its drawbacks, Wally has learned to use this offensively in battle. Since Rebirth 2016, Wally improves this ability and can vibrate through objects without causing them to explode.
[33]
Instead of using the cosmic treadmill as his uncle Barry, Wally can use his speed to travel through time. In Flash #150, he traveled back to the events of
Crisis on Infinite Earths and battled the Anti-Monitor, speed-blitzing him until his shell was destroyed. He also outran
death to the edge of the universe and beyond, where death didn't even exist and continued to run to get Linda back. There was a comic series titled The Human Race in which Wally ran faster than instant teleportation, Reaching Trans-Time Velocity.
[34] The Flash vol 2 #177 had Wally outrun the gravitational pull of a black hole. Using Jessie Quick's speed formula combined with his speed steal, Wally can temporally accelerate to the point where he escapes linear time, essentially allowing him to function like the chronokinetic Zoom.
Wally's connection to the Speed Force also grants him low-to-high electrokinetic abilities. He generates large amounts of lightning while moving at super speed, as well as whenever he is angered. On certain occasions, Wally has been able to project arcs of Speed Force lightning, such as when he is lending speed, or when he was using the Speed Force to restore the memories of the Titans, during DC Rebirth. Wally can also absorb electrical attacks and rebound them with ten times the force.
Wally West is the Fastest Flash and is arguably the fastest being that has ever existed, as said by Max Mercury—and it has been remarked that Wally and Barry are the only two speedsters that were fast enough to even outrun
death itself.
[11] Wally himself has performed several feats and made several references to be faster than Barry and having surpassed him.
[26]
Wally is fast enough to easily break all the speed barriers and even enter the Speed Force. Wally has, on several occasions, traveled much faster than light and entered and exited the Speed Force by his own volition. He has shown that he can achieve practically any speed he wishes and that there are no limits to his speed.
Wally has even become so fast and so powerful, that he became faster than the Speed Force itself.
[25]
Some interpretations of Wally are shown as having above-average strength. On the Justice League episode "The Brave and the Bold Part 2", the gorilla
Solovar tells Wally that he weighed around 400 lbs; Wally then proceeded to lift Solovar and run to safety.
Wally is also a skilled science prodigy. In some versions, like Young Justice, Wally uses these skills to recreate the accident that gave Barry his powers by himself, granting himself his own powers. Like his mentor, Wally understands what his speed enables him to do, and uses his knowledge of physics to his advantage in battle. He has extensive knowledge and experience with Time-Travel and the Multiverse, and was also considered by Michael Holt, aka Mister Terrific, to be one of the smartest people he knew, and was given a job as a mechanic/engineer at TerrificTech.
After his return to the DC Universe, Wally is said to be even faster than before.
[28] Titans (2016) #5 issue, established that the Speed Force is inside Wally more than ever before. He can generate white lightning, which combines all the colors of the Speed Force.
[35] Also in DC Rebirth, Wally learned that he can sense when time has been manipulated, as well as listen to the Speed Force, which allows him to sense disruptions in the space-time continuum.
Wally has had some hand-to-hand combat training, and is skilled in
Judo.
[36]
https://en.wikipedia.org/wiki/Bart_Allen
Powers and abilities[edit]
Bart's primary power is speed, along with abilities that are common to comics speedsters, such as creating whirlwinds, running on water, and vibrating through matter. The latter ability results in "molecular taffy" if Bart does not concentrate; he also possesses an aura, that prevents air friction while running. Bart does possess some abilities that other speedsters do not have. He has the ability to produce "scouts", Speed Force avatars that he can send through the timestream, but has used it infrequently since the death of one avatar put him in a coma during the "
Our Worlds at War" storyline that crossed over among the
Impulse,
Superboy, and
Young Justice titles. After being forced to use it during the "World Without Young Justice" crossover event, he was able and willing to use them with ease, up until he became Kid Flash. He has been shown to move faster than light as Impulse, while now he has an artificial knee which limits his speed as Kid Flash. He now can only travel close to the speed of light.
Bart is resistant to the alterations in the time stream. His parents met only in post-
Zero Hour continuity, but he arrived before the event. Bart has the ability to recall everything he has ever read, heard or watched (which includes speed-reading every book in the
San Francisco Public Library), allowing him to spout encyclopedic information concerning the situation at hand as well as quotations from
Mark Twain, of whose work he is fond.
[11] He has also displayed the ability to create powerful
radio waves by rotating his arms at high speeds and using the resulting vibrations in conjunction with his teammate
Static's
electromagnetic abilities.
[46]
After
Infinite Crisis, Bart's connection to the Speed Force is more difficult to control because he now contains the Speed Force and, in essence, is the Speed Force. When he taps into the Speed Force, Bart appears to have electricity crackling around him, and the Speed Force inside him becomes so lethal that he initially wears the Flash suit while running in order to prevent it from killing him.
[47] After remembering his experiences on an alternate Earth during a fight with Griffin, he began to gain a measure of control over the Speed Force before it was released from his body just prior to his death.
https://en.wikipedia.org/wiki/Quicksilver_(Marvel_Comics)
Abilities |
- Vast superhuman speed, stamina, reaction and reflexes
- Eidetic memory
- Rapid healing
- Creation of high speed winds and tornadoes
- Time manipulation
|
---|
Powers and abilities[edit]
Quicksilver was originally presented as a
mutant capable of moving and thinking at superhuman speeds. Originally capable of running at the
speed of sound,
[76] exposure to the
High Evolutionary's Isotope E made it possible for the character to run at
supersonic speeds of up to
Mach 10 and resist the effects of
friction, reduced
oxygen, and
kinetic impact while moving at super-speeds.
[77][78] Also, he has a fast metabolism and can heal more rapidly than the average human.
[77] His speed allows him to perform such feats as creating
cyclone-strength winds and running up walls or across bodies of water.
[77][79] Pietro's mind can perceive information with a
photographic memory short term, becoming faster than the
speed of thought, because he can shift his thoughts at a speed faster than normal thought.
[80] Also, he can cause vibrations in his body to transfer to solid material and has superior agility and reflexes compared to other mutants.
[80][81] It has been revealed that one of the reasons for his abrasive and impatient personality is that it seems to him that the rest of the world is moving in slow motion and that he is constantly waiting for it to catch up. As he once explained, "Have you ever stood in line at a banking machine behind a person who didn't know how to use it?... Now, imagine, Doctor, that everyone you work with, everywhere you go, your entire world is filled with people who can't work cash machines".
[82]
Quicksilver lost his powers of speed when his sister removed most of his powers, but he gains new powers courtesy of the inhumans'
Terrigen Mist. The mist gives Quicksilver the ability to displace himself out of mainstream time and space and "jump" into the future. He can summon several time-displaced duplicates of himself and appear to teleport by "jumping" into the future and then returning to the present at a new location.
[83][84][38] By voluntarily embedding fragments of the Terrigen Crystals into his own body, he could empower former mutants with extreme versions of their superhuman abilities.
[85] However, the effect was usually fatal.
[85][86][38] The crystals were subsequently forced from his body by the mutant
Rictor, leaving him without these abilities. After having a series of hallucinations, Quicksilver saw a woman in mortal danger and felt a desire to be a hero which made him regain his original powers in order to save the woman's life.
[81] Later on, Quicksilver regained these enhanced powers of time "jumping" and temporal duplication for a while by physically imbedding the crystals into his flesh.
[87]
It was later revealed that Quicksilver actually was a normal child that was put through several experiments by the
High Evolutionary which granted his powers in the first place.
[63]
https://en.wikipedia.org/wiki/Whizzer_(Robert_Frank)
Abilities | Self-taught hand to hand combatant
Superhuman speed and reflexes |
---|
Powers and abilities[edit]
Due to a reaction between his latent genetic mutation and an injection of mongoose blood, Robert Frank has the ability to move at superhuman speed and has superhuman reflexes. He can create cyclones by running in circles, and can run up walls and across water. In his prime, he could attain speeds faster than he could in middle age, running at approximately 100 mph.
The Whizzer has learned a unique, self-taught fighting style that exploits the ability to move at superhuman speeds.
https://en.wikipedia.org/wiki/Speed_Demon_(character)
Abilities | Genius-level chemist
Superhuman speed, stamina and reflexes |
---|
Powers and abilities[edit]
Speed Demon battles Spider-Man on the cover of
The Amazing Spider-Man #222 (Nov. 1981). Art by
Walt Simonson.
As a result of mutagenic chemicals concocted under the Grandmaster's mental guidance, Speed Demon possesses superhuman speed, stamina, and reflexes. The character can create
cyclones (by running in circles) and run up walls and across water. Speed Demon's superhumanly fast thought processes and reflexes enable him to perceive his surroundings while moving at high speeds, pick up objects, and execute complex acrobatic maneuvers.
James Sanders possesses a master's degree in chemistry.
https://en.wikipedia.org/wiki/Speed_(character)
Abilities |
- Supersonic speed
- Molecular acceleration
- Superhuman strength, durability, and agility
- Accelerated perception
- Concussive Blasts
- Superhumanly fast reflexes
- Fast metabolism
- Intangibility
- Whirlwind Creation
|
---|
Powers and abilities[edit]
Speed is a
mutant with the power to move and accelerate at speeds far beyond those of normal human beings. His physiology is designed to move at high speeds which also grants him superhuman reflexes, agility, and durability. This durability is limited to impact forces, so bullets, energy blasts, and other piercing attacks are capable of harming him. It is also likely that Speed possesses a high amount of superhuman strength in his lower body, allowing him to lift around 1 ton, while his upper body is strengthened to the point where he can lift around 800 lbs. Although his top speed is unknown, he can exceed the speed of sound (about 1,225 km/h, or 761 mph) and resist the effects of
friction, reduced
oxygen, and
kinetic impact while moving at those speeds. In
Young Avengers Presents #3 he asserts that he is "
Quicksilver fast", shown running from the eastern seaboard of the United States to
Genosha, an island off the east coast of
Africa, as well as search the entire island for anyone living there in the same amount of time it takes Wiccan to
teleport the same distance. This indicates that Speed is fast enough to run across the
surface tension of a body of water without sinking. In addition, his mind can operate in an accelerated state, allowing him to read in super speed and remember everything he's seen.
He can also generate hyperkinetic vibrations that accelerate the molecules in matter, causing any solid object he directs his vibrations at to explode. During the
Civil War: Young Avengers and
Runaways crossover, when both teams invaded the Cube in order to save their friends, Speed is shown exploding a gun in his hand by using his hyperkinetic vibrations. He is also able to accelerate his molecules (or even those of small groups of people) and vibrate fast enough to pass through solid matter, such as walls.
[24]
https://classicmarvelforever.com/cms/superspeed.html
Super Speedsters
by Jonathan M. Perry & Mark Hughey
Super Speed
A sort of combination of Hyper-Speed and Hyper-Running, the Super speedster is a class of speedster above the normal class of parahuman that can merely run fast or have quickened reflexes. A speedster with Super speed lives in a sort of speeded up reality from the one everyone else does. Air provides almost no resistance. Fast objects to the normal eye are sluggish to them. Most often, these characters have touched what is known in the DC Universe as the Speed Force, the energy that provides the power for all known Super speedsters.
Notes for Super Speedsters
This power does not merely confer quick movement, but also allows a character to perform tasks at a greatly reduced time rate. The power rank number is treated as a multiplier to show how much more quickly a task can be accomplished (as per Hyper-Speed in the
UPB; however, no +2CS cannot be applied as a limitation for having a body that is not prepared for the rigors of living a Super speed lifestyle, as having the Super speed power suggests that the character is, in fact, adapted. If the character is not adapted, the character is either dead or can only attain a Feeble rank without special equipment).
Super speed costs 3 slots to attain. In addition, a player can—during character creation—opt to spend any number of slots to buy power stunts for the power, provided that the power rank of Super speed meets the requirement for the power stunt. Power stunts are listed further down.
Movement
Characters with super speed move at a base movement equivalent to their power rank on the Space Movement table on the ground, as shown below. They can move up to nine areas per round in water. Even Super speedsters who have the power stunt of running across water can move only at a rate of 9 areas per round maximum when immersed in water, as opposed to running across it.
Power Rank | Areas per Round | MPH/MPM |
---|
Super Speedster Movement | | |
---|
Feeble | 20 | 300/5 |
Poor | 40 | 600/10 |
Typical | 67 | 1000/17 |
Good | 100 | 1500/25 |
Excellent | 133 | 2000/33 |
Remarkable | 267 | 4000/67 |
Incredible | 400 | 6000/100 |
Amazing | 667 | 10,000/167 |
Monstrous | 1,333 | 20,000/333 |
Unearthly | 2,667 | 40,000/666 |
Shift-X | 5,333 | 80,000/1332 |
Shift-Y | 10,000 | 150,000/2500 |
Shift-Z | 20,000 | 300,000/5000 |
Class 1000 | 66,667 | 1 million/16,667 |
Class 3000 | Lightspeed | Lightspeed |
Class 5000 | Time Travel | Time Travel |
Any Super speedsters with a power rank of Typical or above have an aura that surrounds them and protects them from excess heat and friction when they move; this aura seems to be a by-product of the Speed Force which empowers them, and can slightly blunt physical attacks, as well as the effects of windburn and friction-heat. In game terms, Super speedsters are afforded Excellent protection vs. Physical Attacks, and Incredible vs. Heat and Friction, due to the aura that the Speed Force provides them.
Combat Actions
Super speedsters are also capable of a great many actions a combat round. This ranges from snatching weapons from the criminal element to performing machinegun type blows against various targets. The numbers of actions the character may take before receiving negatives for multiple actions are as follows:
Power Rank | Number of Actions per Round |
---|
Feeble | 2 per every one |
Poor | 2 per every one |
Typical | 2 per every one |
Good | 2 per every one |
Excellent | 3 per every one |
Remarkable | 3 per every one |
Incredible | 4 per every one |
Amazing | 4 per every one |
Monstrous | 5 per every one |
Unearthly | 5 per every one |
Shift-X | 6 per every one |
Shift-Y | 7 per every one |
Shift-Z | 8 per every one |
Class 1000 | 9 per every one |
Class 3000+ | (Combat is no longer an option at this level and beyond, except between speedsters; in which case you treat it as normal combat) |
Super Speed rank can be used for extra attack attempts but is different in the following way. Feeble, Poor, Typical, Good and Excellent need to roll a red to get two attacks. Remarkable, Incredible, Amazing and Monstrous, need to roll a yellow for two, and a Red for three. Unearthly, Shift-X, Shift-Y, and Shift-Z need to roll a green for two, and a yellow for three. Class 1000+ needs only to roll a green for three.
The Limitation of the Super Speedster
A Super speedster is after all a living breathing being, and like any living breathing being becoming winded becomes a factor. Any Speedster can run at half speed and not worry about becoming winded, much like a marathon runner going for a pleasant two-mile jog. When running at full speed, energy reserves start becoming an issue. A speedster may run at above half their normal speeds up to full speed for as many combat rounds equal to their Endurance rank. To push beyond that limit requires Endurance feats.
Example: The Happy go-lucky and attentiveness challenged Impulse has an Endurance rank of Incredible and a Super Speed rank of Shift-X. He can run at 40,000 miles an hour for most of the day and just be mildly tired. When he pushes past that limit, say, 40,001 that's when he starts eating up time on his endurance. He can run at 40,001+ speeds for 40 turns, or 4 minutes of time. After reaching turn 41, he needs to make a green endurance FEAT to continue on for ten more rounds. To push beyond that, he needs a Yellow endurance FEAT for the next five rounds. To push beyond that, he needs to roll a Red endurance FEAT for every two rounds more he wants to push himself. Once a failure in the endurance FEAT occurs, the Speedster becomes to fatigued to continue on at any level of super speed. They need to bloody well rest up, for a minimum of twenty-four hours, despite any hyper healing. No Super Speed Power stunts may be attempted during this rest period.
Feeling the Burn
Super Speedsters have one more remarkable trick that they can pull over regular parahuman runners. If they truly push themselves, they can run at +2CS higher than their rank. But such ability does have its drawbacks. The character must roll and Endurance FEAT every 3 rounds or pass out. Once they awaken, they must follow the penalties listed above for tiring themselves out. Of course this assuming, that in their passing out, they don't smash into anything at such high velocities, and become the longest skid mark that was once alive.
Perils of Speed
If for any reason a speedster reaches Class 3000 speeds, they feel the calling of the Speed Force. Big Deal you say? Guess again. The Speed force is the nirvana for any Speedster, where most past speedsters; once they shuffle on, join. Upon reaching Class 3000 speed, the character is faced with a perilous choice, enter nirvana or turn away from heaven. Joining the Speed Force effectively ends the character's play in the game, so we're assuming you'll resist. Here's a list of things you can do to accomplish this:
Make a Psyche Feat Roll of at least Incredible intensity. This basically means, that the character blinked in the face of God, got the willies, or for that matter, didn't think their time on Earth, or whatever planet your playing on, was over.
- If the Speedster has a loved one, as in someone they are totally gone for, would die for, they receive a +3CS to their psyche for this FEAT (love is a powerful thing).
- If the Speedster is on a world-threatening mission when he brushes the barrier, they are allowed a +2CS to their Psyche for the FEAT roll.
- If the Speedster is part of a Telepathic Team Link, the other characters can help him fight off the urge to join with the speed force. (Mainly because the speedster is a powerful member of the team, and they don't want to get their asses kicked). For this occurrence, the Speedster gets +1CS for every friend in the team link that urges him away from his eternal reward.
- Another Speedster can push them away break their momentum. However, there is a 40% chance this will result in the pushed Speedster being thrust forward in time 6d10 years in the future. (Imagine, coming out of the speed force SIXTY YEARS IN YOUR OWN FUTURE! Hope your playing a solo game, otherwise your GM is gonna be pissed). Example: Savitar and Max Mercury. Read the "Dead Heat TPB", trust us.
Breaking Grapples
Speedsters can use their power rank -1CS to break grapples instead of their strength. Slippery little devils, ain't they?
Catching Attempts
Speedsters can use the Super Speed rank as well, with no penalty, though to catch bullets, you must have an Incredible rank or higher. Catching bullets is always a green FEAT no matter what the rank, catching multiple bullets may result in needing a Yellow or Red, and each bullet caught takes one action to perform. It is the GM's choices whether you need to roll a FEAT roll for each bullet, or for just bullets shot from different attackers.
A Speedster that has ranks of Amazing or above gain the power stunt of Invisibility by moving extremely fast. Those trying to spot the speeding speedsters must make a Red Intuition FEAT to notice them, unless they have a power that would ordinarily catch such things, such as Combat Sense, Chi Awareness, Life form detection, Omni directional vision, or Infravision due to the heat the speedster puts off.
Power Stunts
• Create Cyclones:
These tornadoes will inflict power rank damage or Good blunt, whichever is lower, or Power Rank intensity Stun/Slam attacks. The Speedster must specify which effect they are going for when using this in combat.
• Water Running:
Once the speedster accomplishes this power stunt they will have the ability to move so fast over water, that they barely break the surface tension. They may run at regular speeds above the water. Remarkable ranked or lower may not attempt this stunt.
• Wall Running:
With every 100 feet of approach, the speedster may run vertically for 500 feet.
• Vibrate Through Solid Objects:
This allows the character to vibrate through materials less than their power rank. However, characters that run at Class 1000 speeds or faster cause such objects to explode, inflicting material strength edged damage to all in one area.
• Cushion of Air:
By spinning their arms or legs rapidly, Speedsters can create a cushion of air of power rank; this power is the equivalent to levitation.
• Extend Aura:
What kind of whimp stunt is this you ask? Well what good would it do for your character to run over Feeble speeds with a passenger, only to wind up giving them no chance to breathe and burn their skin off their bodies? This power stunt can only be used to protect one passenger.
• Lending Speed:
Through manipulation of kinetic energy, the speedster is capable of imparting momentum to the object or individual with a successful touch. The object or individual will suddenly accelerate in the direction already being traveled (or the attacking speedster's choice if the object or individual was stationary at the time of the touch), with an increase to their movement equal to the rank of momentum the speedster chooses to impart (up to the speedster's power rank). If the speedster is in motion at the time of this attack, he will decrease his speed by the rank he imparts to the object or individual touched. Common uses of this stunt are to send foes suddenly crashing into nearby obstacles or other victims at high speed (as Charging attacks), or to instantly accelerate small items to ballistic speeds like a railgun-style attack (possible armor-piercing or armor-ignoring effect vs. purely physical protection due to velocity).
• Stealing Speed:
(Must have a rank equal to or greater than Shift-Y): The speedster through manipulation kinetic energy may decrease any objects velocity by stealing speed from it. This means any moving object, from butterflies to supersonic jets. This power does work on other Speedsters. Characters with Shift Y-Z power rank can steal up to half the target's velocity per round. Characters with Class 1000 power rank can steal up to 3/4 of the target's velocity per round. Characters with Class 3000 power rank can stop a target cold. The speedster however, must be moving alongside the target in order to perform this stunt. Slowing them or even bringing them to a sudden stop (if draining their momentum to Shift-0). At the Judge's discretion, targets may resist with an Endurance feat or the effective rank of their current momentum. Sudden stops may require an Endurance feat to avoid possible Stun or Kill results due to whiplash.
• Spectrum Shifting:
Speedsters with ranks above Unearthly can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allow them to view the lower spectrum of light that is normally invisible to the unaided human eye.
• Invisibility:
For those with Incredible or less power rank, they can purchase this power stunt. However, those with Feeble to Good can be seen on a Green intuition, and those with Excellent to Incredible can be noticed with a yellow Intuition.
• Shockwave:
Speedsters, who have learned the Vibratory power stunt, can also learn the ability to rapidly create shockwaves through most materials with Power Rank damage intensity.
• Costume Storage:
(Amazing rank or higher only) Speedsters can actually gain the power stunt to hide their costume in a confined space, such as a ring, by whipping up a super speed whirlwind to compress the costume into the confined space. Or, you can just skip this power stunt and wear your uniform under normal clothes like Superman does.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#PhysicalEnhancements
Physical Enhancements | | |
01-03 | Abnormal Physiology | The PC has a human appearance, but there is a slight difference in his/her Physiology, than a normal human. The PC's powers derive from this unique abnormality. When creating the character, Player must work with the Judge and using their imagination, come up with an abnormality. The following are some abnormalities:
- Prehensile toes/feet
- Tail
- wings
- claws
- mirrored eyes
- completely double-jointed
- etc.
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04-06 | Armor Skin | Permanently altered skin (plates, leather, inorganic) gives body armor |
07-08 | Bodily Tension | The PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
- Expansion: The PC can flex his/her muscle tissue and fat enabling him/her to break through any restraints of Material Strength equal to -1CS of his/her Strength or lower.
- Contraction: The PC can flex his /her muscle tissue and fat enabling him/her to entrap objects within the folds of his/her flesh at a-1CS of power rank.
The PC automatically gains a body armor at Power rank.
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09-10 | Body Resistance | Body armor without apparent changes |
11-12 | Chemical Touch |
- Hallucinogenic: Fighting and Intuition drop -3CS
- Bioluminescence: light generation
- Napalm Grip: create fire on contact
- Boom Boxing: combustion on contact
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13-14 | Cocoon* | The PC is able o spin a Cocoon of Material Strength equal to Power rank. He/she can create this Cocoon within seconds. Once inside, the PC can be healed at a +2CS of Power rank ability. This includes a purification of toxins or disease found in the body at Power rank. |
15-16 | Death Simulation | The PC's metabolism slows to a degree that he/she appears dead. The PC goes into a state of Suspended Animation at Power rank, and cannot react for the duration of the Power. When in the Simulation, he/she can hear, feel a touch, or see with a limited ability. The PC can come out of the trance at any moment desired. The PC can not be detected alive; not even an Aura Perception can tell if the PC's alive. |
17-18 | Detonation | The PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range. |
19-20 | Digestive Adaptation | the character can digest anything and has +4CS resistance to poisons |
21-22 | Enhanced Beauty* | The PC has a natural phenomenal beauty. This counts as an Aura of Power rank intensity. He/she also has a limited Hypnotic Control of the opposite sex at Power rank. Those that behold him/her must make a Red Psyche FEAT to avoid becoming a slave to the PC. (See the Power Aura in the Mental Enhancement section of this update). |
23-24 | Hyper-Agility | The PC has a phenomenal super Agility. The Power rank of this Power is added to the natural Agility of the PC, and this becomes the new Agility when performing unnatural Agility FEATs. |
25-26 | Hyper-Breath | The PC can create a Power rank intensity wind by just blowing his/her breath. Also the temperature of the breath is at Power rank intensity to each respective temperature. IE: Cold or Hot. The Breath can encompass an area equal to number of the Power rank / 10. Thus, our fearless hero with a Hyper-Breath of Monstrous can freeze a lake of 7.5 areas. |
27-28 | Hyper-Endurance | The PC has an unnatural super Endurance when desired at Power rank plus his/her natural Endurance rank. This superior rank can also be used during a Hyper-Charge, that the PC automatically can perform at this new adjusted rank. The PC also gets Body armor at Power rank, before adjustment is made. |
29-30 | Hyper-Strength | The PC has a phenomenal enhanced strength through certain stimulus. There are three stimuli that give the PC his/her Hyper-Strength. The following is a list of the types of Hyper-Strengths. When creating the Character the Player may choose only one:
- Adrenaline Surge: This is caused by severe temper or stress of the PC.
- Emotion Enhanced: This is caused by the severe increase of Emotions of others around the PC.
- Psychological Enhanced: This is caused by some Psychological factor (Judge must work with Player to develop a Psychological stimuli).
The Maximum Rank of this Hyper-Strength is equal to the Power rank rolled added to the natural Strength rank. The natural Strength rank increases/round up to this new adjusted Strength rank as long as the stimuli is present.
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31-32 | Hyper –Speed | Can perform tasks at rank times as fast |
33-34 | Hypnotic Voice | |
35-36 | Immortality* | The PC has Immortality |
37-38 | Immovability | The PC has the unique ability to firmly plant himself to the ground at Power rank. When firmly planted, his/her natural strength becomes that of the Power rank plus his/her natural Strength, and no one with strength less than this adjusted rank, can move him/her. It requires a newly adjusted Power rank equaled Strength FEAT plus a red Endurance FEAT to move him/her, and even this pulls up the ground around him/her. This also gives him/her a Body Armor of this same new adjusted rank. The PC can never be stunned or slammed, regardless of what MA or attack column is used. |
39-40 | Immunity | The PC has Immunity towards a certain attack. When creating the character the Play can opt to either choose or role one Immunity. (See Force Fields):
Die Roll Immunity
01-11 Emotion Attack
12-20 Energy Attack
21-35 Magic Attack
36-70 Mental Attack
71-87 Physical Attack
88-92 Power Manipulation Attack
93-00 Vampirism Attack |
41-42 | Karma Power* | The PC can adjust the odds to his/her favor just by relating to Good Karma. Only a Good PC can have this Power, if the Character is meant to be a vigilante or any Character not of an Alignment of Captain America, Dare Devil, Spiderman, etc. Player must re-roll another Power. When the cause is just and the motives are good and/or selfless, the following bonuses apply to the PC:
- +2CS to all Abilities
- +1CS to Endurance FEATs for stun, slam, or kill
- +1CS to Psyche FEATs for Mental or Magic attack.
- +1 to initiative
- +1 attack
- Kill results only stun opponents
The Karma Power can also affect others in the same area as the PC, if the he/she is concentrating on them. This is done by the PC taking off 1 round to concentrate. He/she cannot perform any action that round or he/she loses concentration and the benefits below:
Bonuses for others:
- +1CS to all FEATs
- +1 to initiative
Penalties for Villians:
- -1CS on all FEATs
- -1 on initiative
Bad Karma: When the PC performs anything involving a negative Karma, all bonuses become nil, until he/she performs something of positive Karma. A second offense gives the PC the Penalties of Villains. This Disadvantage lasts till the PC does something worth 100 points Karma.
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43-44 | Life Support* | The PC can survive under hostile conditions for the length of time in turns equal to the Power rank number. Life Support is opposed to the intensity (rank) of the environment to make sure you can survive. Possible power stunts are:
- Life Sphere: Your Hero can create a sphere roughly the intensity’s feet in radius from the hero’s body. Within this sphere, all occupants have Life Support equal to the Hero’s rank.
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45-46 | Longevity* | The PC is not Immortal, but has a life span of the Power rank number / 10 in number of years in millions. The PC also has an True invulnerability to all Disease and toxin at Power rank. |
47-48 | Lung Adaptability | Can breathe gas or liquid even poisons |
49-50 | Malleability* | The PC has the natural ability to reshape, and stretch his/her body at Power rank range. The PC is so malleable, he/she ignores all kill results, and has Power rank Regeneration and Recovery equal to his/her Health. For example if the PC's Health was 110, then he would have a Regeneration of Unearthly, and a Recovery of Unearthly. |
51-52 | Metabolic Resistance | The PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank. |
53-54 | Non-Detection | The PC is not registered to be detected by any Power at all, or any type of visual mechanism. The PC is not invisible, however; just not detectable within any range, no matter of what the Column Shift is. |
55-56 | Omnipotence** | The PC's life is ultimately protected. The Power rank is automatically CL1000. The PC has control of all Defensive and Physical Enhancement Powers regarding protection.
Note: this is an Omni Power. A definite must for Judge intervention. |
57-58 | Pheromones | An aerosol version of hypnotic control, the target must be able to smell and taste |
59-60 | Quills | The PC has a natural hide of Quills at Power rank Body Armor. The Quills can also be fired upon targets with Power rank accuracy and range. The PC delivers +1CS damage on touch. |
61-62 | Regeneration | the character heals power rank/10 points of health per combat round |
63-64 | Retarded Aging* | The PC will forever stay in Peak physical condition. When first creating the Character, the Player can bring all the PC's Physical abilities to a +1CS(FASE). |
65-66 | Self-Revival | A new body grows from the largest remaining piece when the character is dead |
67-68 | Self-Sustenance | Survive without air, water or food |
69-70 | Stealth | Subtract rank from those tracking him (Monstrous tracking vs. Excellent stealth is decreased to Typical tracking) |
71-72 | Strength Absorption* | The PC can drain the physical Strength energy of others within the same area equal to Power rank. This is done by a Power FEAT against the target's Strength. If the PC makes the FEAT, he/she absorbs an equal number of points in Strength, and adds them to his/her Strength. The victim's Strength lost is only temporarily while the PC has drained it, and this weakens the victim to a lesser Power rank. The PC can drain the Strength as long as he makes his/her Power FEAT. If the target's strength reaches 0, then that person is disabled, and cannot perform any action until he/she gains their Strength back. Strength comes back at a rate equal to the Original Strength rank / 10 per round. Neither the victim’s nor the PC's Health changes when this Power is in effect. |
73-74 | Suspended Animation | |
75-76 | Techno-Organic Body* | The PC's metabolism is a combination of skeletal and musculature along with machines. The PC has Power rank Shapeshifting; Communication w/ Cybernetics; and Energy Path. The PC also has a virus which he can affect others with the same Power. To pass this virus on, the PC must make a Red Power FEAT with no Karma. |
77-78 | True Invulnerability* | Damage is reduced by the number of power ranks, so excellent damage on one with Good True Invulnerability would do only Feeble damage (since the difference is 1 rank) |
79-80 | Unstoppability* | The PC cannot be stopped when he/she starts moving. This Power is automatically CL1000 to block. When creating the Character the Player may increase the PC's Strength and Endurance to the Power rank rolled plus the natural Strength and Endurance roll. Once the PC starts moving, it takes CL1000 strength or better to completely stop him/her. |
81-82 | Vocal Control | Duplicate any sound or voice |
83-84 | Waterbreathing | |
85-86 | Water Freedom | No negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS |
87-88 | Longevity | A specialized form of Immortality, this power grants immunity to the ravaging effects of time. The player will not age, but may still be killed normally. Players who use this power to create a history for their character automatically get the Linguistics Talent and an additional number of Contacts equal to this Power rank divided by 10 (i.e. Incredible Power rank would grant an additional 4 contacts). The player does NOT have to choose these Contacts during character creation, but rather may choose them during game play. |
89-90 | Non-Stick Substance | The hero is able to secrete a substance that is extremely slippery and may even be frictionless. The most common use of this Power in the Marvel Universe is as a Body Coating. When used in this manner, the Non-Stick Coating provides Power rank resistance to Blunt Physical attacks and Grappling (including Powers such as Webbing, Wall-Crawling, et al.). If the hero covers the bottom of his feet with this substance, he may "skate" along the ground at up to Good ground speed.
Alternately, this power may be projected from the hero to cover other things and people. Covering the ground (or walls as the case may be) causes his opponents to make an Agility FEAT versus the Intensity of this Power rank or fall. Characters who find themselves unwillingly covered in this Substance must subtract this Power rank from their Agility and make a Green Agility FEAT (under the new rank) or be unable to act. The Non-Stick Substance used in this fashion is a Power rank antidote for such powers as Webbing, Bonding, Wall-Crawling and other such adhesive powers. |
91-92 | Threshold- Physical | The character with this power is unable to feel anything over a certain threshold. Their ability to feel pain is severely reduced and as such are immune to Stun results, though not Slams. The power rank is used to determine exactly how desensitized the character is. For example, someone hits a character with a Remarkable rank Threshold with a punch with Incredible Strength. The character would only feel as if they had been hit by a Good strength punch. If the punch had been of Remarkable Intensity, the character would not have felt the punch at all. This power in no way reduces the damage done, only what the hero FEELS. This power has the added bonus of negating the Endurance rules regarding Automatic Stuns. Characters may add this power rank to their Psyche when determining the effectiveness of torture and other nasty things. |
93-94 | Hyper-Fighting | When this power is rolled, it adds its power rank number to the character’s Fighting rank. |
95-96 | Body Enhancement | The hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects:
Red no effect
Yellow stunned 1-4 rounds
Green stunned 1-6 rounds
White stunned 1-10 rounds
Die Roll Effect
- telescopic vision
- hyper-hearing
- hyper-olfactory
- hyper-fighting
- hyper-psyche
- hyper-intuition
- hyper-strength
- hyper-agility
- hyper-endurance
- body resistance
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97-98 | Dual Brain | The hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason. |
99-00 | Poison Generation | The hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects:
Red: half damage
Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds
Green: stunned 1-4 rds.
White: stunned 1-10 rds.
This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
- drugged- -1cs physical abilities 1-10 rds
- sickens- endurance feat or incapacitation 1-10 rds
- progressive damage- power rank damage on contact + next rd.
- paralysis- endurance feat or paralyzed 1-10 rds. only use mental powers
- knockout- Endurance FEAT or asleep 1-10 rds
- knockout- Endurance FEAT or asleep 2-20 rds.
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https://classicmarvelforever.com/cms/ultimate-powers-list.html#Travel
Travel | | |
01-04 | Carrier Wave | Propel the character’s body by use of energy (magnetism, sound, light etc.) |
05-08 | Astral Body | |
09-12 | Dimension Travel | It is suggested that the Judge assign an intensity to specific dimensions to reflect how difficult it is to access them. This will have the effect of keeping certain dimensions out of the reach of characters without sufficiently high power ranks. A character with the Dimensional Geography talent gains a +1CS to all Dimensional Travel FEATs. In addition to the basic travel function, there are two other uses that can be developed as power stunts.
- The first is Banishment, used to strand a target in an alien dimension. In order to use Banishment, the character must make a Dimensional Travel FEAT to open the gateway into the other universe. If this is successful, the targeted creature must make an AGI or PSY FEAT (whichever is better) to avoid being sucked through the portal. Banishment can never be used against an object whose Material Strength or weight exceeds Dimensional Travel’s power rank (counting power rank as STR in the case of weight). Each different dimension to which a character can banish is a separate power stunt.
- The second function is Summoning, used to pull an alien creature or object from its dimension and to the character. The procedure and limitations for Summoning are the same as for Banishment. Furthermore, the character must have prior knowledge of the creature or object to be summoned. Summoning does not give the character any sort of influence over a summoned creature’s behavior.
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13-16 | Energy Path | The hero is transformed into a specific type of energy and can travel at power rank speed along currents of that energy. |
17-20 | Floating Disc | |
21-24 | Gateway | Travel to any point in space, time or dimension.
- Location requires a green FEAT
- Time a yellow FEAT
- Dimensions a red FEAT.
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25-28 | Gliding | Top speed is Shift-X |
29-32 | Hyper-Digging | |
33-36 | Hyper-Leaping | Possible power stunts include:
- Kick Attack: The Hero can make a kicking action with Leaping as a substitute for strength.
- Midair-leap: Despite the physical impossibility of it, the Hero may make one single leap in midair without any support.
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37-40 | Hyper-Running | |
41-44 | Hyper-Swimming | |
45-48 | Levitation | |
49-52 | Rocket | Flight by means of a rocket-like exhaust. |
53-56 | Skywalk | Walk along an invisible path created by the hero only usable by him. |
57-60 | Spiderclimb | |
61-66 | Teleport – Self |
Power Stunts:
- Stunt—Teleportals: With this stunt, the Hero can open temporary "holes" or portals in space, connecting two different points in the same dimension. If an object passes into one end of a portal, it instantly passes out the other side, wherever the other side may be.
- Stability: Any one portal can stay on even if the Hero doesn’t concentrate on it. It will not move unless the Hero wills it, however.
- Multi-portal: The Hero can open more than one portal at once, and can move the portals.
- Portal attack: The Hero may make a striking distance attack within seeing distance by punching (or kicking, or whatever) through their portals to their target. The Hero should bear in mind that the Teleportals are two-way, and opponents may reach back through the portals if he doesn’t close them.
- Portal slicing: The Hero can cause Intensity damage to anything by closing a portal around it.
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67-72 | Telereformation | Disintegrates the characters body and transports the life force to the new location where the body is build up from available material. At a limitation of -1CS the character can recreate his original body when he returns to the site where it was destroyed. |
73-76 | Time Travel | Up to power rank number * 1000 years in the past, times 10 years in the future. |
77-80 | Troubleseeker | Character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons). |
81-84 | True Flight | |
85-88 | Water Walking | |
89-92 | Whirlwind | Transport by creating small whirlwinds. |
93-95 | Spinner | |
96-98 | Displacement | The hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance teleport is found on Column A. The judge decides where the hero teleport to. If there is no safe place, the automatic response won't work. The hero may intentionally teleport with a successful power rank feat roll, but the distance is halved, round fractions up. Failure indicates the hero is stunned for one round. |
99-100 | Super Flight | With this power, the character has the ability to fly at speeds greater than light (or, FTL). To determine the exact multiple of lightspeed the character can move at, simply cube the power rank. For example, a character with Amazing Super Flight can move at
50 X 50 X 50 = 125000 times lightspeed.
Now, this power doesn't allow for such things as atmospheric friction, or even breathable air. In other words, the character must bring his own air with him. Also, trying to use this power in an atmosphere is suicide, as the atmosphere would melt him like wax paper due to the enormous friction involved. |