TEXT: MARC BLUMBERG & STEVE LONG
  
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  The Ultimate Speedster © 2006 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, Danger International, Western Hero 
  © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the Canada. First printing April 2006
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO113 • ISBN Number:  1-58366-059-3
  http://www.herogames.com
  An Ultimate Book for the HERO System
  Author: Mark R. Blumberg, Steven S. Long
  Editing & Development:  Steven S. Long
  Layout & Graphic Design:  Andy Mathews
  Cover Illustration: Brendon & Brian Fraim
  Interior Illustration:  Nate Barnes, Andrew Cremeans, 
  Storn Cook, Jeﬀerson Cram, Keith Curtis, Jonathan  
  Davenport, Brendon & Brian Fraim, Louis Frank, John 
  Grigni, Malcom Harrison, Robert Hawkins, Jeﬀ Hebert, 
  Barrie James, Sam Kennedy, Eric Lofgren, Eric Radamaker, 
  James Ryman 
  SPECIAL THANKS
  Marc would like to thank the wonderful people who provided 
  some form of assistance, encouragement, or inspiration at 
  various times during the writing of The Ultimate Speedster:  
  Joe Adlesick, Cynthia Bakke, Dean Edgell, Mitch Gitelman, 
  Brian Grau, Sue Grau, Ray Greer, Keith Hannigan, Bruce 
  Harlick, Steve Long, Eileen Malony, David Simkins, Margaret 
  Simkins, Melinda Thielbar, and all HAC/III members past 
  and future. He’d also like to specially thank Chad Brinkley, 
  Mike Malony, and Drew Novick, for insight and rules advice 
  above and beyond.
  Steve would like to thank Dave Mattingly for his Area Of 
  Eﬀect:  Trail, Scott “Dr. Anomaly” Gray for scientiﬁc advice, and 
  all the Hero fans who posted suggestions or ideas for this book. 
  You’re all Heroes!
  
  INTRODUCTION ............................................. 4
  CHAPTER ONE:   
  CHARACTER CREATION
  SPEEDSTER BASICS ...................................... 6
  SPEEDSTER BACKGROUNDS ........................ 6
  SPEEDSTER PERSONALITIES ........................ 8
  SPEEDSTER ARCHETYPES ............................ 9
  SUPER-SPEED AS A SPECIAL EFFECT .......... 11
  Power Manifestations .............................. 13
  CHARACTERISTICS ...................................... 14
  Dexterity ................................................. 14
  Speed ..................................................... 16
  Other Characteristics ............................... 20
  SKILLS ........................................................ 21
  TALENTS ..................................................... 25
  MOVEMENT POWERS .................................. 26
  EXTRA-DIMENSIONAL MOVEMENT .............. 31
  FASTER-THAN-LIGHT (FTL) TRAVEL ............. 34
  FLIGHT ...................................................... 35
  GLIDING .................................................... 36
  LEAPING .................................................... 37
  RUNNING ................................................... 39
  SWIMMING ................................................ 39
  SWINGING ................................................. 40
  TELEPORTATION ........................................ 40
  TUNNELING ............................................... 45
  OTHER POWERS .......................................... 47
  POWER MODIFIERS ..................................... 49
  POWER ADVANTAGES ................................ 49
  POWER LIMITATIONS .................................. 52
  POWER FRAMEWORKS .............................. 54
  DISADVANTAGES ......................................... 55
  CHAPTER TWO:   
  SPEEDSTER POWERS
  SPEEDSTER POWERS ................................. 60
  SPEEDSTER POWERS ................................. 61
  DIMENSIONAL TRAVEL POWERS ............... 107
  FLIGHT POWERS ...................................... 116
  KINETIC ENERGY POWERS ........................ 121
  LEAPING POWERS .................................... 130
  SWIMMING POWERS ................................ 133
  SWINGING POWERS ................................. 139
  TELEPORTATION POWERS ........................ 141
  TIME POWERS ......................................... 152
  TUNNELING POWERS ............................... 161
  VIBRATION POWERS ................................. 164
  WHIRLING POWERS ................................. 172
  CHAPTER THREE:   
  SPEEDSTERS GENRE BY GENRE
  CHAMPIONS .............................................. 176
  Cheshire Cat ......................................... 176
  Kinetik .................................................. 178
  El Salto ................................................. 180
  Mantara ................................................ 182
  Vector ................................................... 184
  HEROIC GENRES
  DARK CHAMPIONS ................................... 186
  Bullethead ............................................ 186
  FANTASY HERO ........................................ 188
  Tovar Farwalker ..................................... 188
  Winged Folk .......................................... 192
  HORROR HERO ........................................ 193
  Burrowing Horror ................................... 193
  NINJA HERO ............................................ 194
  Kagamishoki, the Mirror Demon ............. 194
  PULP HERO ............................................. 196
  The Midnight Comet .............................. 196
  Matthias Moultrie, The Mole Marauder .... 198
  STAR HERO .............................................. 200
  Rocket Squadron Blue ........................... 200
  True Travelers ........................................ 202
  CHAPTER FOUR:   
  THE HERO SYSTEM  
  MOVEMENT COMPANION
  MOVEMENT ............................................. 204
  FULL MOVES AND HALF MOVES ............... 204
  COMBAT AND NONCOMBAT MOVEMENT ... 204
  ACCELERATION, DECELERATION,  
  AND GRAVITY ........................................ 205
  ENDURANCE ............................................ 207
  MOVEMENT AND STRENGTH .................... 207
  OBSTACLES ............................................. 208
  SEGMENTED MOVEMENT ......................... 208
  NORMAL MOVEMENT ............................... 210
  Running ................................................ 210
  Leaping ................................................ 211
  Swimming ............................................. 212
  POWERED MOVEMENT ............................. 213
  FTL Travel ............................................. 213
  Flight .................................................... 213
  Gliding .................................................. 214
  Swinging ............................................... 215
  Teleportation ......................................... 218
  Tunneling .............................................. 219
  CONTROLLED AND UNCONTROLLED  
  MOVEMENT .......................................... 220
  Controlled Movement ............................. 220
  Uncontrolled Movement ......................... 220
  Terrain Effects And Modiﬁers .................. 223
  MOVEMENT IN UNUSUAL ENVIRONMENTS ... 224
  Moving Underwater ............................... 225
  Moving In Different Gravity ..................... 226
  RACING ................................................... 228
  OTHER MOVEMENT ................................... 232
  VEHICLE MOVEMENT ............................... 232
  MOUNTED MOVEMENT ............................. 232
  MOVEMENT SKILL LEVELS ....................... 234
  MOVEMENT PHYSICS ................................ 235
  MASS:  THE MOVING BODY ...................... 235
  SPACE:  THE ARENA OF MOVEMENT ......... 235
  Distance ............................................... 235
  Trajectory .............................................. 235
  Environment .......................................... 235
  TIME ....................................................... 237
  SPEED, VELOCITY, AND ACCELERATION ..... 238
  FORCE ..................................................... 238
  ENERGY ................................................... 240
  CHAPTER FIVE:  ADVENTURE  
  AT TOP SPEED:  SPEEDSTER 
  CAMPAIGNING
  SPEEDSTER CAMPAIGNING ....................... 242
  APPROVING THE SPEEDSTER .................... 242
  GAMEMASTERING FOR SPEEDSTERS ........ 244
  CLASSIC SPEEDSTER PLOTS AND BITS ..... 244
  SPEED BUMPS ......................................... 247
  Physiological Speed Bumps ................... 247
  Environmental Speed Bumps .................. 248
  Obstacles .............................................. 250
  THE SPEED ZONE ...................................... 251
  FAST AND SLOW PERCEPTIONS ................ 251
  The Slow Point Of View (POV) ................. 251
  The Fast Point Of View (POV) And  
  The Speed Zone ................................. 254
  ENTERING THE SPEED ZONE ..................... 257
  Buying Speed Zone Extra-Dimensional  
  Movement .......................................... 257
  How The Speed Zone Works ................... 258
  SPEEDSTER COMBAT ................................ 262
  SPEEDSTERS IN COMBAT ......................... 262
  Using Super-Speed In Combat ................ 262
  Combatting Speedsters .......................... 262
  PERCEPTION AT HIGH VELOCITY ............... 263
  USING SPEED .......................................... 264
  Changing SPD ....................................... 264
  Optional SPD Systems ........................... 264
  THE RANGE MODIFIER .............................. 267
  COMBAT MODIFIERS ................................ 267
  COMBAT AND MARTIAL MANEUVERS ........ 268
  Standard Combat Maneuvers ................. 268
  Optional Combat Maneuvers .................. 270 
  Martial Maneuvers ................................. 270
  OTHER COMBAT EFFECTS ........................ 272
  SPEEDSTER GADGETS ............................... 274
  INDEX ........................................................ 288
  TABLE OF CONTENTS
  
  4 
  Hero System 5th Edition
  M
  ost people, even heroes and their adver-
  saries, move through the world at a 
  more or less ordinary pace. But not so 
  a few select characters, who can travel 
  in strange ways or at phenomenal speeds. Some 
  have hyperaccelerated bodies and can run, swim, 
  or ﬂy faster than a jetﬁghter or racecar. Others can 
  teleport, moving from one place to another with-
  out passing throuh the intervening space. Some 
  have reaction times measured in the nanoseconds, 
  or can move so quickly they enter a “Speed Zone” 
  where ordinary people seem to be standing still... 
  because the character’s moving so fast it’s as if he 
  can act between the ticks of a clock.
  Welcome to the world of characters who live 
  between the blink of an eye, who can outrun bul-
  lets, who can react to events almost before they’ve 
  begun, or who simply can move in ways most 
  people cannot — the world of speedsters. The Ulti-
  mate Speedster is Hero Games’s look at the rules 
  for and uses of powers and abilities that involve 
  movement, whether that movement’s unusually 
  swift or just unusual. It discusses and describes 
  how to build, run, and campaign with characters 
  for whom “movement” is, in some fashion, a central 
  element, theme, or special eﬀect. For the purposes 
  of this book, a speedster is any character whose 
  abilities and powers primarily focus on movement 
  (usually movement at incredibly fast speeds), for 
  whom movement-based abilities are a signiﬁcant 
  part of his design, or who simply possesses modes 
  of movement uncommon in his genre or campaign 
  setting. Despite the emphasis on “speed” in “speed-
  ster,” sometimes all you need to deﬁne a speedster is 
  a mode of movement that’s out of the ordinary.
  In addition to expanding the rules and rules 
  options for speedster characters, The Ultimate 
  Speedster provides players and GMs with guid-
  ance on designing more interesting and distinctive 
  speedster characters and integrating speedsters 
  smoothly into a campaign, regardless of genre. The 
  information in this book can apply to superheroes 
  who run at the speed of light, wizards who invoke 
  magic to transport themselves across the world in 
  the blink of an eye, jetpack-wearing space rangers, 
  and winged characters.
  Chapter One, Speedster Characters, discussed the 
  major types of speedsters, with suggestions on how 
  to build them. In addition to an extensive section 
  on the Movement Powers (which lie at the heart of 
  most speedster character concepts), it reviews the 
  HERO System’s Skills, Talents, Powers, and other 
  elements with regard to how they apply to or help 
  speedsters. That segues into...
  Chapter Two, Speedster Powers, which has over 300 
  pre-built powers and abilities for just about any 
  speedster you can imagine (and most of those 
  powers have one or more options, resulting in 
  thousands of possible powers for your speedster 
  characters). Some of these powers appear in The 
  UNTIL Superpowers Databases or other HERO 
  System products, but many are new, revised, or 
  updated just for this book.
  Chapter Three, Speedsters Genre By Genre, reviews 
  how speedsters tend to function in various major 
  genres, such as superheroes, Fantasy, and Pulp. 
  While speedsters are most common in the Comic 
  Book Superheroes genre (since it allows for incredi-
  bly high rates of speed, which in turn justiﬁes other 
  speedster abilities), as this chapter shows they can 
  occur in just about any genre. It includes several 
  sample characters for use as NPCs or pre-generated 
  player characters in your campaigns.
  Chapter Four, The HERO System Movement Com-
  panion, expands on the basic rules for movement 
  in Chapter Two of the 5th Edition, Revised core 
  rulebook. It includes optional rules for Seg-
  mented Movement, information on Controlled 
  and Uncontrolled Movement (and their ramifica-
  tions), rules for racing, and a discussion about 
  the physics of movement and how that’s repre-
  sented in game terms.
  Chapter Five, Adventure At Top Speed, covers 
  speedster campaigning. It discusses special ways 
  speedsters interact with the combat rules, includes 
  detailed information on how diﬀerent types of 
  movement work in HERO System terms, describes 
  the “Speed Zone” (the “dimension” in which a 
  speedster moves so fast that everyone and every-
  thing, sometimes even energy, seems to be frozen 
  in time), and provides other resources for players 
  and GMs.
  So, get ready to shift into high gear with The 
  Ultimate Speedster!
  INTRODUCTION
  
  chapter one:
  chapter one:
  CHARACTER CREATION
  
  6 ■ Character Creation
  Hero System 5th Edition
  SPEEDSTER 
  BASICS
  A 
  speedster is a character whose abilities 
  and powers primarily focus on move-
  ment (usually movement at incredibly 
  fast speeds), for whom movement-based 
  abilities are a signiﬁcant part of his design, or who 
  simply possesses a mode or modes of movement 
  uncommon in his genre or campaign setting. 
  While many speedsters run at incredible speeds 
  (the archetypical speedster, DC Comics’s hero the 
  Flash, is a good example), running isn’t the only 
  way speedsters get around. Some ﬂy, some tele-
  port, some swim, and so on. And some aren’t even 
  particularly “fast” — what sets them apart isn’t 
  the velocity at which they move, but the way they 
  move, or perhaps their unusual reﬂexes. For exam-
  ple, in a Pulp Hero or Dark Champions campaign, 
  a character with a rocketpack might be considered 
  a speedster even if he can only ﬂy at 15 miles per 
  hour, because in those genres characters usually 
  can’t ﬂy at all.
  In most cases, speedsters have a lot of inches in 
  one or more modes of movement (such as Running 
  or Flight), and usually high DEXs and SPDs as well. 
  But a speedster can be a lot more than that — the 
  concepts of “moving incredibly fast” or “moving in 
  extraordinary ways” make excellent special eﬀects 
  for literally hundreds of abilities and superpowers, 
  such as the ones described in Chapter Two. With so 
  many possibilities to choose from, before you start 
  juggling numbers and buying abilities you should 
  think about what type of speedster you’re design-
  ing. You don’t want your character to look and act 
  exactly like other speedsters — you want him to 
  be unique, special, and cool. The Ultimate Speed-
  ster should help stimulate your imagination with 
  diverse character concepts and intriguing abilities 
  — but as always, the contents of this book are just 
  guidelines. Feel free to change things to suit your-
  self (assuming your GM approves, of course!).
  Don’t forget that there’s some sort of story 
  behind every choice you make. A player may or 
  may not fully develop all these stories, but the GM 
  eventually should. If the GM has a glimpse of a 
  character’s potential, he can help you tell a better 
  story in the future. The more information you 
  can supply as you develop the character, the more 
  coherent his background becomes, and the better 
  the stories will be. By fully ﬂeshing out each charac-
  ter choice — always asking “why?” — you’re guar-
  anteeing that each character you create is unique, 
  has interesting objectives (so that he acts instead 
  of just passively reacting to the world around him), 
  and bursts with potential plot material for the GM.
  SPEEDSTER  
  BACKGROUNDS
  The ﬁrst way to add dimensions to your speed-
  ster character is to determine his background (in 
  Champions campaigns, his “origin”). In short, you 
  have to answer the question, “Where did my char-
  acter get his movement powers and abilities?”. A 
  speedster’s background usually relates to the special 
  eﬀects or nature of his powers (see page 11), and 
  may relate to his personality or archetype. Here are 
  some classic backgrounds for speedsters:
  ALTERATION
  Some sort of process has permanently altered 
  the character’s physiology. This might have been 
  intentional (which means someone knows the 
  secret of super-speed and can create speedsters at 
  will), but more likely it was accidental — the char-
  acter was simultaneously struck by lightning and 
  doused with chemicals, exposed to the radiation 
  from an experimental faster-than-light engine, hit 
  with a concentrated beam of tachyons, dunked in 
  radioactive goo, zapped with a spell as a bystander 
  to a duel between wizards, bitten by a radioactive 
  cheetah, or the like. The eﬀects of the alteration are 
  permanent (or at least as permanent as anything 
  can be in an adventure campaign).
  MAGIC
  The character has somehow discovered or 
  gained access to a magical power source that he 
  can call upon to endow super-speed or special 
  kinds of movement. For example, maybe the god 
  Hermes granted him movement powers as a gift 
  for some reason. Since it’s magic, no more expla-
  nation may be required, though in some games 
  determining the precise origin or nature of the 
  magic could be important. And don’t forget 
  Clarke’s Law — any sufficiently-advanced tech-
  nology can seem like magic....
  Alternately, a speedster may either guided by 
  or imbued with some sort of mystical spirit related 
  to something fast or that moves in unusual ways. 
  Examples include a Cheetah or Eagle totem, or the 
  personiﬁcation or cosmic avatar of some abstract 
  entity related to speed (such as Entropy, Momen-
  tum, Equilibrium, or Light).
  MENTAL CONTROL
  It’s said the human brain controls the body 
  much more than people suspect — which means 
  the human body is restricted only by the limits 
  of the human brain. A speedster might have an 
  
  7 
  The Ultimate Speedster ■ Chapter One
  evolved, trained, enhanced, or altered brain that 
  allows him to use pure thought power to heighten 
  his metabolism, increase his speed and reaction 
  time, precisely control every molecule in his body, 
  overcome the ordinary limitations of the human 
  form, or the like. (This is sometimes known as 
  “neurokinesis,” or, more broadly, “biokinesis.”)
  MUTATION
  The character is a step above mere humans 
  in the evolutionary chain. Mutants are born with 
  their powers, though their abilities may only 
  start to manifest under stressful circumstances 
  (such as puberty or being involved in a disaster). 
  Mutation is an origin found almost entirely in 
  comic books, and thus it’s a common feature of 
  many Champions campaigns. Since mutation 
  involves changing the body in some way, includ-
  ing augmenting its existing capabilities, it’s per-
  fectly logical for a mutation to grant many types 
  of speedster powers.
  The most important question for a Mutant 
  origin is:  when do the character’s speedster 
  powers manifest? Typically they emerge in ado-
  lescence or later, in which case the character 
  may have an easier time adjusting to his powers 
  (but the adjustment period may not have ended 
  by the time the campaign begins). On the other 
  hand, a child who develops speedster powers 
  at an early age may suffer all kinds of problems 
  — he wreaks havoc, attracts unwanted attention, 
  causes accidents, abuses his powers to put tacks 
  on the teacher’s chair, and so on — but by the 
  time the campaign begins he’s probably had years 
  to get used to his abilities.
  Another important issue is whether the 
  character has any other mutant abilities. In many 
  cases mutant powers come with unusual side 
  effects or restrictions, particularly early in the 
  character’s career. For example, a mutant’s vibra-
  tional powers may only work when he ingests 
  certain rare chemicals. Speedster powers may 
  be one aspect of a broad suite of related powers, 
  such as biokinesis or superhuman strength.
  In the Champions Universe and many other 
  settings, a Mutant character has to take a Dis-
  tinctive Feature, Mutant, to reflect the fact that 
  others can perceive his mutant nature with spe-
  cial scanners and the like. This is worth 10 points 
  (Not Concealable; Always Noticed; Detectable 
  Only By Unusual Senses). In many campaigns, 
  people view mutant characters (regardless of 
  their powers or actions) with suspicion or hatred, 
  which may entitle the character to take a Social 
  Limitation.
  TECHNOLOGY AND OTHER  
  ENHANCEMENTS
  The character’s physiology isn’t any differ-
  ent than normal (or not radically different), but 
  he possesses technology (or some other external 
  force) that enhances his movement abilities or 
  grants him movement abilities he wouldn’t oth-
  erwise have. The classic example is probably the 
  “rocketpack” or “jetpack” worn by characters 
  such as the Rocketeer; others include anti-fric-
  tion suits that let the wearer “skate” at incredible 
  speeds, super-speed pills that provide speedster 
  powers for a specific amount of time, a magical 
  amulet that allows the wearer to teleport, or the 
  
  8 ■ Character Creation
  Hero System 5th Edition
  like. This background differs from Alteration in 
  that the effects (a) depend upon an external force 
  or object that can usually be taken away from the 
  character (and possibly used by other people), 
  and (b) may be temporary or heavily restricted.
  RACIAL
  The character is non-human, and compared 
  to humans his species is much more efficient in 
  terms of movement. Not everyone from this spe-
  cies might be the same, but on the average they’re 
  all faster than humans or can move in ways 
  humans cannot. Examples include bird-people 
  and fish-people aliens from the worlds of Science 
  Fiction, comic book “mole-men” who can dig at 
  incredible speeds, a species of humanoids from 
  another dimension who can all teleport, and a 
  race of beings who live in a different time-frame 
  than humans (so that they seem to move much, 
  much faster).
  SPEEDSTER  
  PERSONALITIES
  Just as speedsters often come from stereotypi-
  cal (“classic”) backgrounds, they may have distinc-
  tive personalities as well.
  THE CLAUSTROPHOBE
  Because the character can (and does) cross 
  great distances very quickly, he doesn’t like to be 
  conﬁned or cooped up, much less restrained or 
  imprisoned. Enclosed spaces bother him, possibly 
  even to the point of panic, because he knows that 
  he’s at a disadvantage in them — he can’t use all 
  of his powers to full eﬀect the way he can in wide-
  open areas or the outdoors.
  THE COMPETITOR
  Some speedsters just have to be the fastest. If 
  they hear that someone or something is faster than 
  they are, they set out to prove who’s better. Thus, 
  they tend to have Rivalries with other speedsters. 
  This trait may also carry over to other aspects of 
  the character, such as his Skills, his STR, his reﬂexes, 
  or the like.
  THE GROUCH
  Because the character lives at hyperacceler-
  ated speeds, everyone around him seems to move 
  incredibly sloooowwwwwllllyyy. This aggravates 
  and frustrates him to the point where he becomes 
  grouchy, mean, and possibly even arrogant. Even 
  if the character tries to be good-natured about it, 
  there are times when he just can’t take it anymore 
  and lashes out verbally (and perhaps even physi-
  cally). After all, his every interaction with other 
  people is the equivalent of waiting his turn in a 
  really long line, and what fun is that?
  THE HELPER
  The character’s determined to use his speed-
  ster powers to help other people. When he’s not 
  adventuring or ﬁghting crime (which is helpful in 
  itself), he’s rushing medicine to plague-struck areas, 
  carrying crucial messages to world leaders, rescu-
  ing people stranded in dangerous places, zipping 
  around the city preventing all the tragedies and 
  disasters he sees (from pulling people out of the 
  way of buses to saving vases from being knocked 
  over), running on a treadmill to generate electrical 
  power to dispel a blackout, or otherwise putting his 
  talents to good use. Assuming society knows he’s 
  doing this, he’s likely to be lauded and admired for 
  his eﬀorts... though his focus on other people may 
  make it diﬃcult or impossible for him to develop 
  normal intimate relationships and friendships. 
  It’s hard to spend “quality time” with that special 
  someone when you’re constantly rushing oﬀ to save 
  someone else.
  THE PRANKSTER
  Characters who can move at ultra-fast speeds 
  or teleport often seem to become jokers or prank-
  sters — they’re mischievous, but in a friendly rather 
  than malicious way. They use their powers to put 
  
  9 
  The Ultimate Speedster ■ Chapter One
  whoopee cushions on chairs right before some-
  one sits down, rearrange the contents of a room 
  between blinks of an eye, move people around 
  without their knowing it, and so forth. To some 
  people, this makes them lovable; others tolerate 
  them with teeth-grinding aggravation.
  THE THRILLSEEKER
  Aviators, racecar drivers, and extreme ath-
  letes are often considered thrillseekers, so it’s 
  not uncommon for a character who can already 
  move at tremendous velocity on his own to be 
  one as well. Since his speedster abilities keep 
  ordinary dangers from posing any problem, 
  he has to find really extreme ways to satisfy his 
  craving for excitement:  fighting crime; racing 
  comets; trying to complete “impossible” tasks in 
  potentially lethal environments quick enough 
  that he can get out before dying. His tendency to 
  make challenges even harder just so he can enjoy 
  overcoming them may not exactly endear him to 
  his teammates or the public.
  SPEEDSTER ARCHETYPES
  Like other types of characters, speedsters 
  can be organized into several archetypes. Arche-
  types are helpful for categorization and character 
  creation purposes, but they’re not unchangeable. 
  Moreover, character archetypes aren’t complete 
  character concepts; two very diﬀerent characters 
  may belong to the same archetype. The HERO 
  System is all about character design ﬂexibility, so 
  there’s no need to stick to a stereotype unless you 
  want to — feel free to modify these archetypes to 
  suit yourself and the campaign you’re in. And don’t 
  forget that it can be fun to go against type and 
  create, for example, a Cosmic Speedster who comes 
  not from the stars but the very heart of the Earth, 
  or who’s been conﬁned to Earth for some reason.
  THE ANIMAL SPEEDSTER
  The Animal Speedster is a speedster, usually 
  Running-based, with a motif derived from a swift 
  animal such as the cheetah or the gazelle. In addi-
  tion to his speedster powers, he may possess the 
  ability to summon, control, or commune with the 
  type of animal his powers derive from or are based 
  on. Similarly, he may come from, or know a lot 
  about, that animal’s native environment.
  THE AQUA-SPEEDSTER
  The Aqua-Speedster is a master swimmer, able to 
  move through the water faster than any speedboat or 
  ﬁsh. In addition to his movement abilities (and, almost 
  always, the ability to breathe and survive underwater), 
  he may possess many related powers, such as control 
  over water, the ability to talk to ﬁsh, or the power to 
  summon sharks telepathically; see the Swimming 
  Powers section of Chapter Two for examples. In the 
  comic books, he’s often also the King of Atlantis or 
  some other undersea realm. Examples of this arche-
  type include Aquaman (and his “progeny”), Namor 
  the Sub-Mariner, Marrina, and many of the villains 
  they’ve fought.
  Aqua-Speedsters often suﬀer from one-dimen-
  sionality:  in the water they’re quite powerful; out 
  of it they’re weaker, maybe even practically help-
  less (for example, some of them have a Depen-
  dence on water, and thus can’t stay out of it for 
  too long). Sometimes this is perfectly appropriate, 
  even desireable, for a character or campaign, but 
  sometimes it’s a problem. Players and GMs should 
  keep it in mind when designing and reviewing 
  Aqua-Speedsters to make sure they’ll ﬁt into the 
  campaign and be fun to play. There’s no reason an 
  Aqua-Speedster has to be weak on land; for exam-
  ple, a body powerful enough to survive the crush-
  ing pressures of the depths of the sea is probably 
  strong enough to lift incredibly heavy objects and 
  deliver devastating punches even on solid ground.
  THE AVATAR
  The Avatar is a living embodiment of some 
  ideal, concept, or cosmic representation of a speed- 
  or movement-related force or being — momentum, 
  energy, birds, or the like. The Avatar may be an 
  actual non-human who’s manifested on Earth for 
  some reason (and usually at a weaker-than-normal 
  power level because he’s now subject to “the limits 
  of physical existence”), or a mere human who can 
  call upon great cosmic forces in time of need.
  A related archetype is the Elemental, who 
  in some way embodies an elemental force (Air, 
  Earth, Fire, Water) in a way that gives him unusual 
  movement powers. For example, an Air Elemental 
  character can probably ﬂy at tremendous speeds 
  and may have phenomenal reaction time; an Earth 
  Elemental can Tunnel like no one’s business; and a 
  SPEED OF THE CHEETAH!
  To assist you in creating Animal Speedsters, here’s how 
  fast some fast animals can move.
   
  Top Speed 
  Top Speed
  Animal 
  (MPH) 
  (Inches/Turn)
  Land Animals
  Black Mamba 
  20 
  54”
  Cheetah 
  70 
  188”
  Deer, White-Tailed 
  30 
  80”
  Gazelle, Thompson’s 
  50 
  134”
  Lion 
  50 
  134”
  Greyhound 
  39 
  104”
  Horse, Quarter 
  47 
  126”
  Hyena 
  40 
  107”
  Pronghorn Antelope 
  61 
  163”
  Rabbit 
  35 
  94”
  Rhino, Black 
  40 
  107”
  Zebra 
  40 
  107”
  Water Animals
  Orca (Killer Whale) 
  31 
  83”
  Sailﬁsh 
  68 
  182”
  Shark, Mako 
  55 
  147”
  Whale, Blue 
  30 
  80”
  Air Animals
  Dragonﬂy 
  36 
  96”
  Duck, Mallard 
  65 
  174”
  Falcon, Peregrine 
  200 
  536”
  Swift, Spine-Tailed 
  106 
  284”
  Note:  Top speed may indicate a speed attainable only 
  for short bursts or under certain conditions.
  
  10 ■ Character Creation
  Hero System 5th Edition
  Water Elemental can Swim better than anyone else. 
  Nor do all Elementals have to focus on the four 
  classical elements; a “Living Lightning Bolt” charac-
  ter could embody the elemental force (and speed!) 
  of the thunderbolt.
  THE BATTERING RAM
  A “Battering Ram” is a character with speedster 
  and brick (super-strength) abilities in one package. 
  He’s also known as the Missile (if he’s got Flight-
  based movement) or the Torpedo (if he’s aquatic). 
  The name comes from the fact that he often favors 
  Move By/Through attacks that combine his powers 
  into a potent oﬀense. Examples from genre litera-
  ture include superheroes and villains like the Rhino 
  and Ramrod from Marvel Comics, or Thunderbolt 
  II from the Champions Universe.
  THE COSMIC SPEEDSTER
  The Cosmic Speedster is a traveler from the 
  stars — an alien or super-being who can travel far 
  faster than the speed of light in space (FTL Travel), 
  ﬂy at tremendous velocities in the atmosphere 
  (Flight), and perhaps even cross dimensional barri-
  ers (Extra-Dimensional Movement). He may have 
  a wide variety of abilities based on manipulating 
  “cosmic energy” (see The UNTIL Superpowers 
  Databases for many examples).
  THE DIMENSIONAL TRAVELER
  Although not a speedster in the velocity 
  sense, the Dimensional Traveler fits the “speed-
  ster” concept because he possesses unusual 
  movement powers:  the ability to move from one 
  dimension to another (Extra-Dimensional Move-
  ment, in game terms). Typically he can travel to 
  any dimension he likes, but some Dimensional 
  Travelers are restricted to a certain “region” or 
  “layer” of the Multiverse. He may have related 
  powers, like the ability to see into other dimen-
  sions, create “dimensional gates” so other people 
  can travel with him, or Teleport by rapidly 
  moving into another dimension then back into 
  his current one at a different location.
  THE FLYING SPEEDSTER
  What the Aqua-Speedster does in the water 
  and the Running Man on the ground, the Flying 
  Speedster does in mid-air:  move incredibly fast. 
  Thanks to innate superpowers, magical abilities, 
  technology, or some other source of power, the 
  Flying Speedster can ﬂy at speeds faster than any 
  jet. Unlike the Wingman (see below) his powers 
  don’t involve wings, but rather special eﬀects like 
  manipulating the wind or gravity or wearing a suit 
  of powered armor built for high-speed ﬂight. See 
  the Flight Powers section of Chapter Two for many 
  Flight-related powers. Examples of this archetype 
  include the Marvel Comics characters Aurora and 
  Northstar, and to some extent the Champions Uni-
  verse character Cyclone.
  THE GOLDEN AGE RELIC
  The Golden Age Relic used to be the fastest 
  character alive, but that was decades ago. Since then 
  he’s “retired” numerous times, but routinely comes 
  back to help the newer, younger heroes deal with 
  the crisis of the month (this is particularly appro-
  priate if there’s a “legacy” hero, possibly a relative 
  of his, who’s adopted his name and costume). They 
  accept his help graciously, although sometimes he 
  can get in the way, since he’s not quite as fast as he 
  was in his prime. He remembers better days, when 
  the bad guys were tougher, the heroes more heroic, 
  the women prettier, and men wore hats. Most 
  people don’t really want to hear his stories, but 
  there are times when he’s chock-full of good advice 
  born of long experience.
  THE LEAPER
  The Leaper depends on Leaping to an 
  extreme (some would say ridiculous) degree to 
  get from place to place. His ability may be innate, 
  but more often it comes from a pair of “spring-
  boots” or some other technological or magic 
  device (as with Marvel Comics’s character the 
  Leapfrog). In addition to being able to leap great 
  distances and heights, the Leaper often trains 
  himself to use his leaping abilities in combat — 
  for example, to be able to bounce around inside 
  a room and smash into his foes like a pinball. See 
  the Leaping Powers section of Chapter Two for 
  some examples.
  REFLEX MAN
  This unusual type of character doesn’t have 
  ultra-fast movement per se, but his body’s reac-
  tion time and motion are much faster than a 
  normal person’s. In HERO System terms, he has 
  a high DEX (usually 23 or more) and SPD (usu-
  ally 8-10, if not higher), but no more than human 
  normal Running (i.e., 6-10”). If he devotes a 
  lot of his Phases to making Full Moves, he can 
  run at high speeds, but his velocity comes from 
  his reaction time (i.e., the number of Phases he 
  gets), not from having bought a lot of inches 
  of movement. Furthermore, he usually has lots 
  of superpowers or special abilities based on his 
  reflexes, such as a rapid-fire punch, powerful 
  Martial Arts moves, or the like.
  THE RUNNING MAN 
  The most stereotypical example of a “speed-
  ster,” the one most comic book fans and gamers 
  think of when they hear the term, is the Running 
  Man — a character who can run at phenomenal 
  speeds. So fast that he can run up the sides of 
  SPEED OF THE  
  LIGHTNING BOLT!
  To assist you in creating Elemental-style speedsters, here’s the approximate speed of 
  some phenomena:
   
  Speed 
  Speed
  Phenomenon 
  (MPH) 
  (Inches/Turn)
  Bullet (.22) 
  783 
  2,100”
  Light 
  669,600,000 
  1,795,600,000”
  Lightning bolt 
  1,044,000 
  2,799,660”
  Sound (in air) 
  743 
  1,992”
  Sound (in water) 
  3,155 
  8,460”
  Telephone signal (in wire) 
  360,000,000 
  965,400,000”
  
  11 
  The Ultimate Speedster ■ Chapter One
  buildings, over the surface of water, and even 
  around the world in the blink of an eye, he usu-
  ally has other speed-related abilities (such as 
  rapid-fire punches, cleaning an entire house in a 
  split second, friction resistance, and others like 
  the ones in the Speedster Powers section of Chap-
  ter Two). Examples of this archetype include:  
  DC Comics’s the Flash (in various incarnations) 
  and Johnny Quick; Marvel Comics’s Quicksilver, 
  the Whizzer, and Speed Demon; and the Cham-
  pions Universe’s Kinetik.
  THE SLICKSTER
  A Slickster is a land-based speedster with 
  control over friction, and/or possibly related forces 
  like momentum, inertia, or kinetic energy, that he 
  manipulates to allow him to move at high speed. He 
  often has related abilities, like the power to increase 
  the friction another character suﬀers (thus making 
  the target move more slowly than normal). See the 
  Kinetic Energy Powers section of Chapter Two for 
  many example abilities. Examples of this archetype 
  include Slyde from Marvel Comics and Slick from 
  the Champions Universe.
  THE TELEPORTER
  This speedster’s abilities revolve around Tele-
  portation — the power to disappear from one 
  location and re-appear at another without physi-
  cally crossing the space in between. In addition to 
  being able to teleport great distances (maybe even 
  on a planetary or galactic scale), he often has a 
  host of abilities related to short-range teleporting, 
  such as a “blink teleport” to avoid attacks (see the 
  Teleportation Powers section of Chapter Two for 
  many examples). Some Teleporters can even tele-
  port other characters or objects, either by touch-
  ing them or sometimes at a distance (an ability 
  technically known as aportation). Examples of 
  Teleporters include Marvel Comics’s mutant hero 
  Nightcrawler, many demons and wizards from 
  Fantasy ﬁction, and the Champions Universe’s 
  Cheshire Cat and Tesseract.
  THE TIME MANIPULATOR
  This type of character doesn’t actually move 
  any faster than a normal person in an absolute 
  sense — but thanks to his ability to manipu-
  late time, he appears to. By slowing down time 
  around other people or speeding it up around 
  himself, he can move much more frequently than 
  an ordinary person, in effect making him ultra-
  fast. Depending on how fully or precisely he con-
  trols the flow of time, he may have many other 
  chrono-powers as well (see the Time Powers 
  section of Chapter Two for many examples). The 
  Champions Universe’s Captain Chronos is an 
  example of this archetype.
  THE VIBRO-SPEEDSTER
  Some speedsters, such as the Champions 
  Universe’s Vibron, control “vibrational energies” 
  or can vibrate the molecules of their bodies at 
  different “frequencies” than normal. As a result 
  they can move much more quickly than ordinary 
  people, though as a side effect they may appear 
  “blurry” or have difficulty speaking clearly. See 
  the Vibration Powers section of Chapter Two for 
  many example powers appropriate to this arche-
  type, including Vibro-Phasing (Desolidification) 
  and Vibro-Blast.
  THE WHIRLWIND SPEEDSTER
  Similar in some respects to the Vibro-Speed-
  ster, the Whirlwind Speedster’s speed, attacks, 
  and other abilities derive from his power to whirl 
  around at incredibly fast speeds. In effect, he’s a 
  human tornado, and can move just as fast and 
  hit just as hard as his namesake. See the Whirl-
  wind Powers section of Chapter Two for sample 
  powers appropriate to this archetype. Examples 
  include the Marvel Comics villains Whirlwind 
  and Cyclone I.
  THE WINGMAN
  The Wingman is an aerial speedster whose 
  Flight and ﬂight-based abilities derive from the fact 
  that he has a pair of wings (or perhaps many pairs). 
  Perfectly at home in the skies, he may also have 
  the power to talk to or control birds, manipulate 
  the weather, or the like. Examples include Marvel 
  Comics’s superhero the Angel, bird-men species 
  from Fantasy and Science Fiction settings, and DC 
  Comics’s Hawkman.
  SUPER-SPEED AS  
  A SPECIAL EFFECT
  While some speedsters may just have an 
  unusual form of movement (or more than one), for 
  most gamers the stereotypical speedster can move 
  at tremendous velocity:  super-speed or hyper-veloc-
  ity, if you will. Super-speed is the special eﬀect for 
  many speedster abilities beyond just moving fast 
  — as Chapter Two demonstrates, you can explain 
  many attacks, defenses, and other abilities as mani-
  festations of super-speed.
  Of course, the HERO System diﬀerentiates 
  between the eﬀects of a power and the special eﬀects 
  of a power. A player determines what powers to 
  buy by determining the type of impact he wants to 
  have on the game. There’s no power or eﬀect in the 
  HERO System called “Super-Speed,” but speedsters 
  can purchase many of the System’s game elements 
  and deﬁne their special eﬀect as “super-speed.”
  This section describes three “families” of 
  super-speed — movement modes, repetitive move-
  ment patterns, and power manifestations — and 
  thus various “ﬂavors” of super-speed that a speed-
  ster might use to deﬁne his powers. They’re based 
  on diﬀerent ways of moving, repetitive motion 
  patterns, and the like. These families may overlap, 
  so it’s possible for a character to have abilities with 
  more than one special eﬀect, or powers based on 
  two or more special eﬀects.
  You can find dozens of example powers 
  appropriate to these forms of super-speed in 
  Chapter Two.
  SPEEDSTER TRICK 
  CATEGORIES
  Besides thinking about 
  a speedster’s mode(s) of 
  movement, movement 
  pattern(s), and power 
  manifestation(s), you 
  can also organize speed-
  ster tricks and abilities 
  into categories based on 
  what they allow a speed-
  ster to do. Examples 
  include:
  ■ Hitting multiple targets:  
  The speedster is so fast 
  he can cover a greater 
  area, or aﬀect more tar-
  gets in the same amount 
  of time, than other char-
  acters. Examples include 
  various abilities built 
  using the Area Of Eﬀect 
  or Autoﬁre Advantages, 
  or the ability to clean 
  a room in the blink of 
  an eye.
  ■ Acting quicker than 
  normal:  Powers a speed-
  ster has because he can 
  “activate” the ability 
  so quickly or move 
  at such high veloci-
  ties. Examples include 
  rapid-ﬁre punching and 
  sweeping targets along 
  in the “backdraft” of the 
  character’s movement.
  ■ Repetitious conduct:  
  The speedster can per-
  form the same action 
  dozens or hundreds 
  of times in a second, 
  allowing him to accom-
  plish a task much more 
  quickly than a normal 
  person can. For example, 
  a speedster could buy 
  Computer Programming 
  to represent the fact that 
  he can try thousands 
  of possible passwords 
  in just a few seconds, 
  making it easy for him to 
  break through computer 
  security.
  
  12 ■ Character Creation
  Hero System 5th Edition
  Movement Modes
  This basic special eﬀect assumes the speedster’s 
  primary ability is a particular type of movement 
  and constructs related abilities from there. For 
  traditional modes of movement (Flight, Running, 
  Swimming, Tunneling), linked abilities may relate 
  to the eﬀects the character generates as he passes 
  through the environment, but also come from 
  interactions with the surrounding environment. 
  Similarly, the non-traditional “space-time-dimen-
  sion” nature of Extra-Dimensional Movement and 
  Teleportation provides ample justiﬁcation for a 
  wide range of derived abilities. See the appropriate 
  categories in Chapter Two for examples.
  Repetitive Movement  
  Patterns
  In some cases, a speedster can so tightly con-
  trol his primary movement mode that he can set 
  up repetitive movement patterns at high speeds 
  and thus generate several useful eﬀects (along with 
  some possible disadvantageous ones). Some of the 
  patterns occur within a single hex, but for others 
  the speedster needs multiple hexes’ worth of space. 
  Most patterns require freedom of motion and 
  physical leverage to execute, although some (e.g., 
  Vibrations) do not.
  CIRCULAR
  The speedster moves in a circle at high speeds 
  and causes interesting things to occur at the center. 
  The speedster must position the circle relative to 
  the target and have equal access to all hexes along 
  the path. His circular pattern of motion can dizzy-
  ingly spin the target around, suck away all the air in 
  the center, lift him with a rising column of air (or 
  water, if he’s swimming), and the like.
  A speedster who can move in a three-dimen-
  sional environment (ﬂying in the air, swimming 
  underwater) can use a Spherical movement pattern 
  to create many of the same eﬀects. They might even 
  be more intense because they completely surround 
  the target. For example, the “compression eﬀect” 
  of being at the center of a sphere is much stronger 
  than that of being inside a circle with an “open” top 
  and bottom.
  RHYTHMIC
  The speedster moves one of his limbs (usually 
  an arm) back and forth quickly within a single hex. 
  Rhythmic motion could include rapid-ﬁre punch-
  ing or stomping, “windmilling” to create powerful 
  gusts of air, rubbing something to inﬂict super-fric-
  tion damage, and the like. The speedster must have 
  leverage to move the appropriate limb. Rhythmic 
  motion isn’t subtle — it’s intended to induce intense 
  stress in the target over a very short period of time.
  SPIN
  The speedster spins in place at high speeds 
  like a top (in other words, he fits the “Whirlwind 
  Speedster” archetype described above). He must 
  be balanced and have leverage, but the resulting 
  effects are numerous. He can induce dizziness 
  in a held character, hit someone with a punch 
  backed by the full effect of his motion, emulate 
  a propeller, drill through the ground, or the like. 
  
  13 
  The Ultimate Speedster ■ Chapter One
  See the Whirling Powers section of Chapter Two 
  for plenty of examples.
  VIBRATIONS
  The speedster moves back and forth quickly 
  and subtly within a single hex — in other words, he 
  vibrates (and thus often falls within the Vibro-Speed-
  ster archetype described above). The tight control 
  required makes Vibrations harder to execute and thus 
  rarer than many other types of super-speed. Perhaps 
  the eﬀects cost extra END or the speedster needs 
  some sort of control over his own molecules to vibrate 
  with any great eﬀect. However, one thing the speedster 
  doesn’t require is leverage, which means many Vibra-
  tion-based speedster powers still work while the char-
  acter is Entangled, unlike powers based on some other 
  repetitive movement patterns.
  The eﬀects of vibrating are numerous. Any 
  solid surface contacting a vibrating speedster is 
  subject to tremendous friction and heat, plus static 
  electricity. Vibrating speedsters are hard to grab and 
  hold, since they can easily shake free. The speed-
  ster’s vibrations displace the air around him, result-
  ing in an audible whine with pitch proportional to 
  vibration frequency. Vibrations might also induce 
  tremors in the surrounding environment or vertigo 
  in nearby persons. Finally, if your campaign sub-
  scribes to the “matter has a vibrational frequency” 
  concept common to many fantastic settings, vibra-
  tional movement can aﬀect or interact with the 
  “solidity” or “intangibility” of matter, allowing the 
  speedster to move through solid objects.
  Power Manifestations
  This type of super-speed focuses on how the 
  speedster’s power actually manifests, which usually 
  relates to his origin.
  EXTERNAL SOURCE
  The speedster’s metabolism is normal, but he 
  gets his super-speed and movement from an exter-
  nal (perhaps even magical) source, e.g., the wind, 
  an amulet of speed, or energy from the Speed Zone. 
  He may or may not pay full END for using these 
  powers, and he probably doesn’t work up the same 
  sweat a speedster with a heightened metabolism 
  would. Turning on his powers doesn’t necessarily 
  involve exerting himself; it’s a matter of mentally 
  contacting/activating the External Source.
  A speedster using a Focus for movement may or 
  may not use it in conjunction with physical exertion 
  to actually move, as with a set of artiﬁcial wings. It 
  may be possible to restrict a speedster’s movement by 
  interfering with the Focus — binding his legs together, 
  pinning his wings back, or stealing his amulet.
  HEIGHTENED METABOLISM
  Heightened Metabolism means a speedster’s 
  physical metabolic rate is faster than normal. This 
  includes heartbeat, circulatory system, respiration, 
  nervous system, digestion, cell growth, and possibly 
  aging. A speedster with a Heightened Metabolism 
  exerts himself physically when using his powers:  fast 
  leg movement for Running, ﬂapping wings for Flight, 
  arm and leg movement for Swimming, rapid hand 
  movement for Tunneling; and so on. Heightened 
  Metabolism tends to be the most common explana-
  tion for movement and super-speed in most settings.
  LIVING ENERGY
  The speedster is either imbued with some form 
  of energy, composed of energy himself, or a physi-
  cal embodiment of energy (even a ﬁctional type of 
  energy such as “speed force”). He’s not necessarily 
  even completely human or corporeal. By releasing 
  or drawing upon his energy, the speedster generates 
  movement, speed, and related eﬀects.
   THE ETERNAL DEBATE:  
  RUNNING OR FLIGHT
  For the classic “running man” speedster — a charac-
  ter like DC Comics’s the Flash or Marvel Comics’s 
  Quicksilver — one of the key design issues you have to 
  address is which Movement Power you want to use to 
  simulate their abilities:  Running or Flight.
  At ﬁrst glance, Running seems like the obvious choice. 
  Classic speedsters typically move along the ground, 
  after all. Additionally, Running provides a number of 
  beneﬁts:  characters start with 6” of it for free and it 
  lacks a Turn Mode. However, Running by itself doesn’t 
  allow for many classic speedster tricks, like running 
  up the side of a building or on the surface of a body of 
  water. To do that the character has to buy other abilities, 
  such as Clinging.
  Flight with the Limitation Only In Contact With A 
  Surface (-¼) overcomes those diﬃculties. Ceilings, 
  building walls, and water are “surfaces,” so the char-
  acter can run over them just as if they were ordinary 
  roads. But Flight comes with its own baggage. First, 
  characters have to buy every inch; they don’t get any 
  for free. Second, Flight has a Turn Mode that inhibits 
  the speedster’s maneuverability. Third, “ﬂying” char-
  acters, even ones using Limited Flight, take more 
  Knockback from attacks. You can compensate for 
  these abilities using the No Turn Mode Advantage 
  (or Movement Skill Levels) and Knockback Resis-
  tance, but of course that increases the cost — for 
  the same number of inches of movement, the Flight 
  option tends to cost more than Running.
  As if that weren’t enough to worry about, there’s the 
  possibility of buying hyper-running as Teleportation 
  with the Must Pass Through Intervening Space Limi-
  tation. However, few speedsters choose this option 
  because they can’t perform Move Bys/Throughs with 
  Teleportation, and because they run the risk of having 
  to make Attack Rolls to stop in the target hex.
  So, which one is better? That’s up to you (and your GM) 
  to decide. Some players prefer one method, some the 
  other; there’s no one “right” answer... though of course 
  the GM may dictate that he wants hyper-running to be 
  bought a particular way in his campaign. If it gets too 
  diﬃcult to decide, pick both! Thanks to the Usable As 
  [Second Mode Of Movement] Advantage, you can buy 
  Running that also functions as Flight for those times 
  when it’s necessary to dash up a wall or over a lake.
  See Hyper-Running I, II, and III on pages 61-63 for 
  example powers built using each of these methods.
  
  14 ■ Character Creation
  Hero System 5th Edition
  Several HERO System Characteristics, notably 
  DEX and SPD, merit expanded discussion with 
  regard to speedsters.
  Dexterity
  As the Characteristic that measures agility, 
  reaction speed (i.e., who acts ﬁrst in a Segment), 
  and the ability to avoid attacks, DEX is important 
  for speedsters. In most campaigns, the speedster 
  will have the highest DEX of all the PCs.
  HOW MUCH DEX DOES A CHARACTER 
  NEED?
  At 3 Character Points per DEX point, Dexter-
  ity is the second most expensive Characteristic in 
  the HERO System (after only SPD) because it pro-
  vides so many beneﬁts (CV, initiative, many Skill 
  Rolls, and the like).
  The accompanying table summarizes the 
  pertinent information about every point of DEX 
  between 0 and 60. The ﬁrst column indicates the 
  cost of that value of DEX in Character Points.
  The second column lists the DEX Roll derived 
  from that value of DEX. In parentheses after the 
  roll is the percentage chance of making an unmodi-
  ﬁed roll. The chance is capped at 99.9% on the 
  grounds that a roll of 18 usually constitutes auto-
  matic failure.
  The third column lists the CV derived from 
  that value of DEX.
  DEX BREAKPOINTS
  The fourth column indicates breakpoints 
  — particularely eﬀective amounts of DEX — with 
  the value of the breakpoint indicated by stars. One 
  star (*) indicates a breakpoint for CV — i.e., the 
  least amounts of DEX needed to obtain a particular 
  CV value (adding one more point of DEX won’t 
  give any more CV). These DEX values are 3 apart 
  because you calculate CV by dividing DEX by 3.
  Two stars (**) indicates a breakpoint for the 
  DEX Roll — i.e., the least amount of DEX needed 
  to obtain a particular DEX Roll value (adding one 
  or two more points of DEX won’t increase the 
  character’s DEX Roll). These DEX values are 5 apart 
  because you calculate DEX Rolls as (9 + (DEX/5)).
  Three stars (***) indicates a breakpoint for 
  both CV and the DEX Roll. These especially eﬃ-
  cient amounts of DEX are 15 DEX points apart (the 
  3 of CV times the 5 of DEX Rolls).
  The breakpoints indicate that DEX 28, 33, 
  and 38 are all particularly good buys for speed-
  sters (in lower-powered campaigns, so is DEX 23; 
  for Galactic Champions campaigns, 43, 48, and 
  53 are good choices). But the breakpoints don’t 
  tell the whole story. There are good reasons to 
  buy DEX in a non-breakpoint amount. The most 
  important is combat initiative — determining 
  who acts first in a Phase. Sometimes spending a 
  few more Character Points to get another point 
  or two of DEX may not be efficient in terms 
  of calculations, but it’s very handy in combat 
  because the character can act before more “effi-
  cient” foes. Second, the more DEX a character 
  has, the longer he can withstand Drain DEX 
  attacks and similar negative Adjustment Powers.
  ALTERNATE DEXTERITY
  Since DEX provides so many beneﬁts — CV, 
  Skill Rolls, initiative, SPD, and the like — one way 
  to customize characters a little more, and hopefully 
  to prevent them from buying a high DEX just for 
  the sake of the game-related beneﬁts they obtain, 
  is to divide DEX into three Primary Characteristics 
  instead of one. These “new” Characteristics are:
  Accuracy
  Agility
  Reaction
  Each of these “DEX Characteristics” costs 1 
  Character Point per point (but see Game Balance 
  Considerations, below, for more discussion).
  Accuracy (ACC) represents a character’s eye-hand coor-
  dination and general ability to attack accurately. It’s 
  used to calculate a character’s Combat Value — CV 
  equals the character’s ACC divided by 3.
  Agility (AGI) represents a character’s general nimble-
  ness, adroitness, and dexterousness. It’s the basis 
  for the character’s “DEX Roll” (ACC and REA don’t 
  normally have a Characteristic Roll) and for most 
  DEX-Based Skills (aptly named “Agility Skills”).
  Reaction (REA) represents a character’s reaction time 
  and related attributes. It’s the basis for a character’s 
  initiative (when his Phase occurs in a Segment, and 
  whether he goes before or after someone else).
  SPD
  Using these “DEX Characteristics” means 
  changing some of the rules for things related to 
  DEX, such as SPD. You have several options for 
  SPD. In all cases, the special rounding rules for SPD 
  apply — you always round down.
  First, you can calculate SPD as (1 + ((ACC + 
  AGI + REA)/30)). In other words, add ACC, AGI, 
  and REA together, divide by 30, and add 1 to the 
  result. Since the total cost of ACC, AGI, and REA is 
  in theory at least close to the cost of standard DEX, 
  this should derive a SPD roughly the same as what 
  you’d get using the standard DEX rules.
  CHARACTERISTICS
  
  15 
  The Ultimate Speedster ■ Chapter One
  Second, since INT is supposed to represent (at 
  least in part) a character’s ability to react to unusual 
  or dangerous circumstances (see below), you could 
  work it into the mix. Now SPD becomes (1 + 
  ((ACC + AGI + REA + INT)/40)).
  Third, since REA represents reaction time and 
  initiative in combat, you can use it alone to calcu-
  late SPD:  (1 + (REA/10)). However, because REA is 
  much cheaper than DEX, this tends to create “SPD 
  inﬂation,” so the GM needs to pay close attention 
  to characters’ SPDs, and perhaps even change the 
  calculation (to, for example, REA/20 or REA/30) to 
  maintain game balance.
  Skills
  The accompanying table shows how the Agility 
  Skills break down in the new system.
  Game Balance Considerations
  Keeping the costs of the DEX Characteristics at 
  1 Character Point per point each in theory results in 
  characters spending as much on these three Char-
  acteristics as they tend to spend on DEX. But theory 
  doesn’t always work in practice, so this may cause 
  problems. First of all, if you want to prevent “DEX 
  abuse,” this may not do the trick; characters can end 
  up with the same “DEX” as they would otherwise have 
  by buying all of the DEX Characteristics to the same 
  level. ACC 20, AGI 20, and REA 20 cost 30 Character 
  Points in total, just like DEX 20.
  Second, you may find players “power-
  gaming” their characters by buying one or two of 
  the DEX Characteristics to high levels. For exam-
  ple, with ACC costing only 1 Character Point 
  per point, a base CV 10 only costs 20 Character 
  Points. This could unbalance some campaigns 
  (though since all characters have the same abil-
  ity to buy high CVs, the most likely result is an 
  increase in CVs across the board, leading to no 
  significant game balance changes).
  Correcting or compensating for these problems 
  is usually just a matter of changing the costs of the 
  DEX Characteristics. For example, if you change them 
  all to 2 Character Points per point, power-gaming 
  becomes less attractive, and “DEX abuse” across the 
  board becomes twice as expensive. Alternately, you 
  could weight them depending on what you think 
  is most important or useful in your campaign. For 
  example, maybe ACC is 2 Character Points per point, 
  DEXTERITY TABLE
   DEX 
  Cost 
  DEX Roll 
  CV 
  Breakpoint
   
  0 
  -30 
  9- (37.5%) 
  0
   
  1 
  -27 
  9- (37.5%) 
  0
   
  2 
  -24 
  9- (37.5%) 
  1 
  *
   
  3 
  -21 
  10- (50%) 
  1 
  **
   
  4 
  -18 
  10- (50%) 
  1
   
  5 
  -15 
  10- (50%) 
  2 
  *
   
  6 
  -12 
  10- (50%) 
  2
   
  7 
  -9 
  10- (50%) 
  2
   
  8 
  -6 
  11- (62%) 
  3 
  ***
   
  9 
  -3 
  11- (62%) 
  3
   10 
  0 
  11- (62%) 
  3 
   11 
  3 
  11- (62%) 
  4 
  *
   12 
  6 
  11- (62%) 
  4
   13 
  9 
  12- (74%) 
  4 
  **
   14 
  12 
  12- (74%) 
  5 
  *
   15 
  15 
  12- (74%) 
  5
   16 
  18 
  12- (74%) 
  5
   17 
  21 
  12- (84%) 
  6 
  *
   18 
  24 
  13- (84%) 
  6 
  **
   19 
  27 
  13- (84%) 
  6
   20 
  30 
  13- (84%) 
  7 
  *
   21 
  33 
  13- (84%) 
  7
   22 
  36 
  13- (84%) 
  7
   23 
  39 
  14- (91%) 
  8 
  ***
   24 
  42 
  14- (91%) 
  8
   25 
  45 
  14- (91%) 
  8
   26 
  48 
  14- (91%) 
  9 
  *
   27 
  51 
  14- (91%) 
  9
   28 
  54 
  15- (95%) 
  9 
  **
   29 
  57 
  15- (95%) 
  10 
  *
   30 
  60 
  15- (95%) 
  10
   31 
  63 
  15- (95%) 
  10
   32 
  66 
  15- (95%) 
  11 
  *
   33 
  69 
  16- (98%) 
  11 
  **
   34 
  72 
  16- (98%) 
  11
   35 
  75 
  16- (98%) 
  12 
  *
   36 
  78 
  16- (98%) 
  12
   37 
  81 
  16- (98%) 
  12
   38 
  84 
  17- (99.5%) 
  13 
  ***
   39 
  87 
  17- (99.5%) 
  13
   40 
  90 
  17- (99.5%) 
  13
   41 
  93 
  17- (99.5%) 
  14 
  *
   42 
  96 
  17- (99.5%) 
  14
   43 
  99 
  18- (99.9%) 
  14 
  **
   44 
  102 
  18- (99.9%) 
  15 
  *
   45 
  105 
  18- (99.9%) 
  15
   46 
  108 
  18- (99.9%) 
  15
   47 
  111 
  18- (99.9%) 
  16 
  *
   48 
  114 
  19- (99.9%) 
  16 
  **
   49 
  117 
  19- (99.9%) 
  16
   50 
  120 
  19- (99.9%) 
  17 
  *
   51 
  123 
  19- (99.9%) 
  17
   52 
  126 
  19- (99.9%) 
  17
   53 
  129 
  20- (99.9%) 
  18 
  ***
   54 
  132 
  20- (99.9%) 
  18
   55 
  135 
  20- (99.9%) 
  18
   56 
  138 
  20- (99.9%) 
  19 
  *
   57 
  141 
  20- (99.9%) 
  19
   58 
  144 
  21- (99.9%) 
  19 
  **
   59 
  147 
  21- (99.9%) 
  20 
  *
   60 
  150 
  21- (99.9%) 
  20
  *:  CV breakpoint
  **:  DEX Roll breakpoint
  ***:  CV and DEX Roll breakpoint
  SKILLS WITH  
  ALTERNATE DEXTERITY
  Skill 
  Characteristic
  Acrobatics 
  Agility
  Breakfall 
  Agility
  Climbing 
  Agility
  Combat Driving 
  Agility
  Combat Piloting 
  Agility
  Contortionist 
  Agility
  Fast Draw 
  Reaction
  Lockpicking 
  Agility
  Riding 
  Agility
  Sleight Of Hand 
  Agility
  Stealth 
  Agility
  Teamwork 
  Reaction
  
  16 ■ Character Creation
  Hero System 5th Edition
  AGI is 1 Character Point per point, and REA is 3 
  Character Points per point (thus allowing SPD to be 
  1 + REA/10 and provide the same results as DEX). 
  If you like to alter character standards based on 
  archetype, you could vary the cost that way as well 
  — perhaps speedsters and rogues pay only 1 Charac-
  ter Point per point for all of the DEX Characteristics, 
  bricks and warriors pay 3 Character Points per point 
  for all of them, and all other characters pay 2 Charac-
  ter Points per point each.
  Speed
  Most speedsters have high SPDs, representing 
  the fact that whatever allows them to move at incred-
  ible velocities also gives them phenomenal reaction 
  time. Thus, in game terms, they get to act more often 
  than other types of characters — which is not only 
  appropriate, but often expected. The accompanying 
  Speed Classes Table indicates the general “categories” 
  of SPD in most campaigns — but as always, the GM 
  has the ﬁnal say as to what qualiﬁes as, say, “Legend-
  ary SPD” in his game. In a low-powered setting, for 
  example, SPD 4-5 may be considered phenomenally 
  fast, whereas in a Galactic Champions game it might 
  be on the low end of average for player characters.
  But there’s no rule that says a speedster must 
  have a high SPD. Some speedsters just have the 
  ability to move at incredible speeds — their reac-
  tion times remain more or less human normal (or 
  at least “heroic normal”). For example, a character 
  who has the power to, say, tap and channel the 
  motion of subatomic particles in his body to ﬂy at 
  Mach 8 doesn’t necessarily have a high DEX or SPD 
  — just a lot of inches of Flight. Sometimes it can 
  be a fun, intriguing challenge to create and play a 
  speedster character who has lots of movement and 
  movement-related abilities but a low SPD.
  For optional alternate ways to use SPD, see 
  page 264.
  FRACTIONAL SPEED
  Because SPD is calculated as 1 + (DEX/10) 
  and never rounds up, characters sometimes end 
  up with “fractional SPD.” For example, a character 
  with DEX 23 has “SPD 3.3” — but the 0.3 “points of 
  SPD” aren’t real, because they always round down. 
  A character can’t have “SPD 3.3” — he has SPD 3, 
  pure and simple.
  As noted on page 38 of The HERO System 5th 
  Edition, Revised, characters may not sell back their 
  fractional SPD, not even if they sell back a whole 
  point of SPD. However, there are situations where 
  fractional SPD can help a character.
  First, with the GM’s permission a character may 
  spend more on SPD than he strictly needs to so he 
  can take advantage of some other power. For example, 
  suppose a character with DEX 10 has a magic ring 
  that grants him +16 DEX (for a total of DEX 26). 
  With the GM’s permission, the character can spend 
  14 points on SPD so that he has SPD 5 when wearing 
  the ring. In this case the extra points spent on SPD are 
  wasted when he can’t use the power (he’d only have 
  SPD 3 when not wearing the ring).
  Second, the situation may sometimes arise where 
  a character spends Experience Points to increase his 
  DEX, but doesn’t want his SPD to get any higher. In 
  that case, he may “sell back” some of the points previ-
  ously spent on SPD so the amount of points spent on 
  SPD remains proper for his new DEX. For example, 
  suppose a character has DEX 17 and has spent 13 
  Character Points for SPD 4. During the campaign 
  he increases his DEX to 20 by spending Experience 
  Points. Unless the GM rules otherwise, he may “sell 
  back” 3 of the points previously spent on SPD to 
  recoup them for use somewhere else.
  DEX/SPD COMBINATION TABLE
  This table shows how much of a speedster’s total Character Points he’ll spend on DEX 
  and SPD for most common values of DEX. To determine costs for other values of DEX, 
  use the next lowest value and spend +2 Character Points per point of DEX.
   
  SPEED
   DEX 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12
   10 
  0 
  10 
  20 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  100
   13 
  6 
  16 
  26 
  36 
  46 
  56 
  66 
  76 
  86 
  96 
  106
   15 
  10 
  20 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  100 
  110
   18 
  16 
  26 
  36 
  46 
  56 
  66 
  76 
  86 
  96 
  106 
  116
   20 
  20 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  100 
  110 
  120
   23 
  26 
  36 
  46 
  56 
  66 
  76 
  86 
  96 
  106 
  116 
  126
   25 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  100 
  110 
  120 
  130
   28 
  36 
  46 
  56 
  66 
  76 
  86 
  96 
  106 
  116 
  126 
  136
   30 
  40 
  50 
  60 
  70 
  80 
  90 
  100 
  110 
  120 
  130 
  140
   33 
  46 
  56 
  66 
  76 
  86 
  96 
  106 
  116 
  126 
  136 
  146
   35 
  50 
  60 
  70 
  80 
  90 
  100 
  110 
  120 
  130 
  140 
  150
   38 
  56 
  66 
  76 
  86 
  96 
  106 
  116 
  126 
  136 
  146 
  156
   40 
  60 
  70 
  80 
  90 
  100 
  110 
  120 
  130 
  140 
  150 
  160
   43 
  66 
  76 
  86 
  96 
  106 
  116 
  126 
  136 
  146 
  156 
  166
   45 
  70 
  80 
  90 
  100 
  110 
  120 
  130 
  140 
  150 
  160 
  170
   48 
  76 
  86 
  96 
  106 
  116 
  126 
  136 
  146 
  156 
  166 
  176
   50 
  80 
  90 
  100 
  110 
  120 
  130 
  140 
  150 
  160 
  170 
  180
   53 
  86 
  96 
  106 
  116 
  126 
  136 
  146 
  156 
  166 
  176 
  186
   55 
  90 
  100 
  110 
  120 
  130 
  140 
  150 
  160 
  170 
  180 
  190
   58 
  96 
  106 
  116 
  126 
  136 
  146 
  156 
  166 
  176 
  186 
  196
   60 
  100 
  110 
  120 
  130 
  140 
  150 
  160 
  170 
  180 
  190 
  200
   63 
  106 
  116 
  126 
  136 
  146 
  156 
  166 
  176 
  186 
  196 
  206
   65 
  110 
  120 
  130 
  140 
  150 
  160 
  170 
  180 
  190 
  200 
  210
   68 
  116 
  126 
  136 
  146 
  156 
  166 
  176 
  186 
  196 
  206 
  216
   70 
  120 
  130 
  140 
  150 
  160 
  170 
  180 
  190 
  200 
  210 
  220
   73 
  126 
  136 
  146 
  156 
  166 
  176 
  186 
  196 
  206 
  216 
  226
   75 
  130 
  140 
  150 
  160 
  170 
  180 
  190 
  200 
  210 
  220 
  226
   78 
  136 
  146 
  156 
  166 
  176 
  186 
  196 
  206 
  216 
  226 
  236
   80 
  140 
  150 
  160 
  170 
  180 
  190 
  200 
  210 
  220 
  230 
  240
   83 
  146 
  156 
  166 
  176 
  186 
  196 
  206 
  216 
  226 
  236 
  246
   85 
  150 
  160 
  170 
  180 
  190 
  200 
  210 
  220 
  230 
  240 
  250
  SPEED CLASSES
  SPD 
  Speed Class
  1, 2 
  Average SPD:  typical people
  3 
  Skilled SPD:  better than average people, such 
  as many soldiers and cops
  4-5 
  Competent SPD:  much better than average 
  people; many superheroes
  6-7 
  Legendary SPD:  faster superheroes; the aver-
  age speedster
  8-9 
  Superhuman SPD:  better than average 
  speedsters; extremely fast superheroes
  10-11 
  Mega-Superhuman SPD:  the fastest speed-
  sters in most campaigns
  12+ 
  Ultra-Superhuman SPD:  the fastest speed-
  sters alive
  
  17 
  The Ultimate Speedster ■ Chapter One
  SPD BEYOND 12 
  As noted on page 39 of The HERO System 
  5th Edition, Revised, the maximum SPD that has 
  any additional eﬀect on a character’s Phases and 
  Actions is 12 — SPD 13 and higher don’t grant any 
  extra Phases or Actions, they just help the character 
  resist Drain SPD attacks and the like. Despite this 
  rule, GMs running high-powered campaigns (such 
  as Galactic Champions games) may want to allow 
  SPDs of 13 or higher as an option. In that case, the 
  following rules apply.
  Points of SPD above 12 still cost 10 Character 
  Points per point, unless the GM rules otherwise.
  SPDs of 13 and higher grant a character extra 
  Phases in certain Segments — the same Segments 
  that SPDs 1-12 grant. In other words, distribute the 
  remaining actions throughout the Turn according 
  to the standard Speed Chart — just subtract 12 
  from the character’s SPD to ﬁgure out which Seg-
  ments he gets an extra Phase in. For example, SPD 
  18 gets one Phase in Segments 1, 3, 5, 7, 9, and 11, 
  and two Phases in Segments 2, 4, 6, 8, 10, and 12 
  — the Phases that SPD 6 (18 minus 12) gets. Thus, a 
  character with SPD 24 would get two Phases every 
  Segment. In the event a character’s SPD exceeds 24, 
  apply the same rule, giving the character three, four, 
  or more Phases in some Segments.
  When a character has two (or more) Phases 
  in a single Segment, each qualiﬁes as a full Phase. 
  A character with two Phases could perform two 
  Full Phase Actions, four Half Phase Actions, or one 
  Full Phase and two Half Phase Actions. As always, 
  an Attack Action ends a Phase, but if the character 
  makes an Attack Action with his ﬁrst Phase in the 
  Segment, he still gets his entire second Phase. Thus, 
  a character with two Phases could attack with his 
  ﬁrst Phase, then use his second Phase to make a 
  Full Move away from the battleﬁeld so his enemy 
  wouldn’t have the chance to counterattack. 
  If a character has multiple Phases in a Seg-
  ment, both Phases are performed on his DEX — he 
  takes his ﬁrst Phase on his DEX in the Segment, 
  and when that’s done he immediately takes his 
  second Phase (and so on if he has more Phases). He 
  doesn’t have to “wait” between Phases. (Alternately, 
  GMs who want to “slow down” such speedsters a 
  little bit may want to divide their Phases over the 
  DEX order as evenly as possible. For example, if a 
  character with DEX 30 has three Phases in a Seg-
  ment, he’d get them on DEX 30, DEX 20, and DEX 
  10. If the GM allows this, he should decide how it 
  aﬀects Holding an Action.)
  Because a character loses a Held Action if he 
  Holds it until a Segment when he has a Phase (as 
  discussed on page 360 of The HERO System 5th Edi-
  tion, Revised), a character with SPD 13 or higher 
  cannot hold any of his Phases until a later Segment. 
  However, he may hold any or all of his Actions in a 
  Phase until later in that Segment.
  A character with multiple Phases in a Seg-
  ment may not take a Recovery with any of them if 
  he uses any of them to perform Actions — having 
  multiple Phases does not change the rule that a 
  character cannot Recover if he does anything in 
  a Phase (including Holding an Action). Thus, if 
  a speedster with multiple Phases wants to take a 
  Recovery, he has to take a Recovery with all of his 
  Phases in that Segment (and thus get two or more 
  Recoveries). All such Recoveries occur at the very 
  end of the Segment, as usual.
  Before allowing SPDs higher than 12, GMs 
  should be aware that they have a signiﬁcant poten-
  tial to cause game problems. First, the more Actions 
  characters can take in combat, the longer combats 
  tend to take. Second, allowing one character a lot 
  more Actions than others may unbalance the game 
  in his favor, giving him too much “screen time” at 
  the expense of the other characters.
  Secondary SPD 
  Alternatively or in addition to allowing char-
  acters to buy SPDs higher than 12, the GM might 
  consider Secondary SPD. Basically this means 
  allowing a character to have two SPD Character-
  istics — the regular one, and a second one usable 
  only for some Limited purpose.
  The character’s primary SPD Characteristic 
  works just like normal:  it starts with a value of 1 
  + (DEX/10), costs 10 Character Points per point, 
  and so forth. The Phases it provides can be used for 
  anything. Any character who wants to can also buy 
  secondary SPD. Secondary SPD starts with a value 
  of 0 and has a base cost of 10 Character Points per 
  point. It provides Phases on the standard Segments 
  for its value, even if the character already has a 
  normal Phase from his primary SPD. However, it it 
  must have some Limitation applied to it to restrict 
  what the Phases it provides can be used for. See 
  Limited SPD, below, for some suggestions.
  If a character’s primary and secondary SPD give 
  him two Phases in the same Segment, the Actions 
  taken with a character’s primary Phases (which must 
  be taken ﬁrst) do not aﬀect the Actions he can take 
  with his secondary Phases (which are always taken 
  last). For example, a character with both a primary 
  Phase and a secondary Phase in Segment 6 could use 
  his primary Phase to make a Full Move or to attack. 
  He could then still use his secondary Full Phase for 
  whatever types of Actions it allows. For example, if it’s 
  Only To Attack he could make another attack (despite 
  the fact that he’s already attacked once in this Seg-
  ment); if it’s Only To Take Recoveries, he could take a 
  Recovery (even though he already acted this Phase).
  Example:  Kinetik has SPD 8 (which gives him 
  Phases in Segments 2, 3, 5, 6, 8, 9, 11, and 12). 
  Because he acts so often he uses up a lot of 
  END. To help alleviate the problem of running 
  out of END, he buys 4 Secondary SPD, Only 
  To Recover (-1) (40 Active Points; total cost 20 
  points). Since SPD 4 provides Phases in Seg-
  ments 3, 6, 9, and 12, on those four Segments he 
  ends up with two Full Phases — one primary, 
  one secondary. In his primary Phase he can 
  take any Actions he wants:  attacking, defend-
  ing, moving, taking Recoveries, using Skills, and 
  so on. In his secondary Phase he can only take 
  Recoveries. But he can do so despite the fact 
  he’s already acted in his primary Phase — the 
  
  18 ■ Character Creation
  Hero System 5th Edition
  two Phases are “separate,” so what he does in 
  the primary Phase doesn’t stop him from using 
  his secondary Phase. If he’s really tired, he could 
  even take a Recovery with both Phases!
  LIMITED SPD
  Page 139 of The HERO System 5th Edition, 
  Revised provides some basic rules for purchasing 
  and using SPD with Limitations. Here are some 
  additional rules and clariﬁcations:
  General Rules
  When a character buys Limited SPD, it’s up 
  to the GM to determine which Segments the addi-
  tional Phases occur in. If the character’s two SPDs 
  — unrestricted and Limited — have no Phases 
  in common, then the Limited SPD Phases simply 
  occur in their regular Segments. If the two SPDs 
  have some Phases in common, the GM has to 
  decide in which Segments the Limited SPD Phases 
  occur.
  Example:  Rocket is SPD 4, but has +4 SPD, Only 
  To Move (-1). His standard Phases from his un-
  Limited SPD are 3, 6, 9, and 12. The +4 SPD 
  would ordinarily give him SPD 8, which has 
  Phases on Segments 2, 3, 5, 6, 8, 9, 11, and 12. 
  Since none of the four “extra” Phases coincide 
  with his standard Phases, determining when he 
  can use his Limited SPD is easy:  in Segments 2, 
  5, 8, and 11, Rocket can only move.
  The Crimson Comet is SPD 5, but has bought 
  +3 SPD, Only To Attack (-½). His standard 
  Phases from his un-Limited SPD are 3, 5, 8, 10, 
  and 12. The +3 SPD would ordinarily give him 
  SPD 8, which has Phases on Segments 2, 3, 5, 6, 
  8, 9, 11, and 12. Thus, his “two SPDs” have four 
  Phases in common:  3, 5, 8, and 12. That leaves 
  Segments 2, 6, 9, and 11 when his +3 Limited 
  SPD Phases could occur. The GM decides the 
  Crimson Comet gets his attacks-only Phases on 
  2, 6, and 11.
  A  character who buys Limited extra SPD must 
  declare at the beginning of the Turn that he’s using 
  his extra SPD that Turn. He cannot activate it later 
  in the Turn. The GM may, of course, permit him 
  to declare it later, but if so must address any rules 
  ramiﬁcations that occur.
  A character who buys Limited extra SPD 
  cannot “turn oﬀ” that extra SPD partway through a 
  Turn. By deﬁnition, if a character activates Limited 
  extra SPD, that SPD has to remain “in eﬀect” for an 
  entire Turn, since SPD’s eﬀectiveness is “measured” 
  on a per-Turn basis. A character can’t take advan-
  tage of gaining extra Phases, then “turn oﬀ” the 
  extra SPD late in the Turn to take advantage of not 
  having it. If he wants to de-activate the extra SPD, 
  he has to do that prior to the next Turn beginning 
  so he gains no beneﬁt from it in that Turn.
  If a character buys extra SPD with Charges, he 
  spends 1 Charge for every extra Phase he uses from 
  the SPD-bought-as-Power. He can buy Continuing 
  Charges, Fuel Charges, or the like as desired (or as 
  the GM permits). In any event, he’s subject to the 
  standard rules for using Limited SPD.
  If a character has extra SPD with Limitations, 
  and he hasn’t activated that power for a given Turn, 
  he cannot Abort to activate it in mid-Turn. Using 
  extra SPD does not qualify as a “defensive Action.”
  
  19 
  The Ultimate Speedster ■ Chapter One
  SPD Only To Attack (-½) 
  One popular form of Limited SPD is SPD 
  Only To Attack (-½). In the Phases gained from 
  this SPD, the character can only make attacks; 
  he can’t move, take defensive Actions, or activate 
  powers not used as part of an attack. This is a 
  good way to represent a speedster with height-
  ened reflexes or awareness, but who’s not neces-
  sarily a fast runner, flyer, or swimmer.
  For obvious reasons, GMs should be wary of 
  this form of Limited SPD. Giving a character more 
  opportunities to attack could severely unbalance 
  the game and slow combat down. If he deems it 
  necessary, the GM may reduce the value of the 
  Limitation to -¼ to reﬂect the fact that most Phases 
  are already used primarily to attack.
  SPD Only To Defend (-¾)
  Speedsters often rely less on pure defenses and 
  more on not being hit or avoiding attacks as their 
  primary means of not getting injured. To make this 
  task easier, some of them buy extra SPD Only To 
  Defend (-¾). This SPD provides Phases that can 
  only be used for “defensive Actions” (as deﬁned for 
  Aborting). That means it’s much more likely the 
  character can Dodge, Block, or otherwise get out of 
  the way of an attack and keep his skin intact. (This 
  is one form of Limited SPD the GM might let a 
  character Abort to, since it’s purely defensive.)
  SPD Only To Move (-1)
  One intriguing way to build a speedster who 
  runs, ﬂies, or otherwise moves at high velocity, but 
  who doesn’t have enhanced reﬂexes or get lots of 
  extra attacks, is to buy extra SPD, Only To Move 
  (-1). On these Phases, the character can only make 
  Full Moves or Half Moves — he can only run, ﬂy, 
  swim, or use other modes of movement. He cannot 
  attack, activate Powers other than Movement 
  Powers, take defensive actions, or the like; all he can 
  do is move.
  If a character has multiple modes of move-
  ment that he uses frequently, with the GM’s permis-
  sion he could buy SPD Only To Use [Particular Type 
  Of Movement] for a -1½ value.
  SPD Only To Recover (-1)
  Since speedsters often use END like it was 
  going out of style, any way to regain spent END 
  can be a real help to them. SPD that only works to 
  Recover provides Phases the character can only use 
  to take Recoveries. As a side beneﬁt, this tends to 
  make it harder to keep the character Knocked Out 
  or at less than full STUN for long periods of time.
  SPD Only To Use Skills (-1)
  If a speedster ﬁlls a “support role” in a group of 
  PCs rather than being a main combatant, he may 
  ﬁnd himself needing to use Skills a lot in battle. 
  Having a few extra Phases just for Skills can make it 
  easier for him to perform tasks quickly or seem to 
  do two things at once (a classic speedster “bit”).
  SPD Only For Speedster Tricks (-½)
  A speedster has so many things to do on his 
  normal Phases — move, attack, perceive, and so on 
  — that he doesn’t always have the opportunity to 
  use all the speedster tricks he wants to. SPD that’s 
  Only For Speedster Tricks helps to overcome this 
  problem, giving the speedster more Actions he 
  can only use for such tricks. It’s up to the GM to 
  decide what constitutes a “speedster trick” for these 
  purposes; just moving usually does not, though it 
  might if combined with an attack or as part of a 
  Combat/Martial Maneuver like Flying Dodge.
  ALTERNATE SPD CALCULATIONS
  The standard 1 + (DEX/10) method of calcu-
  lating SPD works just ﬁne for the vast majority of 
  campaigns. However, GMs for some types of games, 
  particularly low- and high-powered ones, may want 
  to consider other ways of determining SPD.
  Changing The DEX Divisor
  First, you could alter the divisor applied to 
  DEX. For example, DEX/5 yields SPDs that are 
  twice as high on the average, whereas DEX/20 
  makes the average SPD lower.
  Using Other Characteristics
  Second, you could base the calculation of SPD 
  partly or wholly on another Characteristic.
  INT:  The rules for INT indicate that it “represents 
  a character’s ability to take in and process infor-
  mation quickly.” Given that definition, INT could 
  easily have some effect on a character’s ability to 
  perceive and react to threats or crises... which is 
  what SPD lets him do. Calculating SPD wholly 
  from INT may cause problems, since INT is so 
  cheap — every character would suddenly become 
  hyper-intelligent, since the cost of buying INT 
  up by 10 points (yielding +1 SPD, if SPD is 1 + 
  (INT/10)) is the same as buying +1 SPD. You’d 
  either have to change the cost of INT (perhaps 
  to 2 Character Points per +1 INT) or change 
  the divisor (perhaps to INT/5) so that you got 
  roughly the same range of SPDs as you would 
  with the standard method.
  Another possibility is to combine DEX and 
  INT in the calculation. For example, maybe SPD 
  is calculated as ((INT/10) + (DEX/10)), always 
  rounding down as with standard SPD. That would 
  give an ordinary person the same SPD 2 he has 
  under the regular rules — the INT part of the 
  calculation takes the place of the standard 1 SPD 
  every character starts with. Highly intelligent 
  characters would become faster, perhaps even fast 
  enough to not have to buy up their DEX just for 
  the SPD beneﬁts. But again, the GM would have to 
  watch out for “INT inﬂation.”
  EGO:  In a campaign focused on psionics and other 
  mental powers, characters’ physical abilities might 
  largely be irrelevant. In such a game, EGO would 
  take the place of DEX in the SPD calculation. 
  Characters would only be allowed to take physical 
  Actions on, say, any three of their Phases, chosen at 
  the beginning of the campaign.
  
  20 ■ Character Creation
  Hero System 5th Edition
  PRE:  In some Horror Hero campaigns, where what 
  really matters is a character’s self-conﬁdence, brav-
  ery, and ability to withstand shock, persons with the 
  highest PRE might get to react ﬁrst in the face of 
  mind-shattering dangers. SPD would be calculated 
  as 1 + (PRE/10), but to prevent PRE inﬂation the 
  cost of PRE should be raised to 2 (or 3) Character 
  Points per point.
  SPD As A Primary Characteristic
  Instead of making SPD a Figured Character-
  istic, some campaigns might prefer to have it as a 
  Primary Characteristic. It would start with a value 
  of 2 rather than 10, which makes it signiﬁcantly 
  diﬀerent from other Primaries, but doing this 
  would have several beneﬁts:  it decreases the cost 
  eﬀectiveness of purchasing an unnaturally high 
  DEX; it remove some of the problems involved 
  with fractional SPD; and makes Limited SPD a little 
  easier to cope with. Each point of SPD would cost 
  10 Character Points.
  Other Characteristics
  DEX and SPD aren’t the only Characteristics 
  of importance to speedsters.
  STRENGTH, CONSTITUTION, BODY, PHYSI-
  CAL DEFENSE, AND ENERGY DEFENSE
  The classical stereotype of a speedster is some-
  one who’s not particularly strong or tough — he 
  protects himself in combat by avoiding attacks, not 
  by shrugging oﬀ blows or directly withstanding 
  the eﬀects of attacks. However, there’s no reason 
  you have to play to this image. A body that can 
  withstand the motion, friction, and momentum 
  of moving at incredibly high speeds could be 
  mighty tough (i.e., in game terms, have high CON, 
  defenses, and even STR).
  INTELLIGENCE
  Even if INT’s not used as part of an alternate 
  SPD calculation (see above), there are plenty of rea-
  sons why a speedster might have a high INT. The 
  hyperaccelerated state of a character’s body may 
  extend to his brain as well, giving him the ability 
  to think and perceive at such speeds that he seems 
  incredibly intelligent.
  RECOVERY
  While it’s often simplest to simulate a speed-
  ster’s recuperative powers by having him use his 
  high SPD to take lots of Recoveries, in some cases 
  a speedster may have a particularly high REC — he 
  spends END quickly but gets it back just as quickly. 
  This is particularly appropriate for speedsters with 
  enhanced or tough physical forms (see above).
  ENDURANCE
  Most speedsters act often, and thus burn tre-
  mendous amounts of END. A higher REC gets it 
  back faster, but it’s a good idea to start out with a lot 
  of it in the ﬁrst place — particularly if the charac-
  ter has a lot of speedster tricks with the Increased 
  Endurance Cost Limitation.
  
  21 
  The Ultimate Speedster ■ Chapter One
  A 
  speedster may use many Skills during the 
  course of a campaign. Most are Agility 
  Skills (which a speedster could reliably exe-
  cute) and Intellect Skills (which simulate a 
  speedster’s ability to think faster than normal). This 
  section of The Ultimate Speedster includes notes, 
  tips, and additional rules for speedster Skill use.
  PERFORMING SKILLS QUICKER THAN 
  NORMAL
  One of the classic speedster “bits” in comic 
  books, movies, and ﬁction is performing tasks 
  much faster than ordinary people could. Some 
  speedsters can clean an entire house, strip all the 
  parts from a car, tune up an engine, pick a lock, 
  search a room, build a model, or read a book in the 
  blink of an eye.
  As noted on page 45 of The HERO System 5th 
  Edition, Revised rulebook, the GM determines how 
  long it takes to use a particular Skill in a given way. 
  For each step up the Time Chart that a character 
  tries to perform it quicker, the character suﬀers a 
  -3 penalty to his Skill Roll. Thus, trying to do in a 
  second a task that normally takes an hour becomes 
  prohibitively diﬃcult.
  To overcome this problem, a speedster needs 
  to buy Skill Levels for the speciﬁc purposes of 
  counteracting this penalty. The Rapid Tasks ability 
  on page 104 is an example, though you may want 
  to alter the type of Skill Level purchased if you’re 
  building a more speciﬁc power. If the GM considers 
  this cost-prohibitive, he should reduce the penalty 
  for performing Skills more quickly than normal, or 
  should let any speedster use the Rapid Tasks power 
  for free if he succeeds with a Speedster Tricks roll.
  In “realistic” campaigns, speedsters who try to 
  perform tasks at high speed may run into a prob-
  lem:  the equipment they need to use the Skill, or 
  the medium upon which they practice the Skill, 
  can’t withstand the force of their powers! (This 
  assumes they have the necessary equipment, which 
  may not always be the case.) For example, it doesn’t 
  matter how fast a speedster can type commands 
  into a computer if the keyboard breaks after just 
  a few seconds of ultra-fast keying. Speedsters may 
  also have problems with equipment that’s delib-
  erately designed to slow people down, such as 
  anti-hacking computer software that only allows 
  the input of so many possible passwords in a given 
  amount of time. The GM can simulate these diﬃ-
  culties by imposing additional penalties on the Skill 
  Roll, having the speedster’s powers automatically 
  do a certain amount of damage to equipment he 
  uses, or the like.
  MOVEMENT AS A SKILL MODIFIER
  At the GM’s option, characters in motion 
  — who move during the same Segment in which 
  they want to use a Skill — have a more diﬃcult 
  time performing many Skills, whether they’re 
  moving under their own power or are in a moving 
  vehicle. See the accompanying table for the modi-
  ﬁer. Generally this only applies to Skills that require 
  rolls; it doesn’t aﬀect a character’s ability to allocate 
  his Combat Skill Levels, Penalty Skill Levels, or Skill 
  Levels, shout a command in a learned Language, 
  to use Rapid Attack or Two-Weapon Fighting, or 
  the like. At the GM’s option, it also does not apply, 
  or applies at a lesser level, to Skills that inherently 
  involve some movement (such as Stealth, Breakfall, 
  and Acrobatics).
  ACROBATICS
  Given their high DEXs, many speedsters are 
  adept at using this Skill. It can come in handy for 
  dodging unexpected obstacles, using a lamppost 
  (or the like) as the “pivot point” for making a quick 
  90- or 180-degree turn, bouncing oﬀ awnings, and 
  the like.
  BREAKFALL
  Most speedsters ﬁnd this Agility Skill to be one 
  of the most useful in their arsenal because it pro-
  vides protection from so many hazards of moving 
  quickly. When you’re running at 200 miles per hour, 
  the ability to roll out of a fall quickly or keep your 
  footing on slippery surfaces may mean the diﬀer-
  ence between life and death! It’s also handy when 
  a ﬂying speedster loses control of his powers, or a 
  running speedster doesn’t estimate distances cor-
  rectly and runs just a little too far... right oﬀ the 
  edge of a cliﬀ. See Uncontrolled Movement, page 
  220, for more information about losing control of 
  one’s movement, skidding, and the like.
  COMBAT SKILL LEVELS
  Speedsters’ dexterity and swiftness make them 
  excellent combatants — in the source literature, 
  they’re often able to attack many times, or with 
  incredible accuracy, before any of the other com-
  SKILLS
  MOVEMENT MODIFIERS
  Movement This Segment 
  Modiﬁer
  Half Move (under own power) 
  -2
  Full Move (under own power) 
  None*
  In smooth-riding vehicle/mount 
  -1 to -2
  In rough-riding vehicle/mount 
  -2 to -5
  * Cannot perform any Skills unless permitted by GM
  
  22 ■ Character Creation
  Hero System 5th Edition
  batants can even move! One way to simulate that 
  sort of ability is with Combat Skill Levels. In most 
  cases 5-point CSLs with Hand-To-Hand Combat 
  suﬃce, but a speedster who has a lot of Ranged 
  attacks may prefer 8-point Levels instead... and 
  of course a 10-point Overall Skill Level or two is 
  a mighty handy thing for any character to have. 
  Speedsters who want to be really good at getting 
  out of the way of attacks should invest in some 5-
  point DCV Levels.
  CONTORTIONIST
  A speedster might buy this Agility Skill to rep-
  resent his ability to “vibrate” himself out of bonds or 
  Grabs. Some speedsters can become fully Desolidiﬁed 
  by vibrating, but a speedster who can’t may still be 
  able to vibrate himself free from conﬁnement.
  CRAMMING
  Cramming is an excellent Skill for speedsters 
  who can learn things quickly. It doesn’t take much 
  time to bone up on the basics of physics, Shake-
  speare, or French if you can read a textbook cover 
  to cover in a single second! (See also Hyperspeed 
  Cramming on page 102.)
  FAST DRAW
  While the classic comic book speedster rarely 
  uses weapons on a regular basis, speedsters in 
  other genres very well might. This Skill perfectly 
  represents one way to reﬂect their speediness:  how 
  quickly they can ready/draw a weapon.
  MARTIAL ARTS
  Many speedsters favor HTH Combat over 
  Ranged Combat (since their speedster abilities 
  require them to touch or get close to a target), so 
  Martial Arts are often quite appropriate for them.
  Speedster Martial Arts
  It’s even possible to design a Martial Arts style 
  that speciﬁcally represents abilities meant to be 
  used by characters who can move at high velocities. 
  Naturally, most of the maneuvers incorporate the 
  Full Move Element.
  The Flying Grab maneuver allows the speed-
  ster to run up to someone and grab him. The Flying 
  Throw maneuver allows the speedster to grab 
  someone and then throw him, using the speedster’s 
  own velocity to increase the damage (see Move 
  Slam, page 269). With the GM’s permission, you 
  can represent this visually as the speedster picking 
  up the target, carrying him at high speed, and then 
  letting him go so he smashes into a wall and takes 
  damage. However, since that involves moving the 
  target, some GMs may prefer to treat this maneuver 
  as more akin to a Move By. It could also represent 
  running past the target and hitting him with a sort 
  of takedown maneuver using the character’s own 
  velocity to augment the blow.
  The Passing Strike involves running past the 
  target and hitting him, using the speedster’s velocity 
  to augment the blow. The Passing Disarm involves 
  running past the target and snatching something out 
  of his hand. The Passing Throw maneuver allows the 
  speedster to “intercept” another moving character 
  and trip or throw him so that the target’s own veloc-
  ity works against him. The Pressure Wave involves 
  running around the target at high speed to batter him 
  with increased air pressure, or the speedster rapidly 
  pumping his arm to create a short-range “pressure 
  blast” of compressed air; in either case the defense 
  is Life Support (Safe Environment:  High Pressure). 
  The Rapid Punch involves hitting the target several 
  times in the space of a second; the Rapid Chop 
  does the same thing (to more lethal eﬀect) using the 
  edge of the palm, or possibly the whole hand to rub 
  something at hyper-speeds to create damaging fric-
  tion. To use the Spinning Escape, the character spins 
  or vibrates in place so violently that his captor can’t 
  maintain a grip on him.
  With both the Flying and Passing Throw, 
  remember that the v/5 Element relies on relative 
  velocity, as discussed on page 391 of the main rule-
  book. See the Combat And Martial Maneuvers sec-
  tion of Chapter Five for more information on some 
  of these Maneuvers or their Elements.
  NAVIGATION
  For speedsters who like to use their powers 
  to travel long distances, this Skill may be a must. 
  Without it a speedster could easily get lost when he 
  enters territory he’s not familiar with — and even 
  though a lost speedster can look for the right route 
  or landmark much quicker than most characters, 
  it’s easier not to get lost in the ﬁrst place. Similarly, 
  that sort of character might want to buy a lot of 
  CKs and AKs, representing what he’s learned about 
  all the places he’s been.
  At the GM’s option, speedsters traveling long 
  distances have to make Navigation rolls to reach 
  the right destination if they haven’t been there 
  before and/or take an unfamiliar route. The accom-
  panying table lists possible modiﬁers. If the roll 
  succeeds, the speedster ﬁnds his way without any 
  problem; if it fails, he’s lost (the more he fails the 
  roll by, the more oﬀ-course he becomes). Of course, 
  the ability to make Navigation rolls assumes the 
  character can perceive his environment easily (see 
  page 263); if not, the GM may require the charac-
  SPEEDSTER MARTIAL ARTS
  Maneuver 
  Phs Cost OCV DCV Notes
  Flying Dodge 
  ½ 
  5 
  — +4 Dodge All Attacks, 
  Abort; FMove
  Flying Grab 
  ½ 
  5 
  -2 
  -1 Grab Two Limbs, +10 
  STR for holding on; 
  FMove
  Flying Throw 
  ½ 
  5 
  -1 
  -2 Grab Two Limbs; STR 
  + v/5; Target Falls; 
  FMove
  Passing Disarm ½ 
  5 
  -1 
  -1 Disarm, +10 STR to 
  Disarm roll; FMove
  Passing Strike ½ 
  5 
  +1 +0 STR + v/5; FMove
  Passing Throw ½ 
  5 
  +0 +0 STR + v/5; Target 
  Falls; FMove
  Pressure Wave ½ 
  4 
  -1 
  +1 2d6 NND(see text)
  Rapid Chop 
  ½ 
  4 
  -2 
  +0 HKA ½d6 (2 DC)
  Rapid Punch 
  ½ 
  5 
  +1 
  -2 STR + 4d6 Strike
  Spinning 
  Escape 
  ½ 
  4 
  +0 +0 +15 STR vs. Grabs
  
  23 
  The Ultimate Speedster ■ Chapter One
  ter to make a PER Roll ﬁrst, and if he fails impose 
  a Navigation roll penalty equal to how much the 
  character missed the PER Roll by.
  POWER:  SPEEDSTER TRICKS
  Also known as Speedster Stunts, Speedster 
  Powers, or the like, Speedster Tricks is a form of the 
  Power Skill that allows characters to use their abil-
  ity to move quickly or in unusual ways to perform 
  “tricks,” “power stunts,” and other such impromptu 
  abilities. It’s most applicable to speedsters in Cham-
  pions games and other Superheroic campaigns — in 
  Heroic games, tricks like injuring people with fric-
  tion or doing an hour-long chore in a few seconds 
  don’t really pass the verisimilitude test.
  Chapter Two has hundreds of “tricks” suit-
  able for speedsters. Many of them list a Speedster 
  Tricks Roll Penalty, in case the GM wants to allow 
  the character to use his Speedster Tricks Skill to 
  try one of them. As usual, characters shouldn’t use 
  the Power Skill as if it were a Variable Power Pool. 
  Allowing a speedster to attempt a particular “power 
  stunt” once or twice during a campaign is ﬁne, but 
  if a character wants to use the same stunt repeat-
  edly, he should pay Character Points for it.
  Depending on the nature of a speedster’s 
  powers, he may have more than one Power Skill, 
  or may have to rename this one. For example, a 
  teleporter probably has Teleportation Tricks rather 
  than Speedster Tricks, and a super-fast speedster 
  whose powers involve manipulating time may also 
  have a Time Manipulation Tricks Skill if he can use 
  his chrono-powers as well as his speedster powers 
  to aﬀect other characters.
  SKILL LEVELS
  Many speedster characters buy Movement Skill 
  Levels, which have several uses:
  First, a character can use a Movement Skill Level 
  to lower his Turn Mode by 1 (minimum of 0”). 
  However, he’s still restricted to making no more 
  than five turns in a single move, unless the GM 
  rules otherwise.
  Second, each Skill Level provides a +1 to any roll 
  required to land in, or otherwise move to, a par-
  ticular hex.
  Third, at the GM’s option, the character can use a 
  Movement Skill Level to increase his acceleration 
  or deceleration with his modes of movement (not 
  with vehicles) by 1” per hex per Skill Level applied.
  Fourth, at the GM’s option, a character can use 
  Levels with movement to improve his DCV if he 
  Dodges or uses a Combat or Martial Maneuver that 
  provides bonuses to DCV while moving.
  NAVIGATION ROLL  
  MODIFIERS
  Condition 
  Modiﬁer
  Well-traveled or -marked path 
  +1 or more
  Infrequently-traveled or 
     poorly-marked path 
  -1 or worse
  Character Knowledge 
  Modiﬁer
   - knows landmarks 
  +1
   - has Directions 
  +1
   - has Map 
  +2
   - has Bump Of Direction 
  +2
   - has navigation equipment 
  +1 or more
   - has appropriate AK/CK 
  Complementary Skill
  
  24 ■ Character Creation
  Hero System 5th Edition
  Skill Levels with one mode of movement cost 
  2 Character Points per Level. Skill Levels that apply 
  to any of a character’s modes of movement cost 3 
  Character Points per Level.
  Changing Movement Skill Levels
  In some campaigns, GMs may ﬁnd that Move-
  ment Skill Levels are too useful. They not only 
  improve a character’s Turn Mode, they can also 
  sometimes improve his DCV while he’s moving, 
  help him to accelerate and decelerate, and so on. 
  That’s a lot of utility for 2 Character Points per 
  Level! If this is causing problems in the campaign, 
  the GM should increase the price of “MSLs” — at 
  least to 3 Character Points per Level, and possibly 5, 
  for Levels that only apply to one type of movement, 
  and at least to 5 Character Points for Levels that 
  apply to all modes of movement.
  Alternately, the GM could change the cost 
  of Movement Skill Levels for a single Movement 
  Power based on the Power they apply to, since 
  they’re more useful for some Movement Powers 
  than others. The accompanying table has a list of 
  suggested costs.
  STEALTH
  Since speedsters are all about movement, 
  and moving quietly is often crucial in an adven-
  ture, many speedsters buy this Skill. However, 
  in a “realistic” setting, the faster someone moves 
  the harder it is to remain unnoticed. A person 
  moving quickly often creates more noise, kicks 
  up clouds of dust, disturbs the environment 
  around him, and otherwise makes his presence 
  known. At the GM’s option, characters may suffer 
  a penalty to Stealth rolls when moving at high 
  speeds — such as -1 per 3” or 5”, or -1 for every 
  X” above 6” that a character moves. (See also 
  Invisible Power Effects on page 50.)
  ALTERNATE MOVEMENT SKILL LEVELS
  Power 
  Cost Per 1 Movement Skill Level
  Extra-Dimensional Movement 
  N/A
  FTL Travel 
  N/A
  Gliding 
  3 Character Points
  Flight 
  3 Character Points
  Leaping 
  2 Character Points
  Running 
  2 Character Points
  Swimming 
  2 Character Points
  Swinging 
  2 Character Points
  Teleportation 
  2 Character Points
  Tunneling 
  1 Character Point
  
  25 
  The Ultimate Speedster ■ Chapter One
  W
  hile just about any Talent is appropriate 
  for a speedster who wants it, a few  
  are particularly common or have spe-
  cial applications for movement-based 
  characters.
  DANGER SENSE
  Speedsters sometimes purchase this Talent 
  to represent their super-fast reﬂexes (which allow 
  them to respond to danger so quickly, at the very 
  ﬁrst hint of trouble, that they can eﬀectively avoid 
  it) and/or super-fast senses (which alert them to 
  incoming danger at the ﬁrst possible indication). 
  For example, a speedster with this form of Danger 
  Sense who was being targeted by a sniper might 
  feel the bullet the nanosecond it touches his skin. 
  Instantly, without the need for conscious thought, 
  he hyperaccelerates into the Speed Zone, at which 
  point it’s as if the bullet’s standing still — he’s 
  moving so quickly, everyone and everything else 
  seems frozen in time. Then he just steps out of 
  the bullet’s way. (In game terms:  the character 
  made his Danger Sense roll, thus getting his full 
  DCV against the threat, which was enough for the 
  sniper to miss. The special eﬀect of “being missed” 
  is as described.)
  This form of Danger Sense typically only 
  aﬀects the character himself, works Out Of Combat 
  (+5 points), and functions as a Sense (+2). In some 
  cases the character’s senses may function so swiftly 
  that he can spot and stop dangers to people in his 
  Immediate Vicinity.
  ENVIRONMENTAL MOVEMENT
  This is a popular Talent for many speedsters, 
  particularly runners — anything that helps them keep 
  their footing when moving at hyper-velocity is worth 
  paying Character Points for! Similarly, Aqua-Speed-
  sters frequently buy Aquatic Movement to represent 
  their familiarity with and comfort in watery environ-
  ments. See also page 222 regarding Environmental 
  Movement:  Uncontrolled Combatant.
  LIGHTNING CALCULATOR
  Some speedsters can think as fast as they 
  move, and if so this is the Talent for them. It’s par-
  ticularly appropriate for Cosmic Speedsters who 
  may have to perform extensive navigational calcu-
  lations to make sure they don’t run into any stars, 
  comets, or planets.
  LIGHTNING REFLEXES
  Lightning Reﬂexes is a perfect Talent for many 
  speedsters, since it lets them do what they do best:  
  act before anyone else can. This can represent 
  hyper-fast reﬂexes, the ability to shift into the Speed 
  Zone (a state in which everyone else seems to move 
  with glacial slowness), or the like. By buying this 
  Talent you can create a speedster who reacts to 
  things very quickly but isn’t necessarily an incred-
  ibly fast runner or ﬂyer. And in a game with mul-
  tiple speedsters, a little Lightning Reﬂexes might be 
  just the bit of oneupsmanship a character needs to 
  prove that he’s the fastest hero of all.
  PERFECT PITCH
  Vibro-Speedsters and other characters with 
  vibrational-type powers may have this Talent, rep-
  resenting their innate ability to identify (and repli-
  cate) the frequencies of vibrating bodies.
  SIMULATE DEATH
  If a speedster’s powers derive from being able 
  to control his own metabolism or neurological 
  systems, he might have the ability to slow himself 
  down and fake his own death in addition to speed-
  ing himself up. Simulate Death represents this abil-
  ity perfectly.
  SPEED READING
  This Talent reflects a speedster’s ability to 
  read written materials much faster than normal. 
  It’s particularly potent when combined with 
  Cramming (especially if a character has multiple 
  Cramming “slots”).
  TALENTS
  PERKS
  Perks are as appropriate for speedsters as for any other 
  character. In some campaigns speedsters may need to 
  purchase a special Fringe Beneﬁt, such as Superspeed 
  License or the like, to use their powers in high-popula-
  tion areas or certain jurisdictions.
  
  26 ■ Character Creation
  Hero System 5th Edition
  A
  t the heart of virtually every speedster 
  character’s design are one or more of the 
  Movement Powers — Extra-Dimensional 
  Movement, Faster-Than-Light (FTL) 
  Travel, Flight, Gliding, Leaping, Running, Swim-
  ming, Swinging, Teleportation, and Tunneling. All 
  of these Powers allow a character to move from 
  place to place. Some are extensions of existing abili-
  ties, like Running or Swimming; others are com-
  pletely new modes of movement, such as Teleporta-
  tion or FTL Travel.
  For ease of reference, this section of The Ulti-
  mate Speedster includes the complete text of these 
  Powers from The HERO System 5th Edition, Revised 
  rulebook, with additional information to cover 
  subjects and situations not addressed by the main 
  rules. For further information about, and rules for, 
  movement in the HERO System, see Chapter Four.
  BASIC MOVEMENT
  All characters begin the game with Run-
  ning 6”, Swimming 2”, and a running leap of 1” 
  per 5 STR. In a Heroic campaign, the maxima 
  for movement are Running 10”, Swimming 5”, 
  and Leaping 5”; the cost of additional Run-
  ning, Swimming, or Leaping doubles after these 
  maxima. There is no maximum on any form 
  of movement in Superheroic campaigns, or on 
  other forms of movement in Heroic campaigns.
  COMBAT AND NONCOMBAT MOVEMENT
  The HERO System rules divide movement into 
  two categories:  Combat and Noncombat. A charac-
  ter using Combat Movement is dodging and look-
  ing out for targets and enemy attacks — he moves 
  as fast as he can while still trying to ﬁnd targets 
  and to present a diﬃcult target for his attackers. A 
  character using Combat Movement retains his full 
  OCV and DCV and can move at his normal move-
  ment rate.
  A character using Noncombat Movement con-
  centrates on moving swiftly, not on ﬁnding targets 
  or dodging attacks. Accordingly, his Noncombat 
  Movement rate is double his Combat Movement 
  rate, but he’s at ½ DCV and 0 OCV (and ½ DECV 
  and 0 OECV, if appropriate). (Alternately, you can 
  determine a character’s Noncombat Movement 
  DCV from his velocity, though this takes more 
  time; see page 205.) All characters can move double 
  their Combat Movement rate with all of their 
  Movement Powers for free; a character can double 
  his rate of Noncombat Movement in one move-
  ment mode for +5 Character Points. (This does not 
  apply to Extra-Dimensional Movement, which has 
  no “velocity,” or FTL Travel, which has its own rule 
  for increasing velocity; Leaping also has special 
  rules for Noncombat Movement. Refer to the indi-
  vidual Power descriptions for further information.)
  Example:  Golden Eagle wants to ﬂy and run 
  at incredible velocity. He purchases Running 
  +14” (28 Character Points) and Flight 20” (40 
  Character Points), giving him a total of 20” in 
  both types of movement. He can move double 
  that rate, or 40”, when using Noncombat 
  Movement with either type of movement. After 
  gaining some Experience Points, Golden Eagle 
  pays 10 Character Points for an additional x4 
  Noncombat Movement multiple for his Flight 
  (making his Noncombat Movement total x8, 
  since his original doubling is free). His Non-
  combat Movement with his Flight is now 160” 
  (approximately 300 MPH since he has SPD 5); 
  with Running it’s still 40”. His Flight costs 5 
  END, regardless of whether he uses Combat or 
  Noncombat Movement.
  A Half Move made with a Movement Power 
  consists of any amount of movement up to half of 
  a character’s inches of movement. A character may 
  not use part of this Half Move, perform an Action 
  (even a Zero Phase Action or Action which takes 
  no time), and then use the rest of his Half Move 
  inches of movement as a single Half Phase Action. 
  Characters may make Half Moves when moving at 
  Noncombat velocity.
  Example:  Cheshire Cat has Teleportation 20” , 
  giving him a 10” Half Move. He wants to Tele-
  port to a room 5” away, look around quickly 
  (a Zero Phase Action), and then Teleport back 
  to his starting location, for a total move of 10” 
  (equivalent to his Half Move). However, since 
  his Teleportation Half Move consists of any 
  Teleportation up to 10”, his ﬁrst 5” Telepor-
  tation is a Half Move — if he wants to Tele-
  port back to his starting location, that requires 
  another Half Move (i.e., what he wants to do 
  counts as a two Half Moves, requiring a total of 
  a Full Phase to perform).
  If a character buys a Movement Power with 
  only 1” of movement, he cannot make Half Moves 
  with it — except for STR-based Leaping, there’s no 
  real provision in the rules for only moving in ½” 
  increments (but see the accompanying sidebar). 
  However, the GM could allow it if he wanted to, 
  and a Half Move of 1” would be possible if the 
  character moved at Noncombat velocity.
  MOVEMENT
  POWERS
  BUYING  
  HALF INCHES
  With the GM’s permis-
  sion, a character can 
  buy a half-inch (½”) 
  with a Movement Power 
  for half the cost of an 
  inch — for example, 1 
  Character Point per ½” 
  for Running or Flight, 
  ½ Character Point per 
  ½” for Leaping and 
  Swimming. This has no 
  eﬀect on calculating the 
  character’s Half Move, 
  damage from velocity-
  enhanced Combat/Mar-
  tial Maneuvers, or the 
  like, and in most cases 
  won’t be of any par-
  ticular use... but in some 
  situations, that extra 
  meter of distance may 
  be just enough to get the 
  character out of the way 
  of danger.
  
  27 
  The Ultimate Speedster ■ Chapter One
  ACCELERATING AND DECELERATING
  A character can accelerate or decelerate up 
  to his full Combat Movement velocity each Phase. 
  Adding or removing velocity is a Zero Phase 
  Action, but characters can do it only once per 
  Phase, unless the GM rules otherwise (as the GM 
  typically does if the character simply wants to 
  move to a location within his inches of movement 
  — the character accelerates while moving there, 
  then slows down and stops when he reaches his 
  destination). Characters can Abort to decelerate if 
  necessary. A character can add or subtract up to 5” 
  velocity per hex he moves, up to his full Combat 
  Movement velocity. Characters may increase their 
  acceleration/deceleration by buying an Advantage 
  (see below).
  Example:  Golden Eagle pursues some bank 
  robbers. He can accelerate up to his full Combat 
  Movement in Flight (20”) in one Phase; how-
  ever, it takes him 4” to get up to full speed 
  (20”/5” per hex = 4”). If he ﬂew at full velocity 
  (160”), it would take him eight Phases and 564” 
  of space to come to a complete stop.
  Later Golden Eagle ﬁghts Grond and tries a 
  Move Through with his Flight. Grond is 2” 
  away from him. Because he can only travel 2”, 
  Golden Eagle can only accelerate to 10”. His 
  Move Through damage derives from that veloc-
  ity, not his full Combat Movement of 20”.
  A character cannot instantly decelerate to 0” 
  by turning oﬀ a Movement Power, or by switch-
  ing to another slot in a Power Framework (if that’s 
  how he bought the Power). He may not deactivate 
  the Movement Power until he decelerates to 0” 
  normally or through some outside means (such 
  as being hit with an attack that would stop him 
  from moving), or the GM speciﬁcally allows him to 
  (which, in the interest of common sense and easy 
  game play, he often should; see page 206 for further 
  discussion of this situation).
  ENDURANCE
  Unless noted otherwise in a Movement 
  Power’s description, all movement costs END at the 
  rate of 1 END per 10 Active Points in the Move-
  ment Power, regardless of whether a character uses 
  Combat or Noncombat Movement. (This includes 
  movement the character receives for “free,” such as 
  the standard Running 6” and Leaping from STR.) 
  If a character moves at Noncombat velocities, 
  the END cost equals the END he uses to move at 
  Combat velocities — a character with Flight 15” 
  (30 Active Points) and a x8 Noncombat Movement 
  multiple (total of Flight 120”) only spends 4 END 
  per Phase. Gliding and FTL Travel don’t cost END.
  If a character uses less than his full inches of 
  movement, typically he only pays END propor-
  tionately (for example, he pays half the power’s full 
  END cost when making a Half Move). However, 
  if he’s trying to attain full velocity for some reason 
  (to improve Move Through damage, for example), 
  he must pay END for the full number of inches, 
  regardless of how many inches he actually moves.
  FINE-TUNING MOVEMENT ABILITIES
  As an optional rule, the GM may allow play-
  ers  to “ﬁne-tune” how a character’s Movement 
  Power works by “trading oﬀ” the various aspects of 
  the Power. For example, a player may declare that 
  his character has unusually large wings, giving his 
  better acceleration and deceleration but adding 
  to his Turn Mode. Each set of trade-oﬀs must be 
  self-contained to a particular Movement Power; a 
  ﬂying character can’t trade oﬀ part of his Running 
  to improve his Flight.
  For these purposes, every ±1” per hex of accel-
  eration, ±1” per hex of deceleration, ±1” of Turn 
  Mode, or ±1 to Control Rolls is equivalent. Thus, 
  a character could trade 1” of acceleration per hex 
  to decrease his Turn Mode by 1”, or increase his 
  deceleration by 1” per hex. A character’s trade-oﬀs 
  must balance out. A character who’s fast, but doesn’t 
  maneuver well, could obtain +1” acceleration per 
  hex by accepting a +1” Turn Mode or -1 penalty to 
  DEX Rolls to maneuver or maintain his footing. 
  The GM must approve all trade-oﬀs.
  OTHER RULES
  Characters with Movement Powers may carry 
  a signiﬁcant amount of weight without suﬀer-
  ing any penalty to their movement... but if they 
  carry too much, the weight slows them down. See 
  Encumbrance on page 379 of The HERO System 5th 
  Edition, Revised for details.
  If a character with an unusual Movement 
  Power (such as Flight or Teleportation) is knocked 
  to the ground, he cannot use that Power to stand up 
  as a Zero Phase Action unless he’s paid for the Posi-
  tion Shift Adder (see below).
  Movement Powers have perceivable special 
  eﬀects, just like any other Power. In most cases 
  this means others can see the character move (he’s 
  running, ﬂying, hovering, teleporting, or what 
  have you), hear his movement (as a rush of wind, 
  footsteps on the ground, a sound eﬀect that accom-
  panies Teleportation, and so forth), and “feel” the 
  movement if the character moves near them or 
  collides with them. The exact special eﬀect of the 
  Power is up to the player, of course. Some forms of 
  Flight might be visible because they leave a glowing 
  energy trail, for example, or the stench of brimstone 
  may accompany a demon’s Teleportation.
  For more information on movement, includ-
  ing Turn Modes, see Chapter Four, The HERO 
  System Movement Companion.
  MEGAMOVEMENT 
  POWERS
  By applying the Mega-
  Scale Advantage (page 
  262 of The HERO 
  System 5th Edition, 
  Revised and page 50 of 
  this book) to Movement 
  Powers, you can give 
  a character the ability 
  to move at incredibly 
  fast speeds. Assuming 
  a character with 10” 
  movement, SPD 5, and 
  a speed of sound equal 
  to 750 miles per hour, 
  even a single level of 
  MegaMovement allows 
  speeds of over 9,300 
  miles (15,000 km) per 
  hour — up to Mach 
  12. Even at its lowest 
  eﬀect, two levels of 
  MegaMovement allow a 
  character to move at up 
  to about Mach 25.
  To determine a char-
  acter’s Velocity-Based 
  DCV when using 
  MegaMovement, use the 
  accompanying table.
  MEGAMOVEMENT  
  VELOCITY-BASED DCV
   
  Levels Of 
  Velocity-Based
   
  MegaMovement 
  DCV
   
  1 
  19
   
  2 
  39
   Each level thereafter 
  +20 DCV
  
  28 ■ Character Creation
  Hero System 5th Edition
  POWERS
  Adjustment Powers:  If a Movement Power is 
  reduced to zero inches of movement by a Drain or 
  similar Adjustment Power, the character is unable 
  to use that mode of movement (not even at Non-
  combat speeds) until he gets at least 1” of move-
  ment back.
  ADVANTAGES AND ADDERS
  Sometimes a character wants to apply an 
  Advantage to purchased Running, Swimming, or 
  Leaping — Movement Powers he receives some 
  inches of for free. If he wants that Advantage to 
  also aﬀect the inches of movement he receives for 
  free, he must apply any Advantages to the cost of 
  the Power including the free points. For example, if 
  a character buys Running +3” and wants all of his 
  Running to be 0 END, he applies the +½ Advantage 
  to 18 points (9” x 2 points each), even though he’s 
  only actually paying 6 points for Running (thus 
  yielding a total cost to the character of [(18 x (1 + 
  ½)) - 12 =] 15 points).
  Improved Noncombat Movement:  For every +5 
  Character Points, a character’s rate of Noncombat 
  Movement with a single mode of movement dou-
  bles. Characters can buy this Adder multiple times. 
  The Normal Characteristic Maxima rules have no 
  eﬀect on the purchase of Improved Noncombat 
  Movement.
  If a character has two diﬀerent movement abil-
  ities using the same Movement Power (for example, 
  extra Running Linked to Growth, and some more 
  extra Running Linked to Stretching), and buys 
  Improved Noncombat Movement for each of them, 
  the extra Noncombat Multiples add together when 
  he uses both movement abilities at the same time. If 
  he’s only bought Improved Noncombat Movement 
  for one of the abilities, it only applies when he’s 
  using that ability by itself.
  At the GM’s option, characters may purchase 
  half the usual increase from a level of Improved 
  Noncombat Movement for +3 Character Points. 
  For example, a Movement Power that would 
  ordinarily go from its standard x2 Noncombat 
  to x4 Noncombat for +5 Character Points (an 
  increase of +2 in the multiple) could increase to 
  x3 Noncombat (half of the +2 increase, or a +1 
  increase in the multiple) for +3 Character Points. 
  The total cost is 3 Character Points. If the power 
  would go from x32 Noncombat to x64, the +3 
  Character Point version of Improved Noncom-
  bat Movement would increase it to (64-32=32, 
  32/2=16, 32+16=) x48 Noncombat. The total cost 
  is 23 points (four normal +5 point increases, and 
  one +3 half-increase).
  Increased Acceleration and Increased Deceleration:  
  Under the standard rules for acceleration and 
  deceleration (see above), a character with Running 
  30”, x4 Noncombat, can accelerate or decelerate up 
  to 30” per Phase, at the rate of 5” per hex. It would 
  take him six hexes of distance (6”) to reach full 
  speed. If he were traveling at his full Combat Move-
  ment velocity, he’d also need 6” in which to stop. 
  If he were traveling at his maximum Noncombat 
  Movement velocity of 120” and wanted to stop, he 
  could still only subtract 30” of velocity per Phase. 
  That means he’d need four Phases to come to a 
  complete stop, and during that time he’d travel (90” 
  + 60” + 30” + 0”) 180”, or about a ﬁfth of a mile.
  
  29 
  The Ultimate Speedster ■ Chapter One
  Characters can improve the rate at which 
  they accelerate by paying Character Points for an 
  Adder, Increased Acceleration. For +2 Character 
  Points, a character may increase its rate of accel-
  eration by +1” per hex. Thus, for 2 points, a char-
  acter could accelerate at the rate of 6” per hex; for 
  4 points, at the rate of 7” per hex, and so on. The 
  GM may impose limits on how much extra accel-
  eration a character can buy; generally, a character 
  should not buy his acceleration up to the point 
  where it approaches or equals his Combat Move-
  ment velocity (unless perhaps there’s some Limi-
  tation or other restriction on the ability) — for 
  that, use the Improved Accelereation/Deceleration 
  Advantage (see below). This Adder does not aﬀect 
  the character’s Combat Movement for purposes of 
  determining how much total acceleration he can 
  apply in a Phase.
  Similarly, for +2 Character Points, a charac-
  ter may buy Increased Deceleration to improve 
  his rate of deceleration by +1” per hex. The same 
  guidelines apply.
  Position Shift:  A character with an unusual 
  Movement Power (such as Flight or Teleporta-
  tion) can use that power to get to his feet as a 
  Zero Phase Action after being knocked down, 
  and without moving any distance, if he buys 
  this +5 Character Point Adder. See also page 44 
  regarding Teleportation.
  In some circumstances, a character can use Posi-
  tion Shift to change the direction/vector in which he 
  moves. For Uncontrolled Movement — falling, skid-
  ding, or being thrown, for example — Position Shift 
  has no eﬀect. It changes the way the character faces, 
  but not the direction in which he moves. For Con-
  trolled Movement — such as the use of Movement 
  Powers — Position Shift can change the direction of 
  movement. For example, if a character has Flight 10” 
  and moves at full velocity eastward, but after he ﬂies 
  5” someone hits him with a Teleportation Usable As 
  Attack power with Position Shift and changes him so 
  that he faces north, he’ll ﬂy the remaining 5” north 
  (unless he has some way to avoid doing so). The GM 
  has the ﬁnal decision regarding what eﬀect Position 
  Shift has on a moving character.
  Autofire:  Autofire has no effect when applied 
  to Movement Powers, except if they’re bought 
  Usable As Attack, and then can only be used to 
  hit multiple targets.
  Based On EGO Combat Value:  Characters cannot 
  apply this Advantage to Movement Powers. To 
  create a movement ability that lets the charac-
  ter move when his “EGO” occurs in the combat 
  order, buy Lightning Reflexes with the Move-
  ment Power to make the character’s DEX equal 
  his EGO for that purpose.
  Improved Acceleration/Deceleration (varies):  Nor-
  mally a character can only accelerate up to his full 
  Combat Movement velocity per Phase, and only at 
  the rate of 5” per hex moved. For a +¼ Advantage, 
  Rapid Noncombat Movement, a character can attain 
  full Noncombat Movement velocity in a number 
  of Phases equal to the number of doublings of his 
  Noncombat Movement rate. For example, if a char-
  acter has a x16 Noncombat Movement rate (four 
  doublings), he can reach full Noncombat Move-
  ment velocity in four Phases. A character must 
  always make Full Moves while using Rapid Non-
  combat Movement to attain full velocity.
  A character using Rapid Noncombat Move-
  ment thus moves a number of inches per Phase 
  equal to his Noncombat Movement divided by his 
  number of Noncombat doublings. For example, a 
  character with Flight 10”, x64 Noncombat Multiple 
  (640” Noncombat, six doublings) accelerates at 
  the rate of 107” per Phase (640”/6), with the usual 
  Noncombat Movement penalties (½ DCV, 0 OCV). 
  He moves 107” in his ﬁrst Phase of acceleration, 
  214” in his second Phase of acceleration, and so 
  forth until he’s at his full velocity of 640”. However, 
  he still cannot accelerate/decelerate at a rate greater 
  than 5” per hex moved.
  For a +¼ Advantage, Combat Acceleration/Decelera-
  tion, a character may accelerate or decelerate at a 
  rate equal to his full inches of Combat Movement 
  per hex (instead of the standard 5”/hex), but still 
  cannot accelerate to more than his full inches of 
  Combat Movement in a Phase.
  For a +1 Advantage, Noncombat Acceleration/Decel-
  eration, a character may accelerate or decelerate 
  at a rate equal to his full inches of Noncombat 
  Movement per hex (and thus can reach his full 
  Noncombat velocity in one Full Phase and one hex 
  of space).
  Any form of this Advantage applies to both 
  acceleration and deceleration. Characters don’t 
  have to buy it twice to be able to apply it to either 
  action. Characters may buy it for MegaScaled forms 
  of movement.
  Invisible Power Effects:  Characters should not nor-
  mally purchase IPE for the Sight Group for Move-
  ment Powers, since the fact that a character has 
  moved from one point to another by some means 
  will be easily perceivable. However, a character 
  could purchase it to, for example, make a Move-
  ment Power silent.
  No Gravity Penalty (+½):  As discussed on page 
  205, characters moving against the force of grav-
  ity — ﬂying or leaping straight up, running up a 
  steep incline — move at only half speed, requiring 
  2” of movement to move 1” upward. A Movement 
  Power with this +½ Advantage doesn’t suﬀer that 
  restriction — a character using it moves at his stan-
  dard rate of movement even when moving against 
  gravity (1” upward per 1” of movement used). This 
  does not aﬀect the bonus to movement a character 
  receives from moving with the force of gravity 
  (such as diving with Flight, or running down a 
  steep hill); he still gets that bonus even for move-
  ment that has No Gravity Penalty. (At the GM’s 
  option, if the character gets neither the gravity 
  penalty nor bonus, the Advantage’s value might be 
  reduced to +¼.)
  
  30 ■ Character Creation
  Hero System 5th Edition
  No Turn Mode (+¼):  
    Normally, many modes of 
  movement (including all forms of vehicular move-
  ment) have a Turn Mode (page 213). A character 
  with this +¼ Advantage on a Movement Power 
  does not have a Turn Mode with that Power; he can 
  turn and maneuver freely. This Advantage is most 
  appropriate for certain types of Vehicles; the GM 
  should monitor and regulate its use carefully, par-
  ticularly when characters buy it for innate forms of 
  movement that require Turn Modes, such as Flight.
  Usable As [Second Mode Of Movement] (+¼):  A 
  character can use this Advantage, which requires 
  the GM’s permission, to make his main Movement 
  Power function as a second mode of movement. 
  Examples include:
  ■ Flight based around manipulating gravity 
  or energy, such that it’s usable underwater 
  just as if it were Swimming
  ■ ice slides deﬁned as both Running and Glid-
  ing (so the character can create one when he’s 
  falling and “skate” to the ground safely)
  ■ wings defined as both Flight and Glid-
  ing so the character can coast along on the 
  thermals and rest (i.e., not spend END) 
  when necessary
  ■ Running usable as Swimming (the char-
  acter kicks his legs at super-fast speed and 
  swiftly propels himself through the water)
  ■ Vibration-based Running usable as Tun-
  neling (instead of focusing his vibratory 
  energies in a way that lets him “skate” 
  along the ground at tremendous speeds, 
  the character directs them to drill into and 
  through the earth)
  ■ Teleportation that also functions as Extra-
  Dimensional Movement (the character can 
  either use another dimension as a special 
  “road” to travel instantly from one place to 
  another in this dimension, or he can remain 
  in the other dimension)
  ■ A Cosmic Speedster’s Flight which he can 
  use as FTL Travel in outer space
  When used as the second mode of move-
  ment, the power is subject to all rules governing 
  that Movement Power, instead of the rules for the 
  primary Movement Power. For example, Running 
  usable as Gliding has a Turn Mode when the char-
  acter Glides, even though Running itself doesn’t 
  have a Turn Mode.
  To use this Advantage, a character must apply it 
  to the more expensive of the Movement Powers he 
  wants to use. He can’t buy the cheaper one and then 
  use the Advantage to make it function like the more 
  expensive one. For example, he can’t buy Gliding 
  (which costs 1 Character Point per inch) and then 
  use the Advantage to make it function like Flight 
  (which costs 2 Character Points per inch) — he has 
  to buy Flight and make it function like Gliding. The 
  character has the same number of inches in the sec-
  ondary mode of movement as he does with the pri-
  mary mode of movement, regardless of their relative 
  Character Point costs, whether one adds to the char-
  acter’s base movement and the other doesn’t, or the 
  like. (In the case of Movement Powers not measured 
  in inches, such as FTL Travel, use the Active Points 
  in the base primary Movement Power to determine 
  the speed or eﬀect in the secondary mode of move-
  ment, or use any other method the GM prefers.) 
  Changing from one mode of movement to another 
  is a Zero Phase Action, but a character can only do it 
  once per Phase.
  The GM can forbid any particular use of this 
  Advantage that seems unbalancing or inappropri-
  ate. The GM can also allow a character to buy this 
  Advantage multiple times for the same Movement 
  Power, allowing it to function as three, four, or 
  more modes of movement.
  Usable On Others:  As a default rule, an Area Of 
  Eﬀect, Usable As Attack Movement Power must 
  aﬀect all persons within the aﬀected area the same 
  way. For example, if the character moves one 
  person in the area 10” north, everyone in the area 
  must move 10” north. However, at the GM’s option, 
  if the character applies the Selective Advantage to 
  his Area Of Eﬀect, he can aﬀect each target indi-
  vidually, both in terms of distance traveled and 
  direction traveled.
  A Movement Power bought Usable As Attack 
  can only use the Power’s Combat Movement inches.
  LIMITATIONS
  Concentration:  If a character has a Movement 
  Power with Concentration, he’s restricted to 
  moving only 1”, as normal for that Limitation. 
  Ergo, it’s not a good Limitation to take on a 
  Movement Power unless the GM is willing to 
  alter the rules slightly.
  Decreased Acceleration/Deceleration (-¼, -½):  Some 
  movement abilities don’t provide a character with as 
  good performance, or as precise control, as regular 
  movement powers. You can represent this with the 
  Limitation Decreased Acceleration/Deceleration. For a 
  -¼ Limitation, the character’s ability to accelerate and 
  decelerate is reduced to 4” or 3”; for a -½ Limitation, 
  it’s reduced to 2” or 1”. The Limitation applies to both 
  acceleration and deceleration; characters cannot apply 
  it to only one of them without the GM’s permission.
  The GM shouldn’t allow characters to take 
  this Limitation unless it will, in fact, signiﬁcantly 
  restrict them. In many campaigns acceleration and 
  deceleration issues don’t arise frequently enough to 
  merit more than a -0 value for Decreaased Acceler-
  ation/Deceleration. Alternately, for characters with 
  multiple modes of movement, the GM may prefer 
  that they take a Physical Limitation to represent 
  slower acceleration/deceleration, if appropriate.
  Instant:  Characters cannot apply this Limitation to 
  Movement Powers unless the GM speciﬁcally per-
  mits them to.
  Leaves A Trail (-0, -¼):  Ordinarily, a Movement 
  Power that leaves a trail (a glowing path of 
  energy in the air or burn marks on the ground, 
  for example) receives at most a -0 Limitation for 
  this, since it tends to be as helpful as it is harmful 
  
  31 
  The Ultimate Speedster ■ Chapter One
  — enemies can follow the character, but so can 
  his friends. If for some reason the GM believes 
  that leaving a trail is particularly harmful to a 
  character (for example, it lingers a long time or 
  is easily detectable only by the hero’s arch-nem-
  esis), then he might allow a -¼ Limitation.
  Linked:  If a character Links a Power to a Movement 
  Power, he can deﬁne that Power as appearing, man-
  ifesting, or taking eﬀect as he starts moving, when 
  he ends moving, or at any other position along his 
  path of movement that the GM allows. However, 
  he must decide on the “appearance point” when he 
  buys the power, and cannot change it thereafter.
  A character can use a Power that’s Linked to 
  a Movement Power when he makes a Half Move, 
  but pursuant to the standard proportionality rules 
  governing Linked (The HERO System 5th Edition, 
  Revised, page 299) can only use it at half eﬀect.
  No Noncombat Movement (-¼):  Movement Powers 
  with this Limitation cannot attain Noncombat 
  Movement velocity.
  Turn Mode (-¼):  Movement Powers which naturally 
  lack a Turn Mode (such as Running) have a Turn 
  Mode (page 213) if they take this Limitation.
  EXTRA-DIMENSIONAL 
  MOVEMENT 
  Type:   
  Movement Power
  Duration:   Instant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  See Extra-Dimensional Movement Table
  A character with this Movement Power can travel 
  from one dimension to another, or can travel 
  through time. Some examples of Extra-Dimen-
  sional Movement include wizards who can open 
  gates to other planes, starships capable of breaching 
  dimensional barriers, and time travel machines. 
  Extra-Dimensional Movement costs END to use.
  When buying Extra-Dimensional Movement, 
  a character must pay a base cost of 20 points. That 
  allows him to travel to a single physical location in 
  a single other dimension — for example, only to 
  Odin’s Hall in Valhalla, or only to the Infernal Gates 
  in Hell. (The character may, of course, also return to 
  his native dimension.) If a character wants to travel 
  to more locations in that one dimension, or to more 
  than a single dimension, he has to pay Character 
  Points for additional modiﬁers to the power (see 
  the text below, and the Extra-Dimensional Move-
  ment Table).
  Using Extra-Dimensional Movement takes a 
  Full Phase. It does not involve acceleration, decel-
  eration, or a Turn Mode. Traveling to another 
  dimension, or through time, breaks Line Of Sight 
  for the purposes of maintaining Constant Powers, 
  Usable By Others powers, Mental Powers, and the 
  like (unless the GM rules otherwise).
  Normally, a character with Extra-Dimensional 
  Movement can only move himself, his clothing, 
  and his personal equipment (including any Foci). 
  To move more weight, the character must buy 
  an Adder (see below) for his Power. A character 
  cannot buy Fixed and Floating Fixed Locations (see 
  page 42) for Extra-Dimensional Movement.
  DIMENSIONAL TRAVEL
  The standard use of Extra-Dimensional Move-
  ment is to travel to other planes and dimensions. 
  This is a separate ability from traveling through 
  time (see below).
  Number Of Dimensions The Character Can 
  Travel To
  To travel to a related group of dimensions 
  (such as the Nine Hells or the Four Elemental 
  Planes) costs +5 Character Points. The GM deter-
  mines what constitutes “a related group”; there’s no 
  speciﬁc numerical limit.
  The ability to travel to any dimension costs 
  +10 Character Points.
  Regardless of how many dimensions a char-
  acter can travel to, he can only travel to a single 
  physical location in each one. He must deﬁne the 
  speciﬁc location in each dimension when he buys 
  the power, and cannot change it thereafter.
  Physical Locations The Character Can Reach
  As noted above, the default with Extra-Dimen-
  sional Movement is that a character can only travel 
  to a single physical location in any dimension he 
  can travel to, and he has to deﬁne that location 
  when he buys the power (which he cannot change 
  thereafter). (Once he reaches that single location he 
  can, of course, travel freely under his own power, 
  unless some outside force or circumstance prevents 
  him from doing so.) A character may expand the 
  number of locations he can travel to with addi-
  tional modiﬁers.
  If the character can only travel to a single 
  dimension, the ability to travel to any location in 
  that dimension costs +5 Character Points.
  If the character can travel to a related group 
  of dimensions, the ability to travel to any loca-
  tion in any of those dimensions costs +10 Char-
  acter Points.
  If the character can travel to any dimension, 
  the ability to travel to any location in any of those 
  dimensions costs +15 Character Points.
  If a character can travel to “any location” in a 
  target dimension, but is restricted to only traveling 
  to physical locations in other dimensions corre-
  sponding to the physical location he occupies in the 
  dimension he’s currently in, that costs -3 points.
  Generally speaking, Extra-Dimensional Move-
  ment does not give a character any enhanced 
  movement in his home dimension — a character 
  in New York cannot transport himself to Valhalla 
  and then back to Tokyo. A character either returns 
  to his home dimension in the same location from 
  which he left it, or he only travels as far as he trav-
  eled in the alternate dimension. At the GM’s option, 
  if the character has paid the points to be able to 
  travel to any location in any of the dimensions he 
  can travel to, he can likewise return to any location 
  in his home dimension.
  
  32 ■ Character Creation
  Hero System 5th Edition
  TIME TRAVEL
  “Time” counts as a single dimension for pur-
  poses of Extra-Dimensional Movement, but it’s 
  separate from all the other dimensions — a char-
  acter cannot travel through time by buying Extra-
  Dimensional Movement to travel to “all dimen-
  sions,” he has to buy time travel separately.
  To travel in time, a character must pay +20 
  Character Points (in addition to the base cost 
  of 20 Character Points for Extra-Dimensional 
  Movement). For that total base cost of 40 Char-
  acter Points, the character can travel to a single 
  moment in time, defined when the power is 
  bought. Time travel occurs only in the physi-
  cal dimension the character is in when he uses 
  the power. For example, a character on Earth 
  cannot time travel to Hell or Valhalla (though he 
  could have two Extra-Dimensional Powers, one 
  physical and one temporal, that in combination 
  allowed him to do that).
  If a character wants to travel to more than a 
  single moment in time, he must pay more Char-
  acter Points. The ability to travel to a related 
  group of moments in time, in the past or the 
  future, no matter how far removed in time from 
  the present moment, costs +5 Character Points. 
  The GM determines what constitutes a “related 
  group”; examples typically include all instances 
  of a particular date (e.g., any July 4 in any year), 
  or any date within a specific, limited span of time 
  (e.g., one specific year).
  A character may want to travel to any moment 
  in time within a particular timeframe, such as 
  “within my lifetime” or “within 500 years, past or 
  future, from the present moment.” To do this, he 
  buys the range across which he may travel. For +1 
  Character Point, a character may travel forward 
  or backward in time by up to 1 Turn (12 sec-
  onds). Thus, if he were in Segment 6 of Turn 2 of a 
  combat, he could travel to any Segment up to Seg-
  EXTRA-DIMENSIONAL 
  MOVEMENT TABLE
  Cost Effect
  20 
  Travel to a single location in a single dimension
   
  Number Of Dimensions Modiﬁers
  +5 
  Travel to a single location in a related group of 
  dimensions
  +10 
  Travel to a single location in any dimension
   
  Dimensional Location Modiﬁers
  +5 
  Any physical location in a single dimension
  +10 
  Any physical location in a related group of 
  dimensions
  +15 
  Any physical location in any dimension
  -3 
  Character can only travel to the physical loca-
  tion in the other dimension corresponding 
  to his physical location in the dimension he’s 
  currently in
  Time  Travel Modiﬁers
  +20 
  Travel through time to a single moment in time
  +5 
  Travel to a related group of discrete moments 
  in time
  +1 
  Travel forward or back in time by up to 1 Turn 
  in either direction; +1 point for each additional 
  increment on the Time Chart; if character can 
  only travel to the past or to the future, halve 
  this cost
  Time  Travel Location Modiﬁers
  +0 
  No change in physical location; character 
  remains in the physical location he occupies 
  when he activates the power
  +2 
  Any single physical location in the same 
  dimension the character occupies when he 
  uses the power, deﬁned when the power is 
  bought, regardless of where the character is 
  when he activates the power
  +5 
  A limited group of physical locations, in the 
  same dimension the character occupies when 
  he uses the power, in the moments in time the 
  character can travel to
  +10 
  Any physical location, in the same dimension 
  the character occupies when he uses the power, 
  in the moments in time the character can 
  travel to
  EXTRA-DIMENSIONAL  
  SUMMARY TABLE
  Cost Travel To A Single Dimension
  20 
  A single location
  25 
  Any physical location
  22 
  Any physical location corresponding to  
  his physical location in the dimension he’s  
  currently in
   
  Travel To A Related Group Of Dimensions
  25 
  A single location in each dimension
  35 
  Any physical location in each dimension
  32 
  Any physical location in each dimension, 
  corresponding to his physical location in the 
  dimension he’s currently in
   
  Travel To Any Dimension
  30 
  A single location in any dimension
  45 
  Any physical location in any dimension
  42 
  Any physical location in any dimension, corre-
  sponding to his physical location in the dimen-
  sion he’s currently in
   
  Travel In Time:  Physical Location Same As  
  Starting Location
  40 
  Travel to a single moment in time
  45 
  Travel to a related group of moments in time
  67 
  Travel to any moment in time within 50 Billion 
  Years, future or past
   
  Travel In Time:  Single Physical Location Other 
  Than Starting Location
  42 
  Travel to a single moment in time
  47 
  Travel to a related group of moments in time
  69 
  Travel to any moment in time within 50 Billion 
  Years, future or past
   
  Travel In Time:  Limited Group Of Physical  
  Locations
  45 
  Travel to a single moment in time
  50 
  Travel to a related group of moments in time
  72 
  Travel to any moment in time within 50 Billion 
  Years, future or past
   
  Travel In Time:  Any Physical Location
  50 
  Travel to a single moment in time
  55 
  Travel to a related group of moments in time
  77 
  Travel to any moment in time within 50 Billion 
  Years, future or past
  
  33 
  The Ultimate Speedster ■ Chapter One
  ment 6 of Turn 3 (but no further into the future), 
  or to any Segment back to Segment 6 of Turn 1 
  (but no further into the past). For each additional 
  +1 point, he may expand his range of travel by one 
  step down the Time Chart (see the accompanying 
  Expanded Time Chart). Thus, to travel to any point 
  in time within 50 Billion Years in the future or 50 
  Billion Years in the past costs +27 Character Points 
  (for a total cost of 67 points for the power). If the 
  character can only travel one direction in time 
  (backward to the past, or forward to the future), 
  halve this cost.
  Regardless of how many moments in time a 
  character can travel to, he can only time travel to 
  a single physical location in the dimension he’s in 
  when he uses the power. By default, this location 
  is deﬁned as the location he’s in when he activates 
  the Power — if he starts in Chicago in 2004, he can 
  travel back to 1636 or forward to 3312, but he’ll 
  still be in Chicago (or whatever it used to be/will 
  become — which may prove hazardous for him!). 
  For +2 Character Points, he may deﬁne his time 
  travel as always taking him to the same location, 
  no matter where he is when he uses Extra-Dimen-
  sional Movement — he always time travels to 
  London, no matter where he is when he activates 
  the Power. For +5 Character Points, he can go to 
  a related group of physical locations in the same 
  dimension (say, any place in England). For +10 
  Character Points, he can go to any physical location 
  in the same dimension. However, characters cannot 
  use this as a cheap form of worldwide Teleporta-
  tion (e.g., “I’ll travel to two seconds from now in 
  Tokyo!”) — they must engage in what the GM con-
  siders legitimate time travel.
  Caveat
  Extra-Dimensional Movement is a “Stop Sign” 
  power, and time travel doubly so. The time travel 
  method outlined above is not intended as a combat 
  ability, or a way for a character to go back and “re-
  do” the actions of the past few Segments or Turns 
  just because they didn’t turn out the way he wanted. 
  If a character wants to have time-manipulation 
  powers that work in combat, he should buy those as 
  speciﬁc abilities with a “time manipulation” eﬀect. 
  The GM should carefully monitor all uses of Extra-
  Dimensional Movement in general, and time travel 
  in particular, to prevent abuse or loss of game bal-
  ance; as always, he should forbid any use of a power 
  he considers improper or harmful to the game.
  See also the Time Powers section of Chapter 
  Two for other powers that involve the manipulation 
  of, or moving through, time.
  OTHER USES
  Characters can create “gates” to other dimen-
  sions or times by applying the rules for Gates under 
  Teleportation (see page 42) to Extra-Dimensional 
  Movement.
  You can also use Extra-Dimensional Movement 
  to simulate any situation in which a character is in a 
  diﬀerent state of being, cannot interact with the “real 
  world,” or is any place which is inaccessible to others. 
  For example, a character with Shrinking could, 
  theoretically, buy enough Shrinking to get inside 
  molecules (the “microverse,” so to speak). However, 
  it’s easier to buy this ability as Extra-Dimensional 
  Movement to the microverse “dimension.”  Similar 
  uses include stopping time (the character “travels 
  to the dimension” where he’s the only thing in the 
  world not frozen in time); granting wishes (the char-
  TIME CHART 
  (EXPANDED)
  Time Period/Duration
  1 Segment
  1 Phase
  1 Turn (Post-Segment 
  12)
  1 Minute
  5 Minutes
  20 Minutes
  1 Hour
  6 Hours
  1 Day
  1 Week
  1 Month
  1 Season (3 months)
  1 Year
  5 Years
  25 Years
  1 Century
  5 Centuries
  2,500 Years
  10,000 Years
  50,000 Years
  250,000 Years
  1 Million Years
  5 Million Years
  25 Million Years
  100 Million Years
  500 Million Years
  2.5 Billion Years
  10 Billion Years
  50 Billion Years
  
  34 ■ Character Creation
  Hero System 5th Edition
  acter “travels to the dimension where he has received 
  whatever he wished for”); the “virtual dimension” 
  of cyberspace; creating an “impenetrable ward” to 
  protect some place or object (the place or object is 
  in another dimension, and thus generally cannot be 
  aﬀected by characters in this dimension); and the 
  like. It may be necessary for a character to purchase 
  special Senses or other powers for use only in the 
  dimension(s) he travels to; if so, he can usually pur-
  chase these with a -1 (or greater) Limitation.
  Extra-Dimensional Movement is extremely 
  tricky, and can be diﬃcult to use in a campaign 
  setting. The GM should consider regulating Extra-
  Dimensional Movement in some fashion; otherwise 
  characters will use it every time they get into trou-
  ble. For example, perhaps characters have to buy it 
  in such a way as to make it unreliable — if the char-
  acter misses a Skill or Activation Roll, he goes oﬀ 
  course, to another dimension (or time). This Power 
  is best used by the GM when it ﬁts into his plans; 
  otherwise it should be strictly controlled.
  ADVANTAGES AND ADDERS
  Increased Mass:  For each +5 Character Points, the 
  character can transport 2x normal human mass (100 
  kg) when using Extra-Dimensional Movement.
  Safe Blind Travel (+¼):  If a character uses Extra-
  Dimensional Movement and travels to a dimension 
  where there’s a solid object occupying his arrival 
  point, roll on the Teleportation Damage Table (page 
  218). However, if the power has this Advantage, 
  the character instead appears in the open space 
  nearest to his target location large enough to hold 
  him (though this may not be safe; the nearest open 
  space may be right next to an angry dragon...).
  LIMITATIONS
  One-Way Trip (-1):  This form of Extra-Dimen-
  sional Movement only allows a character to travel 
  to the speciﬁed dimension(s) from his current 
  dimension — he can’t use it to leave the speciﬁed 
  dimension(s). If he wants to travel to other dimen-
  sions (for example, to return home), he has to ﬁnd 
  some other way to do so.
  FASTER-THAN-LIGHT  
  (FTL) TRAVEL 
  Type: 
  Movement Power
  Duration:  
  Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   No
  Cost:  
  10 Character Points to travel at the speed 
  of light, +2 Character Points for ever x2 
  FTL velocity (see table)
  A character with FTL Travel can travel as 
  fast as, or faster than, light when in space. Some 
  examples of FTL Travel include a starship’s hyper-
  drive or a character who can transform himself into 
  pure light. FTL Travel has a base cost of 10 Char-
  acter Points, which allows the character to travel at 
  the speed of light; 2x velocity costs +2 Character 
  Points. FTL does not cost END to use.
  Rules for Movement Powers do not apply to 
  FTL Travel in quite the same way as they do to 
  other Movement Powers. First, characters using 
  FTL Travel are assumed to always be moving at 
  Noncombat Movement velocities; they cannot slow 
  down to Combat Movement. Second, FTL Travel 
  does not have a “Turn Mode” like many Movement 
  Powers; however, the GM should, as an approxi-
  mation of a Turn Mode, assume that characters 
  moving at FTL speed require enormous amounts of 
  space to turn or reverse course — they cannot “turn 
  on a dime” like characters can with, for example, 
  Running (see page 213 for more information). 
  Third, normal acceleration/deceleration rules do 
  not apply to FTL Travel; the GM should assume, 
  again in an approximation of the standard rules, 
  that it takes some time (at least a few Segments) to 
  get up to full FTL speeds (see page 213 for more 
  information). Fourth, characters cannot make Half 
  Moves while moving at FTL velocities, they must 
  use their full amount of movement (though the 
  GM should apply common and dramatic sense in 
  allowing characters to use FTL Travel to reach spe-
  ciﬁc locations).
  A character may only travel faster than light 
  in space. He can never use this Power in an atmo-
  sphere, even if Desolidiﬁed.
  ADDERS
  Instant Lightspeed:  As noted above and on page 
  213, a character using FTL Travel has to accelerate 
  to, or decelerate from, full velocity. If a charac-
  ter buys this +10 Character Point Adder for FTL 
  Travel, he can accelerate to or decelerate from his 
  full maximum velocity with FTL Travel in one Full 
  Phase and one hex of space.
  MEETING YOURSELF 
  IN THE PAST
  The HERO System 
  rules do not offer or 
  suggest any particular 
  theory as to how time 
  travel works, what 
  effects characters trav-
  eling to the past can 
  have on their present 
  (or future), or any of 
  the many other thorny 
  issues related to the 
  subject. Each GM must 
  determine for himself 
  how time travel works 
  in his campaign. There 
  are plenty of books and 
  science fiction stories 
  about the subject for 
  readers interested in 
  doing some research.
  SUGGESTED DIMENSIONS
  Here’s a list of some of the dimensions characters can 
  visit with Extra-Dimensional Movement:
  Astral Plane
  Ethereal Plane
  Hell (or hells, depending upon conception and 
  cosmology)
  Heaven or heavens (ditto)
  The Elemental Planes (air, earth, ﬁre, water, other)
  The Dreamscape (the world of dreams and nightmares)
  Alternate Earths/timelines, such as an Earth where 
  ﬁgures of myth and legend exist, where everything is 
  “mirrored” (i.e., heroes are evil, villains are good, and 
  so on), and Earths where history went diﬀerently (such 
  as the Confederacy winning the Civil War or Nazi Ger-
  many winning World War II)
  
  35 
  The Ultimate Speedster ■ Chapter One
  FLIGHT
  Type:   
  Movement Power
  Duration:   Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  2 Character Points for every 1” of Flight
  A character with Flight can ﬂy through the air, a 
  vacuum, space, or most other three-dimensional 
  environments (though not water or other liquids 
  unless he buys an Advantage; see below). Some 
  examples of Flight include wings, jetpacks, gravitic 
  manipulation, boot rockets, and planes. Each 1” of 
  Flight costs 2 Character Points.
  With Flight, the character can move, hover in 
  place, gain altitude, and so forth (he still must pay 
  a minimum of 1 END per Phase of use, even if he 
  just hovers). Flight costs END to use.
  For general rules about movement in the 
  HERO System, including Noncombat Movement 
  and Turn Modes, see pages 26, 204.
  POWERS
  Leaping:  If a character 
  uses Flight to hover, he 
  cannot, from that “stand-
  ing” position, initiate a 
  Leap; nor can a Leap-
  ing character use Flight 
  to “land” in mid-air. A 
  character who’s Leaping 
  has to have something 
  solid to “push oﬀ” from 
  and land on.
  ADVANTAGES AND 
  ADDERS
  MegaScale:  A character 
  can use MegaScaled 
  Flight to hover, but since 
  using a MegaMovement 
  power means he’s auto-
  matically considered to 
  be moving at Noncombat 
  Movement velocity (even 
  if he’s just hovering), he’s 
  at ½ DCV, 0 OCV.
  Usable [As Second Mode 
  Of Movement] (+¼):  
  Characters with Flight 
  often buy this Advantage 
  as Usable Underwater, 
  allowing them to ﬂy 
  through water (and possi-
  bly other liquids) instead 
  of just gaseous three-
  dimensional environ-
  ments. Other possibilities 
  include Usable As Gliding, 
  which allows the char-
  acter to conserve END in appropriate circumstances, 
  and Usable As FTL Travel, for rapid outer space ﬂying.
  LIMITATIONS
  Cannot Hover (-¼, -½):  A character with this form 
  of Flight cannot hover in place, he has to keep 
  moving. For a -¼ value, he must move at least 1” 
  per Phase; for a -½ value he must make at least a 
  Half Move per Phase. The GM may reduce the Lim-
  itation’s value to -0, -¼ if not being able to hover 
  isn’t a crucial restriction in the game.
  Only In Contact With A Surface (-¼):  This Limita-
  tion represents a form of Flight that only works 
  when the character touches a surface; it’s appropri-
  ate for creating  “speedster” characters in comic 
  book superhero campaigns. (See Hyper-Running II, 
  page 62, for an example power built this way.) The 
  character can “ﬂy” down roads, on water, up the 
  sides of buildings, and so forth, but cannot use his 
  Flight when not in contact with a surface of some 
  sort. (He leaves tracks, if the surface is soft and 
  durable enough to take them.) Other standard rules 
  for Flight apply — the character has a Turn Mode 
  when moving, subtracts one fewer die for Knock-
  back purposes, and so forth.
  FTL TRAVEL TABLE
   Points  
  Velocity 
  Approximation
   10 
  1 Light-Year/year 
  Speed of light (186,000 miles per second)
   12 
  2 Light-Years/year
   14 
  4 Light-Years/year 
  1 LY/season
   16 
  8 Light-Years/year
   18 
  16 Light-Years/year 
  1 LY/month
   20 
  32 Light-Years/year
   22 
  64 Light-Years/year 
  1 LY/week
   24 
  128 Light-Years/year 
   26 
  250 Light-Years/year 
   28 
  500 Light-Years/year 
  1 LY/day
   30 
  1,000 Light-Years/year 
   32 
  2,000 Light-Years/year 
   34 
  4,000 Light-Years/year 
   36 
  8,000 Light-Years/year 
  1 LY/hour
   38 
  16,000 Light-Years/year 
  1 LY/30 minutes
   40 
  32,000 Light-Years/year 
  1 LY/15 minutes
   42 
  64,000 Light-Years/year 
  1 LY/7 minutes
   44 
  125,000 Light-Years/year 
  1 LY/3 minutes
   46 
  250,000 Light-Years/year 
  1 LY/1 minute
   48 
  500,000 Light-Years/year 
  1 LY/30 seconds
   50 
  1,000,000 Light-Years/year 
  1 LY/1 Turn
   52 
  2,000,000 Light-Years/year 
  1 LY/6 Segments (seconds)
   54 
  4,000,000 Light-Years/year 
  1 LY/3 Segments (seconds)
   56 
  8,000,000 Light-Years/year 
  1 LY/1 Segment (second)
   56 
  16,000,000 Light-Years/year 
  2 LY/1 Segment (second)
   58 
  32,000,000 Light-Years/year 
  4 LY/1 Segment (second)
   60 
  64,000,000 Light-Years/year 
  8 LY/1 Segment (second)
   62 
  125 million Light-Years/year 
  16 LY/1 Segment (second)
   64 
  250 million Light-Years/year 
  32 LY/1 Segment (second)
   66 
  500 million Light-Years/year 
  64 LY/1 Segment (second)
   68 
  1 billion Light-Years/year 
  125 LY/1 Segment (second)
   70 
  2 billion Light-Years/year 
  250 LY/1 Segment (second)
  ...and so forth
  For frame of reference, the Milky Way Galaxy is about 100,000 light-years in diam-
  eter and ranges from about 6,000 to 1,000 light-years “thick.” The nearest galaxy, the 
  Andromeda Galaxy, is about 2.2 million light-years from the Milky Way; the Large 
  Magellanic Cloud is about 200,000 light-years away.
  
  36 ■ Character Creation
  Hero System 5th Edition
  When using Flight Only In Contact With A 
  Surface, a character generally has to keep moving. He 
  can stand on solid, level ground without diﬃculty, but 
  if he’s moving up the side of a building or over the 
  surface of a body of water and he stops moving, he’s 
  going to fall. He must Fly at least 1” every Phase or 
  fall; the GM determines when he must move, and the 
  consequences of not moving. This does not entitle the 
  character to any additional Limitation.
  GLIDING
  Type:   
  Movement Power
  Duration:   Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   No
  Cost:   
  1 Character Point for every 1” Gliding
  A character with Gliding can glide through the air 
  (or, at the GM’s discretion, other three-dimensional 
  gaseous environments). Some examples of Gliding 
  include hanggliders, a superhero’s glider-cape, or a 
  spell that makes a character lighter than air. Every 
  1” of Gliding costs 1 Character Point. Gliding does 
  not cost END to use.
  Gliding has some restrictions. From the 
  ground, a character starts with a velocity and alti-
  tude equal to his upward leap in inches. Gaining 
  altitude is under the GM’s control; doing it slowly 
  by using thermal updrafts is usually easy. Gliding 
  can be more useful if the character has some Leap-
  ing or other way to obtain some initial altitude. 
  While in the air, a character must drop 1” per Phase 
  to maintain his forward Gliding velocity. Glid-
  ing doesn’t use normal acceleration rules; instead, 
  acceleration is +1” velocity per 1” of altitude lost. 
  Gliding uses the normal deceleration rules, unless 
  the GM determines otherwise.
  A Gliding character has some control over his 
  movement, but not the total control provided by 
  Flight. In appropriate situations (like when a char-
  acter tries to parachute onto a small roof); the GM 
  may require a character to succeed with a DEX Roll 
  or appropriate Skill Roll to make sure he Glides 
  exactly where he wants to.
  Characters who are Gliding can carry things 
  (assuming the special eﬀects of the power permit 
  that), but are subject to the standard Encumbrance 
  rules. The GM may, at his option, rule that carrying 
  heavy objects slows the character down or causes 
  him to lose altitude more quickly than normal even 
  if the weight of the carried object wouldn’t nor-
  mally slow the character down — in this respect, 
  Gliding isn’t as “robust” a form of movement as 
  other Movement Powers.
  Characters can also use Gliding to move along 
  the ground in some circumstances; see Ground 
  Gliding, below.
  For general rules about movement in the 
  HERO System, including Noncombat Movement 
  and Turn Modes, see pages 26, 204.
  ADVANTAGES
  Improved Acceleration/Deceleration:  Characters 
  can apply Improved Deceleration to Gliding. They 
  cannot apply Improved Acceleration; that’s deﬁned 
  as “falling.”
  
  37 
  The Ultimate Speedster ■ Chapter One
  LIMITATIONS
  Ground Gliding (-¼):  This Limitation represents a 
  form of Gliding that only works along the ground; 
  the character cannot Glide through the air (or 
  across the surface of water or other substances less 
  ﬁrm than ground). The character does not have to 
  drop 1” per Phase to maintain his forward veloc-
  ity, and does not leave traces or tracks as he moves 
  across the ground. A character’s inches of Ground 
  Gliding cannot exceed his inches of Running. 
  Other standard rules for Gliding apply — the char-
  acter has a Turn Mode when moving, subtracts one 
  fewer die for Knockback purposes, and so forth. 
  Ground Gliding typically represents such limited 
  forms of movement as stealthy “pass without trace” 
  walking (the character is walking on the ground, 
  but so lightly that he leaves no tracks and does 
  not set oﬀ seismic alarms), towed vehicles such as 
  chariots, and the like.
  LEAPING
  Type:   
  Movement Power
  Duration:   Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  1 Character Point for every +1” Leap
  A character with Leaping can leap great distances. 
  Examples of Leaping include characters with super-
  strong leg muscles, a martial artist’s phenomenal 
  leaping ability, or spring-boots.
  Each +1” of  Leaping costs 1 Character Point. 
  Purchased inches of Leaping add to a character’s 
  base inches of leaping from STR (1” forward, ½” 
  upward for every 5 STR; see page 34 of The HERO 
  System 5th Edition, Revised). Leaping costs END to 
  use, as does the STR used for the base leap (a char-
  acter doesn’t have to use his base inches from STR 
  if he prefers not to, provided he has a reason for not 
  doing so the GM ﬁnds acceptable). If a character 
  makes a leap that takes multiple Phases to complete 
  (see below), he only pays END once, in the Phase 
  when he starts the leap
  USING LEAPING
  In combat, leaps are identical to Flight, except 
  that the character must choose a target hex to land in 
  when he begins his leap, and he cannot change direc-
  tion in mid-leap (but see Bouncing, below). The target 
  hex of a leap need not necessarily be another hex 
  — the leaper could aim for a ﬂying enemy or the “hex” 
  right in front of an airplane, for example. In combat or 
  other crucial situations, it’s possible to miss the target 
  location of a leap; the GM may require the leaping 
  character to make an Attack Roll against DCV 3 (the 
  Range Modiﬁer applies) to hit the target hex (this 
  takes no time). In noncombat, non-stressful situations, 
  this isn’t necessary.
  A character cannot Brace or Set to improve 
  his roll to land in the right hex with a Leap (Brace 
  and Set apply to making Ranged attacks; Leaping 
  isn’t an attack). Unless the GM rules otherwise, a 
  character could buy 1½-point Penalty Skill Levels 
  to oﬀset the Range Modiﬁer as it applies to landing 
  in a target hex using Leaping.
  Except as noted below, a character can use 
  Leaping to perform velocity-based Combat/Martial 
  Maneuvers like Move By and Move Through, assum-
  ing the target is in proper position and other circum-
  stances are favorable. For example, Leaping so that 
  the character lands on another character (perhaps 
  throwing in a mighty downward roundhouse for 
  good measure) might constitute a Move Through.
  Leaping Half Moves
  A character may perform a Half Move 
  with Leaping. In some situations, a character 
  may want to make a Half Move vertical Leap 
  (upward) to punch or otherwise attack a target 
  above him (but not to perform a Move Through 
  or Move By). In that situation, since he can’t 
  make another Half Move and “land” after attack-
  ing, he automatically completes his move on the 
  next Segment, landing in that Segment on his 
  DEX. For a really high vertical Leap, landing 
  might take more than one Segment (use the Fall-
  ing rules as a guideline).
  With the GM’s permission (given after appro-
  priate evaluation of the situation, the special eﬀects 
  involved, common sense, and game balance), a 
  character could make two Half Move Leaps for the 
  purposes of making a Full Move to perform a Grab 
  By, Move By, Move Through, or the like. As long as 
  a character moves no farther than he would with a 
  Full Move, and doesn’t get any beneﬁts he wouldn’t 
  get from making a single Full Move, how the char-
  acter describes the “Full Move” visually doesn’t really 
  matter — the “two half Leaps” are just the “special 
  eﬀect” of how the character performs the maneuver.
  Noncombat Leaping
  A character can also leap Noncombat dis-
  tances. This doubles the distance of his Leap, but 
  he’s at ½ DCV, 0 OCV for the duration of the Leap. 
  As with a normal Leap, the character must declare 
  his target hex, and cannot change direction in 
  mid-Leap. The duration in Phases of such a Leap 
  equals the number of Noncombat doublings:  every 
  doubling adds a Phase to the duration of the Leap; 
  the character can take no Actions during this time. 
  If the character Leaps further than he can perceive, 
  choosing a target hex will be diﬃcult or impossible; 
  he has to aim for a general area (and may suﬀer 
  the standard penalties for inability to perceive his 
  target with a Targeting Sense; see page 349 of The 
  HERO System 5th Edition, Revised.)
  Example:  Tower has a 55 STR and has pur-
  chased 40 points of Leaping, for a total combat 
  leap of 11+40 = 51”. In addition, he has spent 
  20 points to increase the Noncombat multiple 
  up to 32x combat distance. Tower can leap a 
  total of 51 x 32 = 1,632” in a single leap. That’s 
  ﬁve doublings, so the leap takes 5 Phases.
  Acceleration
  Acceleration with Leaping, whether it’s a 
  single-Phase or multiple-Phase Leap, is the same as 
  for any other form of movement.
  
  38 ■ Character Creation
  Hero System 5th Edition
  Bouncing
  As noted above, characters ordinarily cannot 
  change direction in mid-Leap. However, at the 
  GM’s option, in some situations a character may be 
  able to use Leaping to “bounce” oﬀ of surfaces (usu-
  ally vertical ones) to change direction or “ricochet” 
  himself in the middle of a Leap.
  To bounce, a character must have an appro-
  priate surface to bounce off of, such as the side 
  of a building, a wall or ceiling in a room, or the 
  trunk of a large tree. He must declare a target hex 
  for the end of his Leap as usual. The total inches 
  traveled, from the starting hex, to the point of 
  bouncing, to the end hex, cannot exceed the 
  character’s inches in Leaping (though he could 
  bounce with a Noncombat Leap if he wants to, 
  unless the GM rules otherwise).
  To bounce, a character must make an Acro-
  batics roll at +1, or a DEX Roll at -2. If the roll 
  succeeds, he performed the bounce properly and 
  may now make his Attack Roll to hit his target hex. 
  If he could perceive the target hex before making 
  his Leap, the Attack Roll is unmodiﬁed; if he could 
  not perceive it, he suﬀers the standard penalties 
  for inability to perceive his target with a Targeting 
  Sense (see page 349 of The HERO System 5th Edi-
  tion, Revised). If the bouncing roll fails, the attempt 
  to bounce also fails. The GM determines where the 
  character ends up landing based on the character’s 
  trajectory, the surface he bounced oﬀ of, special 
  eﬀects, common sense, and dramatic sense; he may 
  also require the character to succeed with a Break-
  fall roll to keep his footing when he lands. In some 
  cases an attempt to bounce may automatically fail 
  (for example, when the bouncing surface looks solid 
  but is so fragile the Leaping character just crashes 
  right through it).
  At the GM’s option, a character may perform a 
  Leap involving multiple bounces (such as ricochet-
  ing around inside a room to perform a Multiple 
  Move-By). The total distance traveled still may 
  not exceed the character’s inches in Leaping. The 
  character must make an Acrobatics or DEX Roll as 
  described above, but suﬀers an additional modiﬁer 
  of -1 per each additional bounce after the ﬁrst. For 
  example, if El Salto, the midget Mexican leaping 
  supervillain, wanted to bounce oﬀ four walls to 
  inﬂict a Surprise Attack on Nighthawk, he would 
  have to make his Acrobatics roll at a -2 penalty (the 
  base roll is Acrobatics +1, but he suﬀers a -3 penalty 
  for bouncing oﬀ four walls).
  At the GM’s option, a character who wants 
  to use Leaping to perform a Move By or Move 
  Through can do so using bouncing — he hits the 
  target and bounces oﬀ rather than going past him 
  or plowing through him.
  POWERS
  Flight:  If a character uses Flight to hover, he cannot, 
  from that “standing” position, initiate a Leap; nor 
  can a Leaping character use Flight to “land” in mid-
  air. A character who’s Leaping has to have some-
  thing solid to “push oﬀ” from and land on.
  ADVANTAGES AND ADDERS
  Sometimes a character wants to apply an 
  Advantage to purchased Leaping. If he wants that 
  Advantage to also aﬀect the inches of Leaping he 
  receives for free, he must apply any Advantages to 
  the cost of the Power including the free points. For 
  example, if a character with STR 30 (Leaping 6” for 
  free) buys Leaping +5” and wants all of his Leaping 
  to be 0 END, he applies the +½ Advantage to 11 
  points (11” x 1 point each), even though he’s only 
  actually paying 5 points for Leaping (thus yielding 
  a total cost to the character of [(11 x (1 + ½)) - 6 =] 
  10 points).
  Accurate:  Leaping with this +5 Character Point 
  Adder is always accurate; the character need not 
  make an Attack Roll to land in his target hex. Accu-
  rate has no eﬀect on Diving for Cover via leaping. If 
  the GM uses the optional Bouncing rules, Accurate 
  does not apply to bouncing Leaps; the character 
  still has to make an Attack Roll to land in his target 
  hex when bouncing.
  Position Shift:  This Adder has no applicability to Leap-
  ing, which isn’t an “unusual” form of movement.
  Improved Acceleration/Deceleration:  Characters 
  ordinarily should not buy these Advantages for 
  Leaping; the duration of long (Noncombat) leaps is 
  as speciﬁed above.
  MegaScale:  Characters sometimes apply MegaScale 
  for really long Leaps. A MegaLeap takes one Phase 
  per unit of measurement deﬁned by the MegaScale. 
  For example, if a character bought MegaScale (1” = 
  1 km) for his Leaping, then the leap takes 1 Phase 
  per kilometer. If it were 1” = 10 km, his leap would 
  take 1 Phase per 10 km.
  If a character uses MegaLeaping, he must be 
  able to perceive his target hex to land there accu-
  rately. If he has no way to perceive over Mega-dis-
  tances, or he misses his Attack Roll, the MegaScale 
  eﬀect applies to the game inches by which he 
  misses the target. For example, if a character has 
  MegaLeaping (1” = 1 km) and misses his Attack 
  Roll by 2, he’s oﬀ-target by 2”, or 2 kilometers. (The 
  GM may reduce this eﬀect in the interest of dra-
  matic sense or the like.)
  Usable On Others:  Characters cannot buy Leaping 
  Usable As Attack; that eﬀect requires Telekinesis.
  LIMITATIONS
  Forward Movement Only (-1):  Leaping with this 
  Limitation does not improve a character’s vertical 
  leap, only his forward leap. If the character tries to 
  leap straight up, he cannot add any inches of Leap-
  ing with this Limitation to his leaping distance 
  based on STR. Of course, the character’s Leap still 
  has an upward arc, as discussed on page 212; it just 
  can’t be used to leap upward, backward, to the side, 
  or the like. Similarly, a character could buy Leaping, 
  Upward Movement Only (-1).
  
  39 
  The Ultimate Speedster ■ Chapter One
  RUNNING
  Type:   
  Movement Power
  Duration:   Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  2 Character Points for every +1” Running
  A character with Running (also called Ground 
  Movement) can run faster than normal. Each +1” 
  of Running costs 2 Character Points; this adds to 
  the character’s normal 6” of Running. Running 
  costs END to use (even the 6” Running characters 
  get “for free”; see page 33 of The HERO System 5th 
  Edition, Revised).
  For general rules about movement in the 
  HERO System, including Noncombat Movement 
  and Turn Modes, see pages 26, 204. While Run-
  ning has no Turn Mode, the GM should apply 
  common sense and dramatic sense when evaluat-
  ing characters’ proposed “movement paths” when 
  they Run. For example, rarely (if ever) should 
  the GM let a character accelerate to his full Run-
  ning velocity over the space of just two hexes by 
  running back and forth, back and forth repeat-
  edly for as many hexes of “distance” as he needs 
  — that’s twisting a simple, useful rule into some-
  thing it’s not meant to be.
  See page 211 regarding sliding, oozing, 
  andother unusual forms of Running.
  ADVANTAGES AND ADDERS
  Sometimes a character wants to apply an 
  Advantage to purchased Running. If he wants that 
  Advantage to also aﬀect the inches of Running he 
  receives for free, he must apply any Advantages to 
  the cost of the Power including the free points. For 
  example, if a character buys Running +3” and wants 
  all of his Running to be 0 END, he applies the +½ 
  Advantage to 18 points (9” x 2 points each), even 
  though he’s only actually paying 6 points for Run-
  ning (thus yielding a total cost to the character of 
  [(18 x (1 + ½)) - 12 =] 15 points).
  MegaScale:  Applying MegaScale to Running 
  doesn’t give it a Turn Mode — a character using 
  MegaRunning can make an immediate 180-degree 
  turn and head back the way he came regardless 
  of deceleration. However, the GM may impose 
  any restrictions he sees ﬁt based on the situation, 
  common sense, dramatic sense, and considerations 
  of game balance.
   LIMITATIONS
  Only On Appropriate Terrain (-½ or more):  This Limi-
  tation reﬂects a form of Running (usually involv-
  ing a wheeled Focus of some sort) that only works 
  on appropriate terrain. A skateboard, for example, 
  generally requires paved ground; it won’t work on 
  unpaved or rough ground. Reduce the character’s 
  Running by half or more (up to loss of all extra 
  inches of Running) when he uses it on inappro-
  priate terrain. Typically this Limitation is worth 
  -½, but its value may increase depending on how 
  common the inappropriate terrain is.
  SWIMMING
  Type:   
  Movement Power
  Duration:   Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  1 Character Point for every +1” of Swimming
  A character with Swimming can swim on or 
  through water and other liquids. Some examples 
  of Swimming include swimﬁns, undersea creatures 
  who can propel themselves through the water at 
  tremendous speeds, superheroes who can manipu-
  late water to “swim” faster than people can run, and 
  boats. Each +1” of Swimming costs 1 Character 
  Point; these inches add to the base 2” that most 
  characters start with. Swimming costs END to use.
  For general rules about movement in the 
  HERO System, including Noncombat Movement 
  and Turn Modes, see pages 26, 204.
  Breaching
  A character with Swimming can “breach” 
  the surface by Swimming straight up toward the 
  surface so that his momentum carries him up out 
  of the water as if he were “leaping.” He can “leap” 
  upward out of the water a distance equal to half 
  the inches of Swimming he used in his previous 
  Phase, provided in his previous Phase he swum 
  straight up toward the surface with the intention 
  of breaching. (Of course, since he Swam straight 
  up, the number of inches used is affected by 
  gravity, as discussed on page 205, and that affects 
  breaching. For example, a character who uses 
  Swimming 20” to breach only moves 10” upward, 
  so he only breaches for 10”.) Breaching requires 
  an Action like any other form of movement; it’s 
  not “free.” With the GM’s permission a character 
  can make a Full Move by combining a Half Move 
  of Swimming and a Half Move of Breaching into 
  one Full Phase Action.
  ADVANTAGES AND ADDERS
  Sometimes a character wants to apply an 
  Advantage to purchased Swimming. If he wants 
  that Advantage to also aﬀect the inches of Swim-
  ming he receives for free, he must apply any Advan-
  tages to the cost of the Power including the free 
  points. For example, if a character buys Swimming 
  +6” and wants all of his Swimming to be 0 END, 
  he applies the +½ Advantage to 8 points (8” x 1 
  point each), even though he’s only actually paying 
  6 points for Swimming (thus yielding a total cost to 
  the character of [(8 x (1 + ½)) - 2 =] 10 points).
  LIMITATIONS
  Surface Only (-1):  Swimming with this Limitation 
  only allows a character to move along the surface of 
  the water, not beneath it. Characters often use it to 
  create boats and similar watercraft.
  
  40 ■ Character Creation
  Hero System 5th Edition
  SWINGING
  Type:   
  Movement Power
  Duration:   Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  1 Character Point for every 1” of Swinging
  A character with Swinging can swing great dis-
  tances from a line. The character can also move 
  upwards by climbing or pulling himself up a swin-
  gline. Some examples of Swinging include jungle 
  characters who cross the jungle by swinging from 
  vines, trained acrobats with lineguns or grapnels, 
  and arachnid-based superheroes who create their 
  own “webs” to swing from. Each 1” of Swinging 
  costs 1 Character Point. Swinging costs END to use.
  USING SWINGING
  To use Swinging a character must attach his 
  swinglines to tall objects such as buildings, trees, 
  or cliﬀsides. The GM usually shouldn’t worry about 
  this restriction in modern urban environments 
  — there are always tall structures around some-
  where. However, if the GM wished to be strict, or if 
  the character is in a ﬂat environment, it would be 
  reasonable to reduce the character’s velocity or dis-
  allow Swinging altogether.
  A character’s inches of Swinging indicate how 
  many inches he can Swing per Phase, not per swing. 
  For example, a character with Swinging 8” could 
  swing over a 20” chasm (assuming a long enough 
  swingline and an appropriate place to attach it to) 
  — it would just take him more than a single Phase 
  to do it. While making a multi-Phase Swing, the 
  character may take no other Actions until he has 
  completed the Swing.
  At the GM’s option, a character may climb his 
  swinglines or use them to carry himself straight 
  upward at a rate equal to half his Swinging (for 
  example, if he had 10” of Swinging, he could move 
  upward at 5” per Phase).
  For general rules about movement in the 
  HERO System, including Noncombat Movement, 
  Turn Modes, and a discussion about swinglines and 
  pivot points, see pages 26, 215.
  POWERS
  Stretching:  At the GM’s option, a character who 
  Stretches out his arms in conjunction with his 
  Swinging can add his Stretching inches to the dis-
  tance he Swings.
  ADDERS
  Extra Swingline:  In some games GMs will tell char-
  acters exactly how much swingline they have when 
  they buy Swinging, and this Adder allows a charac-
  ter to buy more. See pages 215-18 for details.
  Stronger Swingline:  This Adder only applies in 
  campaigns using the rules for breaking swinglines 
  (see page 215). Every +1 Character Point gives a 
  swingline +5 STR.
  LIMITATIONS
  Focus:  Most characters buy Swinging with this 
  Limitation. However, characters don’t have to buy 
  Swinging with Focus. Swinging without Focus 
  allows a character to produce as many swinglines 
  as he needs (though they can be “attacked”; see 
  page 215).
  The standard rules don’t impose any restric-
  tion on the length of swinglines a character can 
  create or have. The GM should decide how much 
  swingline is appropriate for a character (see page 
  215 for more information).
  TELEPORTATION
  Type:   
  Movement Power
  Duration:   Instant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  2 Character Points for every 1” Telepor-
  tation; 2x mass for every +5 Character 
  Points; Fixed Locations for 1 Character 
  Point each; Floating Fixed Locations for 5 
  Character Points each
  A character with this Movement Power can move 
  from one point to another without physically trav-
  eling through the space in between the two points 
  (typically the character “disappears” at the ﬁrst 
  point and “reappears” at his desired destination). 
  Some examples of Teleportation include:  stepping 
  into another dimension at one point in this dimen-
  sion, traveling through the other dimension, and 
  stepping back into this dimension at the desired 
  location; and transforming one’s body into energy, 
  moving to the desired point, and retransforming. 
  Each 1” of Teleportation costs 2 Character Points. 
  Teleportation costs END to use.
  USING TELEPORTATION
  Normally a character can only Teleport 
  himself (regardless of how much he weighs), his 
  clothes, and his personal eﬀects (including Foci), 
  though he may choose to leave any such items 
  behind. He can Teleport more mass if he buys the 
  Increased Mass Adder (see below). If a character 
  wants to Teleport other people (or inanimate 
  objects) without going along with them himself, 
  he must buy his Teleportation with the Usable As 
  Attack Advantage (see below and page 275 of The 
  HERO System 5th Edition, Revised).
  A character who’s Grabbed or Entangled may 
  use Teleportation to escape from such restraints. 
  If Grabbed, he cannot carry the character Grab-
  bing him along with him unless the Teleportation 
  is Usable As Attack (see page 51). A character with 
  Teleportation who Grabs a character cannot then 
  Teleport and carry the Grabbed character with him 
  unless he has enough Increased Mass to handle the 
  extra weight and the GM permits this.
  Characters cannot use Teleportation to per-
  form Move Throughs or Move Bys. (If a character 
  has a Martial Maneuver with the FMove Element, 
  
  41 
  The Ultimate Speedster ■ Chapter One
  such as Passing Strike, he can make the Full Move 
  using Teleportation, if the GM permits based on 
  the special eﬀects involved and the exact nature of 
  the maneuver the character’s attempting. But he 
  gets no velocity bonus for his Teleportation.) Char-
  acters cannot Abort to Teleport, but can Abort to 
  Dive For Cover with Teleportation.
  Noncombat Teleportation
  Teleportation has a Noncombat Movement 
  mode like other Movement Powers. Noncombat 
  Teleportation (including any Teleportation with 
  the MegaScale Advantage) takes one extra Phase, 
  regardless of how far the character Teleports. The 
  character remains at his “starting point” at half 
  DCV, 0 OCV for the extra Phase, then Teleports 
  to his destination; he can do nothing else during 
  this time. He remains at 0 OCV, ½ DCV until 
  he gets his next Phase after Teleporting, or until 
  a later Segment when he chooses to Abort to a 
  defensive Action.
  A character using Noncombat Teleporta-
  tion isn’t restricted to moving in even increments 
  of Combat Movement — he can Teleport to any 
  location within his maximum range. For example,  
  character has Teleportation 20”, x16 Noncombat, 
  doesn’t have to move in increments of 20”. He can 
  Teleport anywhere from 1” to 20” using Combat 
  Movement, and anywhere from 21” to 320” as Non-
  combat Movement.
  Perceiving The Target Location; Misteleporting
  A character can Teleport to any location he 
  can perceive with a Targeting Sense, as long as 
  it’s within the number of inches he can Teleport. 
  If it’s difficult to perceive the location, the GM 
  may require a PER Roll (possibly with a Range 
  Modifier or other modifiers to simulate existing 
  conditions). If the roll succeeds, the character 
  may Teleport normally.
  If the PER Roll fails, the character must 
  make an Attack Roll (against DCV 3) at -1 for 
  every point he missed the roll by to Teleport to 
  the proper location. (The GM might reduce the 
  penalty slightly if the character can perceive the 
  target location with a Nontargeting Sense.) If the 
  character is using Noncombat Teleportation, he 
  retains his full normal OCV solely for purposes 
  of targeting his destination; he doesn’t have the 
  usual OCV 0 when using Noncombat Movement. 
  If the Attack Roll succeeds, he Teleports to his 
  target hex without difficulty. If the Attack Roll 
  fails, the character lands “off-target” by 1” in a 
  random direction for every 1 point the roll failed 
  by. This may result in his Teleporting into a solid 
  object, which can have dangerous consequences 
  (see page 218). 
  If a Teleporter cannot perceive his target loca-
  tion at all and is simply guessing where it is, he 
  must make an Attack Roll (against DCV 3) at -5 to 
  move to his target hex successfully. The character 
  uses his standard OCV to make this roll, unless 
  some other circumstance (like being Flashed or in 
  Darkness) aﬀects him. The Range Modiﬁer applies, 
  and the GM may also apply any other additional 
  modiﬁer he wants; the character may use applicable 
  Combat Skill Levels if desired. If the Attack Roll 
  succeeds, he Teleports to the target hex success-
  fully; if it fails, he lands “oﬀ-target” as described 
  above.
  Viewing a location on television (or by similar 
  means) does not count as perceiving it with a Tar-
  geting Sense.
  The PER Roll and Attack Roll described above 
  are part of the overall Teleportation; they don’t 
  require any extra time or Actions. 
  
  42 ■ Character Creation
  Hero System 5th Edition
  FIXED LOCATIONS
  A character with Teleportation can memorize 
  a Fixed Location for 1 Character Point. He can 
  safely Teleport to any of his Fixed Locations even 
  if he cannot perceive them with a Targeting Sense, 
  provided they’re within his range.
  A Fixed Location doesn’t have to be immov-
  able — it could be a living creature, a particular 
  airplane seat, or the hex two hexes behind the 
  Teleporter, for example — but it must be a physi-
  cal location and can never change. However, the 
  character can purchase a Floating Fixed Location 
  for 5 Character Points. This is identical to a Fixed 
  Location, but may be changed. To change a Float-
  ing Fixed Location, the character must study the 
  new location for a full Turn. (He cannot study a 
  new location via Clairsentience unless the GM so 
  permits.) Unless the GM permits, a character may 
  not establish a Fixed or Floating Fixed Location 
  in relation to another person (such as “two inches 
  behind Fiacho”).
  If a character tries to Teleport to a Fixed 
  Location (Floating or not) that’s out of his range, 
  his Teleportation fails to work. He must still 
  spend END and uses a Full Phase in attempting 
  to Teleport.
  Characters cannot buy Fixed and Floating 
  Fixed Locations in Power Frameworks. They must 
  be bought separately from Teleportation itself. They 
  can be bought with Power Modiﬁers, if appropriate. 
  If a character has multiple forms of Teleportation, 
  his Fixed and Floating Fixed Locations work with 
  all of them.
  When a character Teleports to a Fixed or 
  Floating Fixed Location, its Active Points add to 
  the Active Points of his Teleportation for purposes 
  of determining the END cost of his Teleportation. 
  Any Reduced Endurance bought for the Teleporta-
  tion likewise applies to the Locations.
  Characters cannot buy Fixed or Floating Fixed 
  Locations for Movement Powers other than Tele-
  portation (unless the GM chooses to permit this).
  VELOCITY AND FACING
  A character cannot remove or change his 
  velocity by Teleporting — if he’s moving at 30” per 
  Segment when he Teleports, he continues to move 
  at 30” per Segment when he completes his Teleport, 
  regardless of where he Teleports to. (Thus, Tele-
  porting out of a speeding car or during a long fall 
  can harm a Teleporter.) Similarly, adding velocity 
  when Teleporting (by, for example, teleporting into 
  a moving vehicle from a stationary position) can 
  be dangerous. A character who wants to Teleport 
  safely into a vehicle or other object that’s moving 
  faster than he is must have the No Relative Velocity 
  Adder (see below) (or, at the GM’s option, make a 
  DEX Roll, possibly with a negative modiﬁer equal 
  to the vehicle’s Velocity-Based DCV; see page 205). 
  Otherwise he takes STUN damage as if he had 
  performed a STR 0 Move Through at the vehicle or 
  object’s velocity that did no Knockback.
  Example:  Cheshire Cat wants to teleport into a 
  bus traveling at 30” per Phase. Since he’s stand-
  ing still, he takes (velocity/3) = 10d6 STUN 
  damage from Teleporting into a moving object.
  Unless he pays for the Position Shift Adder (see 
  below), a character cannot change the direction he’s 
  facing or move from a prone to a standing position 
  by Teleporting. His facing and body positioning at 
  the end of his Teleport are the same as they were 
  when he began.
  GATES 
  Characters can use Teleportation to create 
  “Gates” — fixed “teleportation fields” that Tele-
  port anything that can fit in them and doesn’t 
  exceed their weight limit. To create a Gate, 
  a character must buy Teleportation with the 
  Advantages Area Of Effect (One Hex), Usable On 
  Others, and Continuous. To be truly effective, a 
  Gate needs MegaScaling or a lot of extra Non-
  combat Movement multiples (thus requiring an 
  extra Phase to use) and Increased Mass; to carry 
  truly large objects, it needs lots of extra mass and 
  a larger Area Of Effect (to make the Gate wide 
  enough for large objects to go through). If the 
  character wants to have the ability to create Gates 
  other than in the hex he currently occupies, he 
  must apply the Ranged (+½) Advantage.
  A Gate has the -½ Limitation Gate. Gate 
  simulates the fact that a Gate works on both 
  ends and in both directions:  while it’s open, 
  anyone who doesn’t exceed the Gate’s size and 
  mass limits can move through it to the other 
  side (which opens into some far-away location). 
  Furthermore, the Gate can be seen through, and 
  characters can attack through it with the same 
  Range Modifier as if they stood immediately on 
  the other side of the Gate. A Gate is open from 
  both sides — characters can go through it (and 
  see through it) from either side. A character 
  cannot pinpoint exactly where his Gate will open 
  onto unless he buys a Fixed Location or Floating 
  Fixed Location for it.
  OTHER USES FOR  
  FIXED LOCATIONS
  Under the standard rules, characters cannot buy Fixed 
  or Floating Fixed Locations for any Movement Power 
  other than Teleportation. However, the GM might want 
  to consider allowing this in some circumstances. For 
  instance, characters might want to buy a Location for:
  ■ Leaping (particularly MegaLeaping) to ensure they 
  can always hit the Location without having to make an 
  Attack Roll to land in the correct “hex.”
  ■ MegaRunning or MegaFlight, so they can run/ﬂy 
  to the exact spot they want and stop right there even 
  when he can’t perceive that spot from his starting point.
  ■ Extra-Dimensional Movement powers that allow 
  travel to multiple locations within one or more 
  dimensions, to ensure they can always reach a par-
  ticular location in a particular dimension without any 
  worries or eﬀort.
  
  43 
  The Ultimate Speedster ■ Chapter One
  Creating a Gate takes one extra Phase if the 
  character uses it to travel Noncombat or Mega-
  Scaled distances. If not, creating one requires a 
  Half Phase Action (if the Gate allows travel of 
  no more than half its inches of Teleportation) or 
  a Full Phase Action (if the Gate allows travel of 
  more than half its inches of Teleportation). At 
  a minimum, a Gate must remain open until the 
  character’s next Phase, when he can use a Zero-
  Phase Action to turn it off.
  Example:  Cheshire Cat buys a Gate ability:  
  Teleportation 10”, x2,000 Noncombat Multiple 
  (20,000”, or about 25 miles), x16 mass , Area 
  Of Eﬀect (One Hex; +½), Continuous (+1), 
  Usable Simultaneously (creator and one other 
  person can use Gate at once; +½) (285 Active 
  Points); Gate (-½) (total cost:  190 points). He 
  also buys a Fixed Location (his house) for 1 
  point. So, whenever he’s within 25 miles of his 
  house, he can spend an extra Phase and open 
  up a Gate that takes him home.
  In need of quick escape from a bank heist gone 
  bad, the Cat uses his Gate. Unfortunately for 
  him, the Gate opens up on his house to reveal 
  that the cops are already there, waiting for him! 
  In fact, there’s one cop 16” from where the Gate 
  opened. Cheshire Cat decides to attack him. He 
  launches an attack through the Gate, applying 
  the standard Range Modiﬁer for 16”.
  Gates And Hazardous Environments
  Characters are not required to add the Safe 
  Blind Teleport Advantage (see below) to their Gates 
  just because they can see through them and are 
  therefore not likely to step into a solid object or 
  hazardous environment. They can apply Safe Blind 
  Teleport if they want, but it’s not mandatory. Typi-
  cally, if a character opens a Gate onto a hazardous 
  area, he sees that, shuts it down, and tries again 
  — meaning he’s wasted a Phase. If a Gate power has 
  Safe Blind Teleport, it automatically shifts the open-
  ing of the Gate to the nearest area large enough to 
  hold it (though, as the text of the Advantage notes, 
  that doesn’t necessarily mean the nearest safe area).
  A character might want to create a Gate in 
  an area that’s already ﬁlled with matter — such as 
  underwater, in the middle of a mountain, or the 
  like. The GM determines the exact eﬀects. This may 
  mean nothing happens and the Gate’s eﬀectively 
  useless (the typical outcome for a Gate opened 
  inside a solid object). On the other hand, opening a 
  Gate underwater could cause water to ﬂow through 
  the Gate at the rate of the character’s weight limit 
  per Phase. (The GM may, if he wishes, apportion 
  the total per Turn equally over 12 Segments.)
  Gates And Attacks
  If a character can create a Gate as a Half Phase 
  Action as described above, he could open it adja-
  cent to a foe and then make a HTH Combat attack 
  against him using his remaining Half Phase Action. 
  (He could also make a Ranged Attack against more 
  distant foes, eﬀectively using the Gate to dimin-
  ish or eliminate the Range Modiﬁer.) However, as 
  the text notes, it can be diﬃcult for a character to 
  position a gate properly unless he has a Fixed or 
  Floating Fixed Location with it. The GM might 
  require a character to make a PER Roll, DEX Roll, 
  or a Teleportation Tricks roll to set up the Gate so it 
  opens at the right point for him to make the attack 
  against the target.
  The GM may prefer to rule that opening a 
  Gate always constitutes a Full Phase Action, if he 
  feels the possibilities of abusing the Gate rules 
  to make attacks are too great. And don’t forget 
  that the Gate has to remain open at least until 
  the character’s next Phase, which may make it 
  possible for the target to counterattack. With the 
  GM’s permission, a character could use a Gate 
  with Snap Shot, but that has a real potential to 
  cause game balance problems.
  Absolute Eﬀect Gates
  Some GMs may ﬁnd the standard Gate rules 
  regarding the size and weight of objects a Gate can 
  “carry” to be inconvenient, because they’d rather 
  have Gates that can work on anything regardless of 
  size or mass. (This might be appropriate for some 
  Gates created by magic, for example.) To create that 
  sort of Gate, the GM should use the Absolute Eﬀect 
  Rule (Fantasy Hero, pages 250-51):  he declares that 
  all Gates must meet certain standards for size and 
  weight, and then rules that these Gates can “carry” 
  any weight or size of object.
   ADVANTAGES AND ADDERS
  Increased Mass:  This Adder allows a charac-
  ter to Teleport more than the normal amount 
  of mass. For each +5 Character Points he can 
  Teleport 2x normal human mass (100 kg) (thus, 
  for +5 points, 200 kg, +10 points, 400 kg, and so 
  forth). The character does not have to be able to 
  carry this additional mass; he only has to touch 
  it. If the additional mass is additional persons, 
  those persons have to want to be Teleported (this 
  requires no Actions or time on those person’s 
  part, though they may have to Hold an Action 
  until the Teleporter uses his Teleportation if they 
  want to do something afterward in the same 
  Segment). Involuntarily Teleporting someone 
  requires the Usable As Attack Advantage.
  No Relative Velocity:  This +10 Character Point 
  Adder represents a form of Teleport that com-
  pensates for relative velocity. It compensates for 
  any amount of velocity without the need for any 
  further Advantages or Adders. For example, if a 
  character is moving at 65 miles per hour when 
  he Teleports, he can reappear at the end of his 
  Teleport traveling 0 miles per hour, or any other 
  speed up to 65 miles per hour. Teleportation with 
  this Adder allows a character to Teleport into a 
  moving vehicle, or to the ground while falling, 
  without suffering any damage.
  If a character has Teleportation Usable As 
  Attack, he cannot buy this Advantage for it to “add” 
  velocity to a target Teleported as an attack.
  
  44 ■ Character Creation
  Hero System 5th Edition
  Position Shift:  For this +5 Character Points Adder, a 
  character can use Teleportation to change position/
  facing or go from prone to standing as a Zero Phase 
  Action. He can also change facing in mid-Teleport 
  when making a Half Move or Full Move with Tele-
  portation. This Adder has no eﬀect on Dive For 
  Cover (for example, it does not allow a character to 
  Dive For Cover without suﬀering “prone”penalties).
  Safe Aquatic Teleport:  Ordinarily, water and other 
  liquids are the same as a solid object for purposes 
  of Teleportation, making the Power useless under-
  water. For this +5 Character Point Adder, a charac-
  ter can Teleport in liquids as if they were air (see 
  page 226 for more information).
  Area Of Effect:  The Area Of Eﬀect Advantage has no 
  eﬀect with Teleportation unless the Teleportation is 
  bought Usable As Attack — ordinary Teleportation 
  doesn’t aﬀect targets, so buying Area Of Eﬀect for it 
  is pointless.
  Armor Piercing:  Characters can apply this Advan-
  tage to Teleportation to overcome the Cannot Be 
  Escaped With Teleportation Advantage. Characters 
  may purchase Armor Piercing multiple times to 
  counteract multiple layers of Cannot Be Escaped 
  With Teleportation.
  Cannot Be Escaped With Teleportation (+¼):  Char-
  acters apply this Advantage to walls, Entangles, and 
  other barriers to prevent characters from Teleport-
  ing through them. A character cannot Teleport 
  through any barrier that Cannot Be Escaped With 
  Teleportation unless he buys his Teleportation with 
  the Advantage Armor Piercing. Characters may 
  purchase Cannot Be Escaped With Teleportation 
  multiple times to overcome Armor Piercing.
  Characters cannot apply this Advantage to 
  STR or Telekinesis without the GM’s permission.
  Continuous:  A character cannot apply this Advan-
  tage to Teleportation so he can travel long distances 
  without “reappearing.”
  Hardened:  Defenses with this Advantage don’t stop 
  Teleportation; that requires the Cannot Be Escaped 
  With Teleportation Advantage.
  MegaScale:  Characters often apply MegaScale to 
  Teleportation to create really long-range Teleporta-
  tion powers. A character using MegaTeleportation 
  can Teleport to any location between his minimum 
  distance (whatever he deﬁnes 1” as equaling) and 
  his maximum distance; he doesn’t have to Teleport 
  in even 1” increments. However, if the character 
  doesn’t have some way to perceive his target loca-
  tion, he runs the standard risk of misteleporting. If 
  he misteleports, the MegaScale also applies to the 
  inches he goes oﬀ-target.
  Example:  Cheshire Cat has Teleportation 10”, 
  MegaScale (1” = 1,000 km, can scale down to 
  1” = 1 km). He can use it to Teleport anywhere 
  from 1 km away (the minimum distance of his 
  MegaTeleportation) to 10,000 km away (his 
  maximum range). He could Teleport to a loca-
  tion 2 km away, or 3,578 km, or 7,500.3586 km 
  — anywhere from 1 km to 10,000 km away. 
  However, he has to be able to perceive his target 
  location. If he can’t, and he misteleports, the 
  x1,000 km MegaScaling applies to how far “oﬀ 
  target” he’s. For example, if he’s oﬀ target by 3”, 
  he’s 3,000 km away from where he wants to be!
  If a character with MegaTeleportation has a 
  Fixed or Floating Fixed Location, he can Teleport 
  to that location safely, whether he can perceive it 
  or not. However, if a character’s Floating or Fixed 
  Floating Location is closer than the shortest range 
  increment of his MegaTeleportation, he cannot 
  Teleport there unless the GM speciﬁcally permits 
  him to. Similarly, if a character’s highly familiar 
  with a location (he’s been there a lot, or has spent 
  a lot of time there), the GM may let him Mega-
  Teleport to it safely even though he can’t perceive 
  it. As always, the GM should keep special eﬀects, 
  common sense, dramatic sense, and considerations 
  of game balance in mind.
  Unless the GM forbids him to, a character 
  could use MegaTeleportation to Teleport far away, 
  then Teleport back to a position just a few hexes 
  away from where he originally left from, eﬀectively 
  sidestepping MegaScale’s rule about using powers at 
  personal scale. However, standard rules for perceiv-
  ing the target location still apply, and in any event 
  the character has to spend a total of four Phases 
  (one extra Phase for each use of the power) and be 
  at ½ DCV to do this.
  Safe Blind Teleport (+¼):  This Advantage represents 
  a form of Teleportation that protects the character 
  (and any objects or persons he carries) if he Tele-
  ports into a solid object. He never suﬀers damage 
  if he Teleports into a solid object; instead, he reap-
  pears in the nearest open space to his target loca-
  tion large enough to hold him (though this may not 
  be safe; the nearest open space may be right over, 
  say, a lava pit).
  Transdimensional:  Characters cannot buy this 
  Advantage for Teleportation; use Extra-Dimen-
  sional Movement to travel to other dimensions 
  and realities. (They can, however, use the Usable As 
  [Second Mode Of Movement] Advantage on page 30 
  to buy Teleportation that also functions as Extra-
  Dimensional Movement.)
  Usable On Others:  If a character wants to Teleport 
  other people (or inanimate objects) without going 
  along with them himself, he must buy his Teleporta-
  tion with the Usable As Attack Advantage. When Tele-
  porting other persons and objects, he must Teleport 
  the whole person or object; he cannot, for example, 
  Teleport a person but not his armor, or only half of a 
  dragon. (He could, however, Disarm someone by Tele-
  porting a weapon or other object out of the victim’s 
  grasp, though he probably suﬀers an OCV penalty 
  for targeting such a small object.) If his Teleportation 
  cannot Teleport the entire weight of the target person 
  or object, it will not work.
  As indicated on page 51, normally a Usable As 
  Attack power is only usable as an attack, not for its 
  normal purpose. However, at the GM’s option, as 
  described on page 40, if a character with Teleportation 
  Usable As Attack is Grabbed, he can use it to Teleport 
  himself and a person Grabbing him at once.
  
  45 
  The Ultimate Speedster ■ Chapter One
  LIMITATIONS
  Can Only Teleport To Fixed Locations (-1 or -½):  
  Characters can only use Teleportation with this 
  Limitation to Teleport to a character’s Fixed Loca-
  tions. If the character only has Fixed Locations, it’s 
  worth -1; if the character has any Floating Fixed 
  Locations, it’s worth -½.
  Focus:  A character might have a Floating Fixed 
  Location bought as a Focus — for example, a 
  magical talisman that allows him to Teleport to 
  wherever the talisman itself is located. If the Focus 
  is destroyed, he doesn’t lose the Location, but he 
  has to remake/repair the Focus before he can use 
  the Location again, the same as he would with any 
  other broken Focus and its power.
  Must Pass Through Intervening Space (-¼):  This 
  Limitation represents a form of Teleportation that 
  requires the character to actually pass through the 
  intervening space physically. This can be a problem 
  if barriers or other obstacles prevent the charac-
  ter from moving through that space. Characters 
  cannot use Teleportation with this Limitation to 
  escape from Entangles.
  TUNNELING
  Type:   
  Movement Power
  Duration:   Constant
  Target:   
  Self Only
  Range:   
  Self
  Costs END:   Yes
  Cost:   
  5 Character Points for every 1” Tunneling 
  through 1 DEF material per Phase; +3 
  Character Points for +1 DEF
  A character with Tunneling can move through 
  the ground or other substances by creating a 
  tunnel roughly his own size. Some examples of 
  Tunneling include the ability to burrow through 
  the ground rapidly, a super-strong character’s 
  ability to use his mighty muscles to tear through 
  any wall or substance effortlessly, or a gigantic 
  drilling vehicle. Each 1” of Tunneling through 1 
  DEF material costs 5 Character Points (thus, for 
  25 points a character can Tunnel 5” through DEF 
  5 material); the ability to Tunnel through every 
  +1 DEF costs 3 Character Points.
   For general rules on movement and Movement 
  Powers in the HERO System, including Noncombat 
  Movement and Turn Modes, see pages 26, 204. It’s 
  possible for a character to Tunnel more quickly than 
  he can walk. Tunneling costs END to use.
  USING TUNNELING
  When a character uses Tunneling, he nor-
  mally leaves the tunnel open behind him; he can 
  automatically fill it in if he buys the Fill In Adder 
  (see below). Unless filled in by the character 
  when made, a tunnel remains in existence until 
  
  46 ■ Character Creation
  Hero System 5th Edition
  filled in by someone else, collapsed, or otherwise 
  changed or destroyed. Tunneling works a lasting 
  physical change on the environment, in much the 
  same way that an Energy Blast used against an 
  inanimate object can inflict lasting destruction. 
  Deactivating Tunneling does not cause a charac-
  ter’s tunnels to vanish.
  Even if a character fills a tunnel in behind 
  him, it’s still obvious someone has used Tunnel-
  ing to penetrate the substance. To Tunnel with-
  out leaving any such traces, a character should 
  buy Invisible Power Effects for his Tunneling (or 
  buy Desolidification with a “Tunneling without 
  trace” special effect).
  A character using Tunneling does not need 
  Life Support to Tunnel (he’s assumed to keep an air 
  pocket around him), but cannot perceive in front of 
  him unless he has special Senses that allow him to 
  perceive through whatever he’s Tunneling through. 
  If necessary, the GM determines how long the air 
  pocket lasts (or, more accurately, how much breath-
  able atmosphere it contains and how quickly a 
  character exhausts it by breathing).
  Restrictions On Tunneling
  Characters cannot use Tunneling on living 
  creatures to cause damage. Characters cannot use 
  Tunneling to Tunnel through a vehicle (though a 
  GM might allow a character to use Tunneling on 
  the side of a large vehicle, such as to tear through 
  the back of a tractor-trailer truck). Characters may 
  not Tunnel through air or liquids; Tunneling only 
  works on solid substances, such as soil.
  Precision Tunneling
  The standard form of Tunneling links inches 
  moved and DEF. Some gamers may prefer to buy 
  these two aspects of the Power separately (for 
  example, to create a fast form of Tunneling that 
  only works on low-DEF substances). With the GM’s 
  permission, characters can buy the inches moved 
  with Tunneling and the DEF they can Tunnel 
  through separately:  2 Character Points for each 
  1” Tunneling through 0 DEF objects; 3 Character 
  Points for each 1 DEF the character can Tunnel 
  through. The GM may establish any restrictions he 
  sees ﬁt, such as inches traveled not being more than 
  triple the DEF Tunnel-able through.
  POWERS
  Entangle:  A character trapped in an Entangle 
  cannot use Tunneling to escape from it. However, at 
  the GM’s option, a character outside the Entangle 
  could use Tunneling to break open the Entangle 
  and free the trapped character. Characters can use 
  Tunneling to Tunnel through barriers created with 
  Entangle.
  Find Weakness:  Characters cannot use Find 
  Weakness to halve the DEF of substances they 
  Tunnel through.
  Force Wall:  Characters cannot Tunnel through 
  Force Walls, unless the GM permits this. Tunneling 
  through a Force Wall would be most appropriate 
  for Walls deﬁned as being made of physical sub-
  stances like earth or stone.
  ADVANTAGES AND ADDERS
  Fill In:  A tunnel created by Tunneling with this 
  +10 Character Points Adder can be filled in 
  behind the character.
  If Tunneling has Fill In, the ﬁlling in occurs 
  automatically as the character tunnels (it doesn’t 
  require any extra Actions or time). Other persons 
  can, with the Tunneler’s permission, follow him and 
  use the tunnel as well, but they must remain in the 
  same hex as him (unless the GM permits other-
  wise in the interest of common sense and dramatic 
  sense). A character cannot follow the Tunneling 
  character against the Tunneling character’s will 
  before he ﬁlls it in; if that’s attempted, the tunnel 
  simply closes on the hapless follower (the GM can 
  determine the eﬀects of that as he sees ﬁt).
  When a character uses Tunneling with the Fill 
  In Adder, the DEF of the “ﬁlled back in” material is 
  the same as it was before it was Tunneled through. 
  Nothing about Tunneling alters the DEF of the 
  substance Tunneled through. The GM may, if he 
  wishes, adjust the ﬁll material’s BODY (to represent 
  its lesser cohesion after being Tunneled through). 
  The fact that a Tunnel has been ﬁlled back in is 
  usually obvious.
  A character who buys Fill In doesn’t have 
  to use it if he doesn’t want to — he can ﬁll in 
  the tunnel behind him, but he’s not required to 
  — unless his Tunneling has both Fill In and the -0 
  Limitation Fill In Always Occurs.
  Armor Piercing, Penetrating:  Characters cannot 
  apply these Advantages to Tunneling.
  Hardened:  Hardened walls (and other substances) 
  have +25% DEF per level of Hardened for purposes 
  of moving through them with Tunneling.
  Invisible Power Effects:  Tunneling creates vibra-
  tions in the material Tunneled through that can be 
  felt a short distance away (typically no more than 
  about 2”-5” at most, but possibly much further for 
  really powerful [fast] forms of Tunneling). Buying 
  Invisible Power Eﬀects (Touch Group) for Tunnel-
  ing eliminates these vibrations.
  NND, AVLD:  Characters may not apply the Attack 
  Versus Limited Defense or No Normal Defense 
  Advantages to Tunneling as a cheap way of Tunnel-
  ing through any substance regardless of its DEF.
  LIMITATIONS
  Limited Medium (-½, -1):  Characters can only use 
  Tunneling with this Limitation to move through 
  speciﬁed types of substances. If it only works on a 
  Limited medium (soil and rock only; walls only), 
  the value is -½; if it only works on a Very Limited 
  medium (stone walls only), the value is -1.
  
  47 
  The Ultimate Speedster ■ Chapter One
  T
  he Movement Powers aren’t the only ones 
  speedsters can use to create their abilities. 
  Here are a few more suggestions and ideas for 
  speedster powers. See Chapter Two for hun-
  dreds of example powers built using Powers, including 
  many Powers not discussed in this section.
  ADJUSTMENT POWERS
  If a Movement Power is reduced to zero inches 
  of movement by a Drain or similar Adjustment 
  Power, the character is unable to use that mode of 
  movement (not even at Noncombat speeds) until 
  he gets at least 1” of movement back.
  See page 206 regarding negative Adjustment 
  Powers and deceleration.
  AID AND SUCCOR
  Speedsters who manipulate the environment 
  around them to seem to move at super-speed often 
  make use of Aid (and Drain). For example, a time 
  manipulator might put himself into “fast time” with an 
  Aid DEX and SPD. The accompanying table indicates 
  the average eﬀects of various levels of Aid to DEX and 
  SPD to help you calculate the right amount of Aid for 
  the speedster trick you have in mind. Aid SPD may 
  be may be activated at any time during a Turn, but it’s 
  subject to the standard rules for changing SPD.
  For some powers, Succor works better than 
  Aid, since it can be maintained indeﬁnitely by 
  paying END. Succor SPD may be activated at any 
  time during a Turn, but it’s subject to the standard 
  rules for changing SPD both when it’s activated 
  and de-activated. The character using it must pay 
  END for it every Phase until such time as the SPD 
  returns to it’s normal (un-Succored) level.
  CHANGE ENVIRONMENT
  While this Power is often used against speedsters 
  (typically to create slippery ground or areas of tur-
  bulence that make it hard for them to maintain their 
  footing or keep moving), speedsters have plenty of 
  uses for it. Some of the examples from Chapter Two 
  include Clean Up Your Room!, Alter The Weather, 
  Tremor Beat, and Let’s Warm Things Up.
  See page 239 for special rules regarding using 
  Change Environment to increase or decrease traction.
  CHARACTERISTICS 
  Characteristics as Powers have plenty of 
  applications for speedster characters. In addition 
  to being able to move faster or act more reflex-
  ively in certain situations (Limited DEX and/or 
  SPD), a classic speedster could buy, for instance, 
  extra PD that only protects him against collision 
  damage, while a friction-manipulating speedster 
  could buy extra STR to “break free from” (slip 
  out of) Grabs and Entangles. See Chapter Two 
  for plenty of examples.
  CLINGING
  Many speedsters buy Clinging to represent 
  aspects of their movement abilities — whether 
  it’s the control over friction or gravity that gives 
  them their powers, or the simple fact that they 
  run so quickly they can dash up the sides of 
  buildings without worrying about falling. This 
  usually entails Limitations like Cannot Resist 
  Knockback, and may Cost Endurance or Require 
  A Speedster Tricks Roll. Speedster Clinging is 
  rarely bought at more than normal STR, and may 
  in some instances be voluntarily restricted to 
  some fraction of the character’s ordinary STR.
  DESOLIDIFICATION
  Some types of speedsters, such as those with 
  vibration powers, buy Desolidiﬁcation to represent 
  their ability to “phase through” solid objects, or to 
  “attune their molecular frequency” to that of solid 
  objects so they can walk right through them. Some 
  of these characters can even impart this ability 
  to other characters (via Usable Simultaneously), 
  though they may have to maintain contact with 
  such persons to keep them in “phased” state.
  DISPEL, DRAIN, SUPPRESS, AND TRANSFER
  What one speedster can do, another can 
  undo... or perhaps make use of. Speedsters often 
  use Dispel, Drain, or Suppress to counteract 
  other speedsters’ powers (as with the I’m Faster 
  Than You ability in Chapter Two). The exact 
  power chosen depends on how you conceive of 
  OTHER  
  POWERS
   AID TO DEX OR SPD
   
   
   
   
  Boost  
  Boost 
   Aid 
  AP Avg Roll 
  to SPD 
  to DEX
   1d6 
  10 
  3.5 
  +0 
  +1 
   2d6 
  20 
  7.0 
  +0 
  +2 
   3d6 
  30 
  10.5 
  +1 
  +3 
   4d6 
  40 
  14.0 
  +1 
  +4 
   5d6 
  50 
  17.5 
  +1 
  +5 
   6d6 
  60 
  21.0 
  +2 
  +7 
   7d6 
  70 
  24.5 
  +2 
  +8 
   8d6 
  80 
  28.0 
  +2 
  +9 
   9d6 
  90 
  31.5 
  +3 
  +10
   10d6 100 
  35.0 
  +3 
  +11
   11d6 110 
  38.5 
  +3 
  +12
   12d6 120 
  42.0 
  +4 
  +14
   13d6 130 
  45.5 
  +4 
  +15
  AP:  Active Points
  Avg Roll:  The average roll on that many d6
  
  48 ■ Character Creation
  Hero System 5th Edition
  a speedster’s powers as working (for example, 
  is the effect all-or-nothing [Dispel] or a more 
  gradual reduction [Drain or Suppress]; is it a lin-
  gering effect [Drain] or something the speedster 
  must maintain [Suppress]?).
  In other cases, a speedster may be able to 
  “steal” or leech another speedster’s powers. This is 
  particularly appropriate for two speedsters with the 
  same (or very similar) special eﬀects, or who access 
  the same external force (like the Speed Zone) to 
  “fuel” their powers.
  ENHANCED SENSES
  See page 98 regarding Speed Perception, and 
  page 263 for general rules about perceiving at 
  high speeds.
  ENTANGLE
  The “speedster trick” special eﬀect can jus-
  tify many diﬀerent types of Entangles. The most 
  common is to use rope, chains, or other appropriate 
  materials to wrap the target up in a split-second. 
  Other possibilities include spinning the target so 
  fast that he drills into the ground and gets stuck 
  there, or keeping a target so dizzy and oﬀ-balance 
  that he’s unable to take any Actions. See the “Oﬀen-
  sive Powers” subsection of the Speedster Powers 
  section of Chapter Two for several examples.
  FLASH DEFENSE
  A speedster can easily buy Flash Defense deﬁned 
  as instinctively protecting his senses from an attack 
  — his reﬂexes are so heightened that he realizes what’s 
  happening just in time to shut his eyes, turn his head, 
  clap his hands over his ears, or the like. Speedsters 
  who routinely travel at supersonic speeds might 
  develop Hearing Group Flash Defense to protect 
  themselves against the sonic booms they cause. See 
  Reﬂexive Gaze Aversion and Supersonic Ears in the 
  Speedster Powers section of Chapter Two for examples.
  HAND-TO-HAND ATTACK
  Hand-To-Hand Attack is a great way to simulate 
  speedsters’ ability to do greater than normal punch-
  ing damage because of their velocity, the rapidity of 
  their movements, or the like. The most common such 
  speedster trick is a Rapid-Fire Punch (page 78), in 
  which the speedster hits someone a dozen or more 
  times in the blink of an eye. Instead of simulating 
  this as a large number of low-damage attacks (which 
  takes a lot of time and doesn’t necessarily convey the 
  true eﬀect the speedster wants to achieve), you can 
  represent this as a large HA, possibly with the Limita-
  tion Requires A Speedster Tricks roll. Other possible 
  uses for HA include enhancing a character’s Move By 
  or Passing Strike damage, simulating the eﬀectiveness 
  with which he adds velocity damage, and the like; see 
  Speedster Powers in Chapter Two for plenty of exam-
  ples, such as Battering Ram.
  KILLING ATTACKS
  For deadlier attacks, a speedster could substitute 
  HKA for any of the HA-based abilities described 
  above; this would represent the fact that he shapes his 
  hand diﬀerently when he strikes his foes, hits so hard 
  that his punches have Killing impact, or the like.
  Ranged Killing Attacks are also possible for 
  speedsters. For example, for someone who can 
  throw objects at hyperaccelerated speeds, any tiny 
  object may become the equivalent of a bullet! (See 
  Hyperthrowing in Chapter Two for an example.)
  LIFE SUPPORT
  Because their movement powers often take them 
  into unusual, even hostile, environments — outer 
  space, the upper atmosphere, the depths of the ocean, 
  deep beneath the surface of the Earth — speedsters 
  often buy Life Support to represent how acclimated 
  they are to such conditions. Speedsters who can move 
  at ultra-fast velocities may also have Life Support 
  (Self-Contained Breathing) to represent the ability to 
  breathe at such speeds. (This implies a level of “real-
  ism” higher than in most games, which automatically 
  assume a speedster can breathe at any velocity he can 
  move at; look at the Too Fast To Breathe option for 
  powers in Chapter Two to represent the more “realis-
  tic” forms of super-speed.)
  MIND SCAN
  The rules for Mind Scan note what happens if 
  the target of the Mind Scan moves a great distance 
  while being scanned (see page 207 of The HERO 
  System 5th Edition, Revised rulebook). This rule does 
  not apply to the character performing the scan. The 
  attacking character’s movement doesn’t eﬀect the 
  existence of a Mind Scan lock-on — he still knows 
  where the target is (though the exact amount of 
  information depends on the strength of his Eﬀect 
  Roll, of course). The GM can change this, allowing 
  a Breakout Roll as described for the target’s move-
  ment, if the attacker is moved involuntarily (e.g., 
  he’s subjected to Teleportation Usable As Attack) or 
  it otherwise seems appropriate to do so.
  MISSILE DEFLECTION 
  Missile Deﬂection has all sorts of potential appli-
  cations for characters with ultra-fast or unusual forms 
  of movement:  moving so fast the character can bat 
  aside bullets or get out of the way of energy beams; 
  teleporting missiles out of the air or aging them so 
  that they crumble to dust in ﬂight; and so on. (See the 
  various “Defensive Powers” subsections of Chapter 
  Two for plenty of examples.) Many of these powers 
  have the Advantage Ranged (+1) because of the way 
  the power works, or because the speedster can move 
  to the appropriate position in a nanosecond, Deﬂect 
  the attack, and then move back to where he was.
  TELEKINESIS
  As a means of exerting STR at Range, Telekinesis 
  is used to build speedster tricks in which the speed-
  ster’s velocity creates a “backdraft” of air or water that 
  can move things. For example, the Downdraft power 
  in Chapter Two lets a speedster run in a circle to pull 
  ﬂying characters down to the ground. These forms of 
  Telekinesis are crude, usually having the Aﬀects Whole 
  Object Limitation and not taking the Fine Manipula-
  tion Adder. On the other hand, speedsters could use 
  Telekinesis to create run-over-move-something-and-
  run-back abilities, and these could have Fine Manipu-
  lation if appropriate.
  
  49 
  The Ultimate Speedster ■ Chapter One
  M
  ost Power Modiﬁers function normally 
  for speedsters. This section includes 
  some notes and ideas for ones that are 
  particular useful, have special applica-
  tions, or could use some optional or expanded rules 
  where speedsters are concerned.
  POWER ADVANTAGES
  Given the breadth and variety of possible 
  speedster abilities (as shown by Chapter Two), 
  most Advantages and Adders could come into play 
  for a speedster at some point. Here are some notes, 
  expanded rules, and suggestions for ones that have 
  signiﬁcant applicability.
  AFFECTS DESOLIDIFIED
  Given their ability to “alter the frequency 
  of their molecular vibrations” or “phase out of 
  synch with reality” by attaining hyper-veloc-
  ity, it’s as reasonable for a speedster to make an 
  attack Affects Desolidified as it is for him to buy 
  Desolidification. This is most appropriate for his 
  various HTH Combat attacks, but the GM might 
  allow it for some Ranged attacks as well with a 
  proper explanation.
  AREA OF EFFECT, EXPLOSION
  Speedsters often build abilities with Area Of 
  Eﬀect (or, less frequently, Explosion) to simulate the 
  fact that they can hit or aﬀect a lot of targets “simul-
  taneously” by moving at super-speed, or can gener-
  ate environmental eﬀects (like “mini-tornadoes”).
  Area Of Eﬀect: Trail (+1)
  One common power used by speedsters in 
  comic books and some other literature is to gener-
  ate an attack or other eﬀect behind them as they 
  move. For example, a running speedster might set 
  the ground behind him on ﬁre due to super-fric-
  tion, a ﬂying speedster could generate a series of 
  sonic booms as he moves through the air at super-
  sonic speed, and just about any type of speedster 
  might “pick up” and move objects in the “backdraft” 
  that follows him as he moves at hyper-velocity. 
  Similarly, speedsters often like to create attacks 
  where they run past a large number of foes and hit 
  each one of them.
  To do this using the standard rules, a character 
  simply buys an Area Of Eﬀect: Line attack that’s 
  Linked to his Movement Power. (In some cases 
  Area Of Eﬀect:  Cone or Any Area may also be 
  appropriate.) The Line should be bought to have 
  a length equal to the character’s inches of Combat 
  Movement. The attack “activates” at the end of the 
  character’s movement, aﬀecting everyone in the 
  Line. If the character moves less than his full inches 
  of Combat Movement, the Line is only as long as he 
  moved. Since the attack is Linked to the character’s 
  movement, it still activates even if he performs a 
  Full Move, and it’s made against DCV 3.
  This method is a little complicated for some 
  players’ taste, and also suﬀers from some draw-
  backs. First, and the proportionately rules for 
  Linked reduce the damage caused if the character 
  makes less than a Full Move (unless the GM rules 
  otherwise). Second, the character can only move 
  in a straight line; he can’t turn or avoid obstacles. 
  Third, since the movement is a part of the overall 
  power, not a supplement to it, he receives no veloc-
  ity bonus to damage even if he otherwise would.
  To better simulate these sorts of powers, the 
  GM can allow characters to use a new optional 
  form of Area Of Eﬀect, Trail (+1). A Trail is 1” wide 
  and tall, and as long as the character’s movement in 
  the Phase; it cannot be made longer, larger, or taller 
  unless the GM speciﬁcally permits. A Trail only 
  works in conjunction with a character’s movement 
  (Combat or Noncombat). It follows his movement 
  path, so if he zigs and zags in and out among vari-
  ous obstacles, the Trail will also. (On the other 
  hand, if someone stops him from moving under his 
  own control, such as by causing him Knockback 
  or tripping him, the Trail stops at whatever point 
  he lost control.) A Ranged Power for which Trail 
  is purchased automatically becomes a No Range 
  power; it gets no Limitation for this. Nor may a 
  character Link a Trail power to a Movement Power; 
  by deﬁnition a Trail only works in conjunction with 
  a Movement Power. 
  Example:  Afterburner (Running 20”) moves so 
  quickly that he can generate super-friction that 
  causes the air and ground behind him to burst 
  into ﬂame as he runs past. He buys this as an 
  RKA 1d6, Area Of Eﬀect (Trail; +1). If he runs 
  10”, he creates a 10” Trail that’s 1” wide and 
  tall and does RKA 1d6 damage to anyone and 
  anything in it. If he makes three turns during 
  those 10” of movement, the Trail follows his 
  turns. At the end of the Segment the ﬁres dis-
  sipate (though it’s possible the GM may allow 
  them to set ﬂammable objects on ﬁre).
  Example:  The Scarlet Meteor (Flight 30”, No 
  Turn Mode) wants to have the ability to ﬂy past 
  numerous targets and punch each of them with 
  his 20 STR. He buys Area Of Eﬀect (Trail; +1) 
  as a naked Advantage for his STR (total cost:  
  20 points). Now when he ﬂies, he can punch 
  people for 4d6 Normal Damage as he ﬂies past 
  POWER
  MODIFIERS
  
  50 ■ Character Creation
  Hero System 5th Edition
  them, twisting and turning in the process and 
  attacking against DCV 3.
  If a character wants to apply Trail to an 
  inherently area-affecting Power, like Change 
  Environment or Darkness, the GM should con-
  sider requiring the character to buy some mini-
  mum level of the power (perhaps using the rules 
  on page 101 of The HERO System 5th Edition, 
  Revised rulebook as a guideline). Otherwise a 
  character could buy a 1” radius version of these 
  powers and make it significantly larger with 
  Trail, causing game balance problems.
  The GM should monitor the use of this 
  Advantage to prevent abuse. It’s intended to make it 
  easier for characters to build intriguing and ﬂavor-
  ful abilities that add to the fun of the game, not for 
  stunts like criss-crossing planets and galaxies with 
  trails of ﬁre (or what have you) for a cheap cost.
  ARMOR PIERCING, PENETRATING
  These two Advantages can reflect the fact 
  that regular defenses often cannot resist speed-
  ster attacks as well as they can most types of 
  attacks. For example, armor designed to protect 
  against impacts might not work so well against 
  a friction attack, a sonic boom, or the like. Simi-
  larly, the high velocity that speedsters can impart 
  to projectiles might justify AP.
  AUTOFIRE
  Autoﬁre is a great way to represent the swift-
  ness with which a speedster attacks — he can 
  make multiple attacks in the time that most people 
  make only one. Examples might include punching 
  someone repeatedly (Autoﬁre on STR for Strike, or 
  Autoﬁre bought for a speciﬁc Combat or Martial 
  Maneuver) or throwing a lot of small objects at 
  hypervelocity (see the “Gatling Hyperthrowing” 
  option for Hyperthrowing in Chapter Two). In 
  theory a speedster might be able to make twenty, 
  thirty, or more attacks in a single second this way, 
  but given the way Autoﬁre attacks are resolved, 
  more than 10 shots is probably not worth the cost 
  unless the speedster also buys a lot of Combat Skill 
  Levels with the attack.
  CHARGES
  Speedsters whose powers derive from exter-
  nal sources (such as Hyperspeed Pills, Amulets 
  of Swiftness, or a suit of powered armor) often 
  use Charges (particularly Continuing Charges or 
  Fuel Charges) to represent the limited amount of 
  this resource they have to call on, or the maxi-
  mum duration for which they can move at great 
  speed. This helps conserve on END, something 
  many speedsters use a lot of.
  INDIRECT
  Indirect may be appropriate (even necessary) 
  for some types of attacks with the special eﬀect of 
  “the speedster moves to the target, hits him, then 
  moves back to where he was so it looks like he 
  never moved.” Since the speedster can move so 
  quickly, intervening obstacles don’t necessarily pose 
  any hindrance to him provided they don’t com-
  pletely block him out. For example, a speedster can 
  move around a Force Wall shaped like a line, but if 
  it’s formed into a solid “bubble” around his target 
  there’s no way he can reach him. This qualiﬁes for 
  the +½ value of Indirect, since the attacks can seem 
  to originate from many directions but not literally 
  any direction.
  INVISIBLE POWER EFFECTS
  Invisible Power Effects may also be useful 
  for speedsters creating “move to the target, hit 
  him, then move back to where I was so it looks 
  like I never moved” abilities. By buying IPE to 
  affect the Sight and Touch groups (and perhaps 
  Indirect as well; see above) the speedster has an 
  attack that doesn’t seem to originate from him at 
  all. There’s no blur of movement, no rush of wind 
  or displaced air when he moves, or anything else 
  that hints that he did it.
  MEGASCALE
  MegaScale is an Advantage almost every 
  speedster uses at least once. Without it, achieving 
  the incredibly high movement velocities that are 
  the hallmark of most speedsters becomes prohibi-
  tively expensive. And if a speedster can move that 
  fast, he probably also needs to buy MegaScaled 
  Senses to perceive where he’s going, as discussed on 
  page 264 of The HERO System 5th Edition, Revised 
  rulebook. If a character buys MegaScale for the 
  main Sense in a group, such as Normal Sight for the 
  Sight Group, it applies to all Senses in that group 
  unless the GM rules otherwise or the character 
  Limits it so that it does not.
  Generally, MegaScale can only be applied to 
  Movement Powers that (a) are measured in inches, 
  and (b) that are under the character’s control. That 
  means it cannot apply to Extra-Dimensional Move-
  ment, FTL Travel, and typically not to Gliding or 
  Swinging. It can apply to Leaping even though 
  that’s only partly under the character’s control.
  NO NORMAL DEFENSE, ATTACK VERSUS 
  LIMITED DEFENSES
  These two Advantages are perfect for simulat-
  ing the unusual nature of some speedster attacks. 
  Oﬀensive applications of super-speed are often so 
  diﬃcult for normal-speed characters to resist that 
  ordinary defenses shouldn’t apply. The accompany-
  ing table lists some example of “speedster NNDs/
  AVLDs” (and their appropriate defenses); you can 
  ﬁnd fully ﬂeshed-out examples of them in Chapter 
  Two. In addition to the defense listed in parenthe-
  ses, the GM might add “being a speedster” — if the 
  target can also move at super-speed, he may be able 
  to avoid the eﬀects of another speedster’s attack.
  
  51 
  The Ultimate Speedster ■ Chapter One
  RANGE ADVANTAGES; RANGED
  For “hand-delivered” Ranged attacks — ones 
  for which the special effect is “the speedster 
  moves to the target, hits him, then moves back 
  to where he was so it looks like he never moved” 
  — No Range Penalty and Increased Maximum 
  Range are both highly appropriate. They’re not 
  required, since the power’s ordinary Range and 
  Range Modifier can reflect the difficulty of per-
  forming the maneuver properly, but a speedster 
  can certainly apply them if he wants to. The 
  “hand-delivered” special effect also justifies 
  applying the Ranged Advantage to powers that 
  normally have No Range.
  REDUCED ENDURANCE
  Because they often have high SPDs and use 
  lots of movement and different “speedster trick” 
  powers, speedsters tend to consume END at a 
  furious pace. While their high SPDs also give 
  them more opportunities to take Recoveries, and 
  they often have high RECs, sometimes applying 
  Reduced Endurance to frequently-used powers 
  is a better (or easier) way to represent how hard 
  it is to really tire them out. Given the nature of 
  a speedster’s abilities, 0 END (+½) may not be 
  appropriate, but ½ END (+¼) definitely is.
  TRANSDIMENSIONAL
  If a speedster uses Extra-Dimensional 
  Movement to define moving at super-speed (see 
  The Speed Zone on page 251 and Speed Zone 
  Powers on page 106), Transdimensional becomes 
  a crucial Advantage — it’s how he can perceive 
  and affect the normal-speed world. This involves 
  applying +½ Transdimensional to a wide variety 
  of powers, and in many cases Indirect as well.
  Additionally, in some campaigns each 
  dimension has a unique “vibrational frequency,” 
  and by altering his own frequency a speedster 
  can cross the dimensional barrier (for example, 
  see Moving Through Dimensions on page 95). 
  This could justify a wide variety of Transdimen-
  sional abilities. And of course, speedsters who are 
  dimensional travelers rather than having hyper-
  velocity powers can often attack between many 
  dimensions (see the Dimensional Travel Powers 
  section of Chapter Two).
  USABLE ON OTHERS
  Usable On Others has two primary applica-
  tions for a speedster:  carrying other characters 
  with him as he moves (after all, it may not do much 
  good to be able to cross the continent in 10 seconds 
  when it takes the rest of your team three hours!); 
  and various abilities deﬁned with Usable As Attack.
  Usable Simultaneously (Carried)
  Usable Simultaneously (Carried) is an optional 
  new form of Usable On Others primarily intended 
  for Movement Powers. It works just like the stan-
  dard Usable Simultaneously, except that the char-
  acter buying the power retains control over when 
  the power is used and where the recipients can go. 
  Since he’s carrying the other characters (either liter-
  ally, or through a “telekinetic link” or some other 
  means), the recipients have to go when he goes, 
  move as fast as he moves, and so forth; they can’t go 
  oﬀ on their own or choose to move when he isn’t. 
  The character buying the Usable Simultaneously 
  (Carried) power pays the END cost for the power; 
  the recipients (the Carried characters) don’t pay 
  any END at all.
  While the rules don’t forbid a character with 
  a Movement Power to pick up and carry another 
  character without having taken Usable Simul-
  taneously (Carried), there are several benefits 
  for buying the Advantage. First, it may allow the 
  character to carry a lot more people than his 
  STR would ordinarily allow him to. Second, a 
  character using a Usable Simultaneously (Car-
  ried) power doesn’t have to worry about having 
  his movement, DCV, or DEX Rolls reduced by 
  the Encumbrance rules (or paying extra END 
  for being Encumbered), whereas a character just 
  using his STR to carry someone does.
  Usable Simultaneously (Carried) is worth¼ 
  less Advantage oﬀ the ordinary value of Usable 
  Simultaneously. However, the minimum value for 
  the Advantage is +½.
  Usable As Attack
  Usable As Attack has many possible applica-
  tions for speedsters. Perhaps the most common is 
  Teleport Usable As Attack (“aporting”), a power 
  often bought by teleporting speedsters. Other UAA 
  abilities involve inﬂicting some aspect of super-
  speed on a target. For example, if a speedster can 
  alter the “molecular vibrations” of his body to move 
  through solid objects (Desolidiﬁcation), he may 
  be able to hit another character with his hand and 
  alter that character’s molecular vibrations, making 
  him intangible for a while (and thus unable to 
  attack solid characters).
  SPEEDSTER NNDS/AVLDS
  Move in a circle around a target to suck the air away 
  from him, making it diﬃcult for him to breathe (Life 
  Support:  Self-Contained Breathing)
  Flying or swimming all around a target to create a 
  crushing pressure wave (Life Support:  Safe Environ-
  ment (High Pressure))
  Inducing dizziness and nausea in an opponent by 
  spinning him at tremendous speed (Power Defense), 
  or subjecting him to involuntary rapid teleportation 
  (Power Defense, having Teleportation)
  Dehydrating an opponent through friction-induced 
  heat (Life Support: Diminished Eating or Safe Envi-
  ronment (Intense Heat), or having Fire/Heat, Ice/
  Cold, or Water powers)
  Creating a stunning sonic boom (Hearing Group 
  Flash Defense or being deaf, or possibly Life Support:  
  Safe Environment (High Pressure))
  
  52 ■ Character Creation
  Hero System 5th Edition
  POWER LIMITATIONS
  As eﬀective as they can be, most “speedster 
  tricks” come with at least a few inherent weaknesses 
  and restrictions — Limitations, in game terms. 
  Some of these Limitations are unique to, or primar-
  ily used by, speedsters.
  ACTIVATION ROLL
  Speedsters who are still new to their powers, 
  or who have just learned a new speedster trick, may 
  represent this unfamiliarity with an Activation Roll. 
  As they gain experience using an ability, they can 
  buy the Activation Roll up, and eventually get rid 
  of it altogether. On the other hand, some speedster 
  tricks are so complex that the GM may require 
  them to always have an Activation Roll.
  ENDURANCE LIMITATIONS
  As mentioned above under Reduced Endur-
  ance, using speedster powers is often tiring. For 
  abilities based on Powers that don’t cost END nor-
  mally, such as Missile Deﬂection to bat bullets out 
  of the air, this makes Costs Endurance an appropri-
  ate (and in some cases, maybe even GM-required) 
  Limitation. Similarly, Increased Endurance Cost 
  works well with nearly any speedster power — 
  moving so fast can really tire a person out!
  EASY TO DISPEL (-¼)
  Some speedster tricks, particularly those that 
  involve the use of physical materials or maintaining 
  a particular pattern of movement, are inherently 
  “fragile” — relatively easy to disrupt or stop. These 
  powers can take a new Limitation, Easy To Dispel 
  (-¼). A power with this Limitation has only half its 
  Active Point value for purposes of determining the 
  eﬀects of Dispel or Suppress.
  GESTURES; RESTRAINABLE
  Although generally not used in Superheroic 
  campaigns, Gestures may be appropriate for some 
  powers bought by Champions speedsters. This 
  represents an ability that requires the character to 
  make repeated rhythmic, circular, spherical, spin-
  ning, or vibratory movements to use or maintain a 
  power. However, often the Restrainable Limitation 
  works even better for these purposes. In some cases 
  the lesser -¼ value of Restrainable may be appli-
  cable, since the speedster’s ability to move his hands 
  or legs probably isn’t as easily restrained as, say, a 
  pair of wings.
  LIMITED POWER
  Here are some versions of Limited Power 
  appropriate to speedsters and speedster abilities:
  Must Pass Through Intervening Space (-¼)
  This Limitation represents a power that requires 
  a speedster to travel through a particular area to acti-
  vate and/or maintain it. Examples include:  moving in 
  a circle around a person or area to suck out all the air 
  and suﬀocate the people inside; moving someone (or 
  something) from one place to another in the blink of 
  an eye; or running around on the ground to kick up a 
  blinding cloud of dust.
  A power with this Limitation suﬀers from 
  several potential restrictions. First, if the interven-
  ing space is somehow dangerous (for example, it’s 
  ﬁlled with lava, knockout gas, or sharp spikes), the 
  character automatically exposes himself to that 
  danger by moving through the area. Second, if any 
  
  53 
  The Ultimate Speedster ■ Chapter One
  obstacles get in his way, he may be unable to use the 
  power. Alternately, the GM may require him to suc-
  ceed with a Skill Roll to avoid the obstacle, impose 
  an OCV penalty on his Attack Roll, or inﬂict other 
  diﬃculties on the character. Third,  in the case of 
  Constant Powers that the character wants to main-
  tain, he must remain in the area and keep moving 
  through it, which may prevent him from making 
  other attacks or leave him vulnerable to counterat-
  tack. In the event a counterattack would involve the 
  character’s velocity (for example, someone trips the 
  speedster, causing him to fall and skid), assume he’s 
  using his full Combat Movement to use/maintain 
  the power. (He doesn’t pay END for this beyond the 
  END for the power, though this might be a good 
  reason to apply Increased Endurance Cost as a 
  Limitation.) And of course, stopping the character 
  from moving under his own control — for example, 
  Grabbing, Entangling, or tripping him — causes the 
  power to stop functioning.
  Since this Limitation requires the character to 
  move, a character cannot take it in conjunction with 
  Only When Moving or Linked (to a Movement Power). 
  However, a power with Must Pass Through Interven-
  ing Space could also take Restrainable at the -¼ level, 
  since the two represent diﬀerent restrictions.
  Not While Moving (-½)
  A speedster cannot use a power with this Limita-
  tion if he moves even so much as a hex in a Phase.
  Only When Moving (-¼)
  A power with this Limitation only works 
  when the character moves. He must make at least 
  a Half Move every Phase with the Movement 
  Power associated with the ability, or he cannot 
  activate it (or it shuts off). In some cases the GM 
  may impose a different minimum movement 
  restriction (such as “at least 4” every Phase”) so 
  that characters don’t take advantage of the Limi-
  tation by moving a mere 1”. In many ways this 
  Limitation is similar to Linked with the “powers 
  need not be used proportionately” modifier.
  If a Persistent Power takes this Limitation, it 
  automatically becomes a Constant Power instead. 
  Any Constant Power with this Limitation remains 
  in eﬀect from Phase to Phase as long as the char-
  acter keeps paying END (like any other Constant 
  Power) and keeps moving at least a Half Move on 
  each Phase. For example, suppose a SPD 6 character 
  has Force Field, Only When Moving. He moves on 
  his Phase in Segment 4, so the Force Field remains 
  active (in other words, it protects him). If someone 
  attacks him in Segment 5, the Force Field is still 
  active, even though he technically didn’t move in 
  Segment 5, because as a Constant Power the Force 
  Field remains in eﬀect from Phase to Phase as long 
  as the character meets all prerequisites for main-
  taining the power.
  Unbalanced Movement (-½)
  The character uses a form of movement that’s 
  inherently unstable, making him prone to losing his 
  balance and switching to Uncontrolled Movement 
  (see page 220). He must succeed with a DEX Roll 
  every Phase he uses the power; failure means he 
  loses his balance.
  LINKED
  Speedsters often Link speedster tricks to a 
  Movement Power. But don’t forget that Linked 
  powers can only be used proportionately, 
  which may cause problems for a speedster in 
  some cases. The Only When Moving Limita-
  tion, described above, may work better for many 
  “speed stunts.” See also page 31.
  REQUIRES A SKILL ROLL
  Many speedsters take Requires A Speedster 
  Tricks Roll for their powers to represent the dif-
  ficulty of performing them, or because their 
  bodies or minds aren’t yet fully accustomed to 
  moving at hyper-velocity. Depending on the 
  speedster’s powers, the name of the Skill involved 
  may be Teleportation Tricks, Vibratory Tricks, 
  Dimensional Manipulation Tricks, or the like 
  — “Speedster Tricks” generally refers to the need 
  to move at high velocity.
  SIDE EFFECTS
  Side Eﬀects are ideal for representing some of 
  the potential negative consequences of moving at 
  hyper-velocity or in unusual ways.
  Speedster Burnout
  Sometimes a speedster’s powers are dangerous 
  to him:  they inﬂict great wear and tear on his body, 
  or age him prematurely. This is known as Speedster 
  Burnout and can be represented with a Side Eﬀect. 
  The exact nature of the Side Eﬀect varies.
  The most common form of Speedster Burn-
  out is a Minor Side Effect:  every time the speed-
  ster fails the appropriate roll (or every time, if it’s 
  an automatic Side Effect), he prematurely ages 
  one month. This requires the GM to know what 
  age the character is when he starts the game, and 
  to keep track of the added months due to the 
  Side Effect. When the character hits age 40 and 
  age 60, he suffers the effects of the Age Disadvan-
  tage. If any of his Characteristics exceed the Age 
  limits, the character must either (a) voluntarily 
  reduce them to those limits (for no point sav-
  ings), (b) with the GM’s permission, sell those 
  Characteristics back, or (c) spend Experience 
  Points to pay for the extra cost of keeping his 
  Characteristics at their existing levels. The GM 
  can adjust any of these options as he sees fit.
  Alternately, Speedster Burnout may tempo-
  rarily reduce a speedster’s Characteristics and/or 
  powers. In game terms this is an appropriate Drain, 
  often with Delayed Return Rate so that the points 
  don’t come back for 20 Minutes or more.
  Speedster Misperception
  This Minor Side Eﬀect is most appropriate for 
  a speedster’s Movement Powers, but would also 
  work with any power that involves having to move 
  around (such as powers with the Must Pass Through 
  Intervening Space Limitation). It always occurs, and 
  reﬂects the fact that the speedster moves so quickly 
  his Senses can’t adjust. He suﬀers a PER Roll pen-
  alty of at least -3, and possibly more, in any Phase 
  in which he uses the power and tries to perceive a 
  normal speed or stationary person or object. (This 
  
  54 ■ Character Creation
  Hero System 5th Edition
  is in addition to standard PER Roll penalties for 
  moving quickly; see page 263.)
  Vibrational Whine
  As a Minor Side Eﬀect, the character’s high-
  speed- or vibration-based powers cause an audible 
  whine that makes it easy for others to perceive 
  him with Hearing Group Senses. Typically this 
  translates to a +3 PER Roll bonus to perceive him 
  (which makes it diﬃcult for him to use Stealth 
  successfully), and characters with Ultrasonic Per-
  ception may perceive him automatically. This Side 
  Eﬀect may always occur, or it may only happen 
  occasionally when the character fails a roll associ-
  ated with the power.
  POWER FRAMEWORKS
  Speedsters commonly use Power Frame-
  works to group their abilities together. For exam-
  ple, a group of speedster tricks makes for a great 
  Multipower of attacks — and in time, the speed-
  ster may earn the Experience Points to expand it 
  into a Variable Power Pool that lets him do many 
  more things. If the speedster’s powers all derive 
  from some common “source” such that negative 
  Adjustment Powers could easily affect him (for 
  example, all his powers come from “siphoning 
  Speed Zone energy”), then an Elemental Control 
  would be appropriate.
  
  55 
  The Ultimate Speedster ■ Chapter One
  L
  ike any other type of characters, speed-
  sters aren’t perfect. They have all sorts 
  of complications in their lives that affect 
  their careers as adventurers and heroes. 
  In HERO System terms, Disadvantages represent 
  these hindrances, and some are particularly 
  appropriate for speedsters.
  AGE
  A speedster’s powers may age him prematurely, 
  burning out his body by requiring (or allowing) it 
  to move so much faster than normal. If he starts the 
  game having already experienced this, Age would 
  be an appropriate Disadvantage. (See also the Side 
  Eﬀect Speedster Burnout, above.)
  DEPENDENCE
  Dependence is a good way to represent several 
  classic speedster problems.
  Energy Buildup
  If a speedster has this Dependence, his body 
  constantly generates enormous amounts of energy... 
  and if he doesn’t use it up at a fairly regular rate, it can 
  cause him harm. In game terms, this means he has to 
  expend END (usually by using his powers) regularly 
  or suﬀer damage. How often he has to use them, how 
  much END he has to burn, and the consequences of 
  not doing so dictate the value of the Disadvantage.
  Energy Buildup:  must spend at least ¼ of his 
  total END (Very Common/Easy to obtain):
  ■ every 1 Hour or suﬀer 1d6/2d6/3d6 
  damage:  5/10/15 points
  ■ every 20 Minutes or suﬀer 
  1d6/2d6/3d6 damage:  10/15/20 points
  ■ every 5 Minutes or suﬀer 
  1d6/2d6/3d6 damage:  15/20/25 points
  ■ every 1 Minute or suﬀer 
  1d6/2d6/3d6 damage:  20/25/30 points
  ■ every 1 Turn or suﬀer 1d6/2d6/3d6 
  damage:  25/30/35 points
  Energy Buildup:  must spend at least ½ of his 
  total END (Common/Diﬃcult to obtain):
  ■ every 1 Hour or suﬀer 1d6/2d6/3d6 
  damage:  10/15/20 points
  ■ every 20 Minutes or suﬀer 
  1d6/2d6/3d6 damage:  15/20/25 points
  ■ every 5 Minutes or suﬀer 
  1d6/2d6/3d6 damage:  20/25/30 points
  ■ every 1 Minute or suﬀer 
  1d6/2d6/3d6 damage:  25/30/35 points
  ■ every 1 Turn or suﬀer 1d6/2d6/3d6 
  damage:  30/35/40 points
  Speedster Metabolism
  A typical speedster “bit” from the comics and 
  movies is that a speedster has to eat tremendous 
  amounts of food to keep his metabolism fueled. 
  Instead of the normal three square meals a day most 
  people need, he has to consume food almost continu-
  ously when he’s using his powers (i.e., during most 
  adventures). You can represent this as a Dependence 
  that aﬀects the character’s powers or Characteristics, 
  with the value depending on just how much food the 
  speedster has to eat. For example:
  Speedster Metabolism:  must consume at least 
  100-1,999 calories per Hour (Very Common/
  Easy to obtain) when using powers:
  ■ or suﬀer Weakness:  5 points
  ■ or suﬀer Incompetence:  5 points
  ■ or suﬀer Activation Roll 14- for 
  powers:  5 points
  ■ or suﬀer Activation Roll 11- for 
  powers:  10 points
  Speedster Metabolism:  must consume at least 
  2,000 or more calories per Hour (Common/
  Diﬃcult to obtain) when using powers:
  ■ or suﬀer Weakness:  10 points
  ■ or suﬀer Incompetence:  10 points
  ■ or suﬀer Activation Roll 14- for 
  powers:  10 points
  ■ or suﬀer Activation Roll 11- for 
  powers:  15 points
  Water
  Swimming speedsters are often dependent on 
  the water — if they stay out of water too long, they 
  suﬀer all sorts of problems:
  Water:  must immerse self in water every Hour 
  (Very Common/Easy to obtain) when using 
  powers:
  ■ or suﬀer 1d6 damage:  5 points
  ■ or suﬀer 2d6 damage:  10 points
  ■ or suﬀer 3d6 damage:  15 points
  ■ or suﬀer Weakness:  5 points
  ■ or suﬀer Incompetence:  5 points
  ■ or suﬀer Activation Roll 14- for 
  powers:  5 points
  ■ or suﬀer Activation Roll 11- for 
  powers:  10 points
  DISADVANTAGES
  
  56 ■ Character Creation
  Hero System 5th Edition
  DISTINCTIVE FEATURES
  A speedster who can’t fully control or “turn 
  off” his powers might display Distinctive Fea-
  tures. For example, all of his arm movements 
  might be at super-speed, or his facial features 
  might be slightly “blurred” from the vibrations 
  (not enough to prevent other people from iden-
  tifying him, but more than enough to make 
  him memorable). The character has to make an 
  EGO Roll (at +3 for Easily Concealed or -0 for 
  Concealable With Effort) to calm himself down 
  and look like an ordinary person. Obviously, this 
  could make it very difficult, if not impossible, to 
  maintain a Social Limitation:  Secret Identity
  ENRAGED
  Given the frustrations encountered daily by 
  speedsters forced to live at the sllloooooowww pace 
  of life dictated by normal people, a mentally unbal-
  anced (i.e., villainous) speedster might be prone to 
  losing his temper and lashing out at the “slowpokes” 
  who make his everyday life so miserable. In eﬀect, 
  this is an extreme form of the Psychological Limita-
  tion Speedster Impatience (see below).
  PHYSICAL LIMITATION
  Speedsters are among the most physical of 
  characters. Their powers are often innate (i.e., not 
  dependent on a Focus or outside force), and even if 
  not innate can inﬂict major stress on the body. This 
  can lead to many diﬀerent Physical Limitations 
  (though some of the classic speedster hindrances 
  are best represented with other physical Disadvan-
  tages, like Dependence and Susceptibility).
  Easily Tired
  The speedster’s body has not yet adjusted to 
  the rigors of his powers — or he’s just plain out of 
  shape. He tires easily and takes longer to recuperate 
  from getting tired than other characters do. He suf-
  fers a -2 penalty on STR Rolls and CON Rolls per-
  taining to physical exertion (such as holding one’s 
  self up oﬀ the ground). If he Pushes, he must spend 
  50% more END to do so than normal (for example, 
  Pushing for 10 points of STR would cost him 15 
  END instead of 10). Most damningly of all, when 
  he wants to take a Recovery (or has to), he must use 
  two Full Phase Actions to do so.
  Easily Tired (Frequently, Greatly Impairing):   
  15 points.
  Lack Of Spatial Sense
  This Physical Limitation means the speedster’s 
  spatial sense doesn’t function correctly, which 
  aﬀects his ability to follow directions. He may be 
  able to move great distances casually, but cannot 
  ﬁnd his way easily and often gets lost. This isn’t a 
  problem in most combats, but in noncombat situa-
  tions can prove frustrating. He has to make an INT 
  Roll at -2 to follow any directions he’s given, and 
  suﬀers a -2 penalty on all Navigation rolls.
  
  57 
  The Ultimate Speedster ■ Chapter One
  Lack Of Spatial Sense (Infrequently, Slightly 
  Impairing):  5 points.
  Non-Human Physiology
  The speedster’s body is not human. It neither 
  looks nor functions like a human body, or it looks 
  human but functions very diﬀerently inside. In 
  either case, getting medical care on Earth is dif-
  ﬁcult at best (-3 or greater penalties to Paramedics, 
  SS: Medicine, and other relevant Skill Rolls). In the 
  former case, furniture, clothing, and tools may all 
  have to be custom-designed for the character.
  The value of the Non-Human Physiology 
  Physical Limitation depends on two factors:  how 
  unusual the character’s physiology is; and how 
  often this causes him diﬃculty (i.e., how often 
  he tends to need medical care). The ﬁrst factor 
  is reﬂected by the penalty doctors suﬀer to Para-
  medics, SS: Medicine, and any similar rolls when 
  treating the character. If doctors suﬀer Skill Roll 
  penalties of -3 to all rolls, the Limitation is Slightly 
  Impairing. For each additional -3, the Impairment 
  increases one step (-6 for Greatly Impairing, -9 
  for Fully Impairing). If the campaign has magic or 
  super-technology that can overcome these prob-
  lems, reduce the Disadvantage’s value accordingly.
  The second factor varies from campaign to 
  campaign; discuss the situation with your GM 
  before determining a value. Typically Nonhuman 
  Physiology aﬀects a character Infrequently, but in 
  some games it may rise to Frequently.
  Overdrive
  The speedster’s body is constantly on “overdrive” 
  — he can’t seem to remain perfectly still for more than 
  a second or two, and suﬀers from a sort of “speedster’s 
  palsy” that makes it hard for him to manipulate 
  objects with precision (-2 to appropriate DEX Rolls) 
  or speak clearly (other characters must always make 
  PER Rolls to understand him when he’s in this state). 
  Worst of all, he burns through any positive Adjust-
  ment Power eﬀect (such as Aid or Absorption) in 
  half the normal time. For example, instead of losing 5 
  points’ worth of an Aid every Turn, he loses 10 points. 
  Typically this is Frequently, Slightly Impairing, but 
  may be Greatly Impairing if the character is often sub-
  jected to positive Adjustment Powers.
  Overdrive (Frequently, Slightly Impairing):   
  10 points
  Time Collage
  This Physical Limitation represents a charac-
  ter who cannot sense or judge the passage of time. 
  Past, present, and sometimes future blur together 
  indistinguishably, which may aﬀect his ability to 
  remember things or logically predict the future. 
  He suﬀers a -2 or greater penalty to appropriate 
  INT Rolls, and to relevant Skill Rolls (such as many 
  Deduction rolls and some Navigation rolls). He also 
  suﬀers a -1 OCV in combat, since part of ﬁghting is 
  remembering how your opponent moves and pre-
  dicting what he’s going to do.
  Time Collage  (Infrequently, Slightly Impair-
  ing):  5 points
  PSYCHOLOGICAL LIMITATIONS
  Unusual forms of movement are powerful 
  tools, and sometimes they can become powerful 
  masters, affecting their wielders psychologically 
  as well as physically. In some cases those psycho-
  logical conditions have an impact on the charac-
  ter’s conduct or performance during adventures. 
  Of course, he may also have psychological quirks 
  that he doesn’t receive Character Points for 
  because they don’t affect him during the game 
  in any significant way. For example, a speedster 
  might be addicted to speed, spending much of 
  his free time running around at hyper-velocity 
  just for the thrill of it, or he might procrastinate 
  constantly (the way he sees it he’s always got 
  plenty of time to get the chores done).
  Some common Psychological Limitations for 
  speedsters include:
  Claustrophobia
  Some characters who can move at great speeds 
  and cross great distances in mere seconds become 
  uncomfortable, even terriﬁed, when conﬁned in 
  an enclosed space (such as a jail cell, a closet, a 
  small room, or some Entangles). This is particularly 
  appropriate for characters who ﬂy or glide, but can 
  aﬀect many other types of speedsters. (Tunnelers, 
  on the other hand, may suﬀer from agoraphobia, 
  fear of open spaces.) A claustrophobe has to suc-
  ceed with an EGO Roll to make himself enter an 
  enclosed space, and if trapped in one has to make 
  an EGO Roll every Phase or become panicky and 
  crazed with fear.
  Claustrophobia (Common, Strong):  15 points
  Competitive
  The speedster always tries to win... even if 
  there’s no real contest going on. He makes a game, 
  race, puzzle, or bet out of everything, much to 
  the aggravation of those around him. He tends to 
  be insecure, since he’s always measuring himself 
  against others, and often has one or more Rivalries. 
  The best way to annoy a Competitive speedster is to 
  not play his game.
  Competitive (Common, Moderate):  10 points
  Mischievous
  The speedster can’t resist having fun with his 
  super-speed (after all, if he lives at a faster “time-
  frame” than others, he’s probably got a lot of time 
  on his hands). He plays pranks and practical jokes, 
  enjoys causing minor troubles or embarrassments 
  for others, and may not use his abilities as eﬃ-
  ciently in combat as possible. He can be serious if 
  he has to, but usually doesn’t like to.
  Mischievous (Common, Moderate):  10 points
  Overconﬁdence
  Moving faster than everyone else makes the 
  speedster feel like a god, like he can do anything, 
  like he’s superior to those around them. This 
  might detach him slightly from rest of humanity, 
  though whether he expresses his feelings about this 
  depends on his personality. His attitude could also 
  make him reckless, since he thinks that any prob-
  lems he might happen to cause he can easily ﬁx.
  
  58 ■ Character Creation
  Hero System 5th Edition
  Overconﬁdence (Very Common, Moderate):  
  15 points
  Speedster Impatience
  Quicksilver:  Tell me, doctor... Have you ever 
  stood in line at a banking machine behind a 
  person who didn’t know how to use it? Or 
  wanted to buy stamps at the post oﬃce, and 
  the fellow in front of you wants to know every 
  single way he can ship his package to Istanbul? 
  Or gotten some counter idiot at Burger King 
  who can’t comprehend “Whopper, no pickles?” 
  Doc Samson:  Well... yes... I suppose...
  Quicksilver:  And how do you feel on those 
  occasions? 
  Doc Samson:  Impatient. Irritated. A little 
  angry sometimes. 
  Quicksilver:  Precisely. Because your life is being 
  slowed to a crawl by the inabilities or the incon-
  venient behavior of others. It’s not a rational or 
  considerate attitude to have, but there it is. Now, 
  imagine, Doctor, that everyone you work with, 
  everywhere you go... your entire world... is ﬁlled 
  with people who can’t work cash machines.
  —the speedster Quicksilver undergoes psy-
  chotherapy in X-Aminations, X-Factor #87
  The speedster is so used to moving at super-
  speed that he has a short attention span when it 
  comes to everyday events around him and a very 
  low tolerance for the frustration caused by having 
  to live in a world where everyone else is so damn 
  slow. He tends to get bored or distracted fairly 
  easily, and if he fails his EGO Roll may lash out at 
  the “slowpokes” around him with hurtful words.
  Speedster Impatience (Very Common, Mod-
  erate):  15 points.
  RIVALRY
  Speedsters often have Rivalries with other 
  speedsters to determine who’s the Fastest Man 
  Alive. This can spark all sorts of scenario or 
  subplot ideas where the Rivals try to outrace or 
  outdo one another.
  SUSCEPTIBILITY; VULNERABILITY
  A speedster’s super-fast metabolism may 
  require him to eat more, or burn up energy more 
  frequently, or use up the eﬀects of positive Adjust-
  ment Powers more frequently. But it may also 
  cause some attacks to aﬀect him more severely or 
  more quickly, and you can represent this with a 
  Susceptibility. For example, a speedster might take 
  Susceptibility damage from drugs, gases, and other 
  chemical attacks, simulating the fact that they hit 
  him harder because they spread through his system 
  much more quickly. The same “special eﬀect” might 
  explain some Vulnerabilities.
  
  SPEEDSTER POWERS
  chapter two:
  chapter two:
  
  60  Speed Powers
  Hero System 5th Edition
  S
  peedster powers are the vast array of 
  abilities that speedster characters (of all 
  varieties) might have.  In short, they’re 
  example powers for speedsters of all vari-
  eties. Some of them originally appeared in The 
  UNTIL Superpowers Database, Database II, or 
  other Hero Games publications, but they’ve been 
  updated, expanded, or otherwise altered to take 
  advantage of the information presented in this 
  book, or to better reflect how they typically apply 
  to speedster characters.
  This chapter describes each power with a 
  standard template. The information provided 
  applies only to the standard power; the options 
  may have different areas of effect, ranges, END 
  costs, and so forth.
  Name indicates the name of the power. You can, 
  of course, rename it to suit your own character if 
  you prefer.
  Effect lists the basic game effect of the power in 
  simple terms:  Energy Blast 8d6, Explosive; Deso-
  lidification; Telekinesis (30 STR). This tells you 
  quickly what a power can do so you don’t have to 
  delve into the full game write-up.
  Target/Area Affected describes who or what the 
  power affects. An Attack Power usually indicates 
  “One character” or the area covered due to the 
  Area Of Effect or Explosion Advantages. (Of 
  course, sometimes even a “one character” power 
  can be Spread, or used with Rapid Fire or Sweep 
  to affect more than one target; a power’s short-
  hand description doesn’t override the rules.)  
  “Self” indicates the power only works on the 
  character using it (though it may still “affect” 
  other characters; for example, other characters 
  can perceive the effects of Shape Shift, even 
  though it’s a “Self” power.)
  Duration lists the power’s duration, typically Instant, 
  Constant, Persistent, or Inherent (see the HERO 
  System 5th Edition, Revised, page 98). “Uncontrolled” 
  indicates the power has that Advantage; Continuing 
  Charges are also listed here.
  Range lists the range for the power. Ranged powers 
  usually have a range in inches (Active Points x 5” 
  in most cases), but may have “LOS” (Line Of Sight) 
  range. “No Range” indicates that the power has 
  No Range; “Self” that the power only affects the 
  character using it; “Touch” that the power involves 
  having to touch another character (which usually 
  requires an Attack Roll).
  END Cost lists the power’s Endurance cost.
  Speedster Tricks Roll Penalty indicates the penalty 
  for using the Speedster Tricks form of the Power 
  Skill (page 23) to use the ability, either because 
  the power has the Requires A Skill Roll Limitation 
  or for times when the GM permits the character 
  to use the power as an impromptu “speedster 
  trick” based on a Skill Roll. It’s calculated by 
  dividing the Active Point cost of the ability by 
  10. As usual, a character shouldn’t use his Speed-
  ster Tricks Skill to perform one of these abilities 
  repeatedly; if he wants to use a speedster trick 
  frequently, he should pay Character Points for it. 
  “N/A” indicates that characters can’t activate that 
  ability with a Speedster Tricks roll — it’s not a 
  “trick” or a “stunt,” but rather an innate power a 
  speedster might possess. (Sometimes the exact 
  Skill used varies, such as Tunneling Tricks or Tele-
  portation Tricks.)
  Description provides a (usually brief) textual descrip-
  tion of the power. This section notes any special rules 
  or rules applications relevant to the power.
  Game Information is a full write-up of the power in 
  game terms, including Active Point and Real Point 
  costs. (If only one point total is listed, that means 
  the Active and Real Point costs are the same.)
  Lastly, many powers have Options listed below 
  the game information. These describe various stan-
  dard ways to alter the power to create a slightly dif-
  ferent ability. Optional powers often have their own 
  names related to the standard power’s name. For 
  example, under the power Friction Attack you can 
  find an optional power called Friction Dehydration 
  which is nothing more than the same sort of power 
  defined using different game mechanics to alter the 
  nature of how it affects the target.
  SPEEDSTER
  POWERS
  
  61 
  The Ultimate Speedster  Chapter Two
  S
  peedster Powers (used here as a subset of 
  the overall “speedster powers” in this entire 
  chapter) reflect a character’s power to move 
  at extremely high velocities. Typically this 
  means characters who can run incredibly fast, but 
  flying and swimming speedsters could have some 
  of these abilities in addition to the ones listed under 
  Flight Powers and Swimming Powers, below. (On 
  the other hand, if you want a character whose 
  movement powers depend on teleporting rather 
  than rapid physical movement, you should look 
  at Teleportation Powers.) Similarly, time- and 
  vibration-based powers often relate to Speedster 
  Powers; when you’re building speedster charac-
  ters you may want to check those sections of this 
  chapter as well.
  The list of abilities a character could create 
  based on the concept of “moving incredibly fast” is 
  extremely broad, particularly if superhero physics 
  or weird/rubber science plays into the mix. You can 
  easily use the example powers listed here as inspira-
  tion for creating more of your own.
  Time Powers and Vibration Powers often 
  relate closely to speedster powers in various ways; 
  a speedster could, for example, define as his Speed-
  ster Powers as being aspects of his ability to speed 
  up or slow down time. You may want to review 
  those power categories for other ideas for speedster 
  characters.
  BASIC POWERS
  To have speedster powers, the first thing a 
  character typically needs is the ability to move 
  really quickly over the ground. Here are several 
  standard options for that; for moving quickly 
  through the air or water, see Flight Powers and 
  Swimming Powers, later in this chapter.
  HYPER-RUNNING I
  Effect: 
  Running +20”, also MegaScale (1” = 1 km)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can run at tremendous 
  velocities.
  This form of Hyper-Running is built using 
  the Power Running. The advantages to this are that 
  the character can perform Combat Maneuvers like 
  Grab By and Move Through, and he can turn on 
  a dime because he has no Turn Mode. However, 
  he cannot perform common speedster stunts like 
  running up the sides of buildings or across bodies 
  of water. See the Hyper-Running II and III options, 
  below, for other ways to build high-velocity run-
  ning powers. (Of course, a character could combine 
  all three versions into a Multipower to get the best 
  of all worlds.)
  Game Information:
  Cost Power
  53 
  Hyper-Running:  Multipower, 53-point reserve
  5u 
  1)  Super-Running:  Running +20”,  
  x8 Noncombat
  5u 
  2)  Overdrive Running:  Running +20”,  
  MegaScale (1” = 1 km, also applies to base  
  6” Running; +¼)
  Total cost:  63 points.
  Options:
  1)  Even Faster:  Increase Multipower reserve to 78 
  points and both slots to Running +30”. Total cost:  
  92 points.
  2)  Not Quite As Fast:  Decrease Multipower reserve 
  to 40 points, and both slots to Running +15”. Total 
  cost:  47 points.
  3)  Running Up Buildings:  With this added power, 
  the character can run up the sides of buildings. He 
  cannot, however, run over bodies of water or the 
  like. Character also buys Clinging (normal STR) 
  (10 Active Points); Cannot Resist Knockback (-¼), 
  Only When Moving (-¼). Total cost:  7 points.
  4)  Extreme Acceleration I:  The character can reach 
  top speed much faster than other speedsters. 
  Increase Multipower reserve to 66 points and add 
  Rapid Noncombat Movement (+¼) to both slots. 
  Total cost:  79 points.
  5)  Extreme Acceleration II:  The character can accel-
  erate and decelerate much faster than other speed-
  sters. Increase Multipower reserve to 66 points and 
  add Combat Acceleration/Deceleration (+¼) to 
  both slots. Total cost:  79 points.
  6)  Extreme Acceleration III:  The character’s accelera-
  tion and deceleration are practically instantaneous. 
  Increase Multipower reserve to 105 points and add 
  Noncombat Acceleration/Deceleration (+1) to both 
  slots. Total cost:  125 points.
  7)  Running And Flying:  The character can also use 
  his Running as Flight (Only In Contact With A Sur-
  face) so he can run up the sides of buildings, over 
  the surface of the water, or the like. Characters with 
  this version of Hyper-Running I may also want to 
  look at some of the additional optional abilities for 
  SPEEDSTER
  POWERS
  
  62 ■ Speed Powers
  Hero System 5th Edition
  Flight (Only In Contact With A Surface) listed for 
  Hyper-Running II. Change to:
  Cost Power
  66 
  Hyper-Running:  Multipower, 66-point reserve
  6u 
  1)  Super-Running:  Running +20”,  
  x8 Noncombat, Usable As Flight (also applies 
  to base 6” Running; +¼); Flight Can Only Be 
  Used In Contact With A Surface (-0)
  7u 
  2)  Overdrive Running:  Running +20”,  
  MegaScale (1” = 1 km, also applies to base 6” 
  Running; +¼), Usable As Flight (also applies 
  to base 6” Running; +¼); Flight Can Only Be 
  Used In Contact With A Surface (-0)
  Total cost:  79 points.
  8)  Running And Swimming:  The character can also 
  move his arms and legs at super-speed while in 
  the water, allowing him to hyper-swim. Increase 
  Multipower reserve to 66 points and add Usable As 
  Swimming (+¼) to both slots. Total cost:  79 points.
  9)  Friction And Wind:  When the character moves at 
  hyper-velocity, the friction he creates and the wind 
  he kicks up aﬀect the environment around him. To 
  both slots add Side Eﬀects (½d6 Killing Damage to 
  surrounding environment as appropriate, always 
  occurs; -0). Total cost:  63 points.
  10)  Hey, That Hurts I:  The character’s not tough 
  enough to fully resist the intense friction that 
  moving at hyper-velocity generates on his body. To 
  reserve and both slots add Side Eﬀects (character 
  suﬀers 1 point Killing Damage, always occurs; -½). 
  Total cost:  41 points. 
  11)  Hey, That Hurts II:  Moving at hyper-velocity 
  causes damage to both the character and the sur-
  rounding environment. To reserve and both slots 
  add Side Eﬀects (character and surrounding envi-
  ronment both suﬀer 1 point Killing Damage, always 
  occurs; -1). Total cost:  30 points.
  12)  Less Tiring Hyper-Running:  Using Hyper-Run-
  ning can tire a speedster out quickly. Not so if he 
  buys this version of it. Increase the Multipower 
  reserve to 66 points and add Reduced Endurance 
  (½ END; +¼) to both slots. Total cost:  79 points.
  13)  Hyper-Rolling:  The character doesn’t run in 
  the usual fashion, but instead rolls along — per-
  haps because he has wheels or can change shape 
  into a sphere. Change to:  Running +20”, x8 
  Noncombat (50 Active Points); Rolling (-1). Total 
  cost:  25 points.
  14)  Hyper-Sliding:  The character doesn’t run in the 
  usual fashion, he slides along the ground (perhaps 
  he can negate friction or produces a slick substance 
  from his body). Change to:  Running +20”, x8 Non-
  combat (50 Active Points); Sliding (-¼). Total cost:  
  40 points.
   HYPER-RUNNING II
  Effect: 
  Flight 25” Only In Contact With A Surface, 
  also MegaScale (1” = 1 km)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Speedster Tricks Roll Penalty: N/A
  Description:  This version of Hyper-Running uses 
  Flight with the Limitation Only In Contact With 
  A Surface (-¼). The advantage of this approach is 
  that it allows the character to perform the common 
  speedster stunts of running up the sides of build-
  ings, across the surface of bodies of water, and even 
  (if the GM is feeling lenient) along small objects 
  thrown through the air (such as the glass from a 
  shattered window). The drawback is that the char-
  acter has a Turn Mode; he can’t turn and maneuver 
  as freely as a character with lots of Running can 
  (though the No Turn Mode Advantage can over-
  come this; see Option Three).
  Game Information
  Cost Power
  50 
  Hyper-Running II:  Multipower, 62-point 
  reserve, all Only In Contact With A  
  Surface (-¼)
  5u 
  1)  Super-Running:  Flight 25”, x8 Noncom-
  bat; Only In Contact With A Surface (-¼)
  5u 
  2)  Overdrive Running:  Flight 25”, MegaScale 
  (1” = 1 km; +¼); Only In Contact With A 
  Surface (-¼)
  Total cost:  60 points.
  Options:
  1)  Even Faster:  Increase Multipower reserve to 
  78 points and both slots to Flight 30”. Total cost:  
  73 points.
  2)  Not Quite As Fast:  Decrease Multipower 
  reserve to 40 points, and both slots to Flight 15”. 
  Total cost:  38 points.
  3)  No Turn Mode:  The character doesn’t have to 
  worry about Flight’s usual Turn Mode, making this 
  form of Hyper-Running much more like actual 
  Running. Increase Multipower reserve to 75 points 
  and add No Turn Mode (+¼) to both slots. Total 
  cost 71 points.
  4)  Not So Easy To Knock Me Off My Feet, Is It?:  
  Characters using Flight, even along the ground, 
  are likely to take more Knockback when hit by 
  an attack. To reduce that possibility, the character 
  also buys:  Knockback Resistance 5” (10 Active 
  Points); Only When Moving With Hyper-Run-
  ning II (-¼). Total cost 8 points; total cost of 
  overall power 68 points.
  5)  Just Like Running:  Combine Options #3 and 4. 
  Total cost:  79 points.
  6)  Running And Swimming:  The character can also 
  move his arms and legs at super-speed while in 
  the water, allowing him to hyper-swim. Increase 
  Multipower reserve to 75 points and add Usable As 
  Swimming (+¼) to both slots. Total cost 71 points.
  
  63 
  The Ultimate Speedster ■ Chapter Two
  7)  No Watery Turn Mode:  Combine Options #3 and 
  #6 — increase Multipower reserve to 90 points and 
  add No Turn Mode (+¼) and Usable As Swimming 
  (+¼) to both slots. Total cost 86 points. (If the char-
  acter also wants to add Option #4, the overall cost 
  is 93 points.)
  8)  Friction And Wind:  When the character moves at 
  hyper-velocity, the friction he creates and the wind 
  he kicks up aﬀect the environment around him. To 
  both slots add Side Eﬀects (½d6 Killing Damage to 
  surrounding environment as appropriate, always 
  occurs; -0). Total cost:  60 points.
  9)  Hey, That Hurts I:  The character’s not tough 
  enough to fully resist the intense friction that 
  moving at hyper-velocity generates on his body. To 
  reserve and both slots add Side Eﬀects (character 
  suﬀers 1 point Killing Damage, always occurs; -½). 
  Total cost:  41 points.
  10)  Hey, That Hurts II:  Moving at hyper-velocity 
  causes damage to both the character and the sur-
  rounding environment. To reserve and both slots 
  add Side Eﬀects (character and surrounding envi-
  ronment both suﬀer 1 point Killing Damage, always 
  occurs; -1). Total cost: 33 points. 
  11)  Less Tiring Hyper-Running II:  Using Hyper-Run-
  ning II can tire a speedster out quickly. Not so if he 
  buys this version of it. Increase Multipower reserve 
  to 75 points and add Reduced Endurance (½ END; 
  +¼) to both slots. Total cost 71 points.
   HYPER-RUNNING III
  Effect: 
  Teleportation 25”, Must Pass Through Inter-
  vening Space, also MegaScale (1” = 1 km)
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 6
  Speedster Tricks Roll Penalty: N/A
  Description:  This version of Hyper-Running 
  uses Teleportation with the Limitation Must Pass 
  Through Intervening Space (-¼). The advantage to 
  this method is that it allows the character to reach a 
  wide variety of locations (he can, for example, “run 
  up the side” of a building by simply Teleporting to 
  the top). It also lets him “appear in the blink of an 
  eye,” a common and fun speedster trick. However, 
  it comes with the severe drawback of not allowing 
  the character from performing velocity-enhanced 
  Combat Maneuvers like Grab By, Move By, and 
  Move Through.
  Game Information:   
  Cost Power
  50 
  Hyper-Running III:  Multipower, 62-point 
  reserve; all Must Pass Through Intervening 
  Space (-¼)
  5u 
  1)  Super-Running:  Teleportation 25”, x8 
  Noncombat; Must Pass Through Intervening 
  Space (-¼)
  5u 
  2)  Overdrive Running:  Teleportation 25”, 
  MegaScale (1” = 1 km; +¼); Must Pass 
  Through Intervening Space (-¼)
  Total cost:  60 points.
  Options:
  1)  Even Faster:  Increase Multipower reserve to 75 
  points and both slots to Teleportation 30”. Total 
  cost:  72 points.
  2)  Not Quite As Fast:  Decrease Multipower reserve 
  to 40 points, and both slots to Teleportation 15”. 
  Total cost:  29 points.
  3)  Friction And Wind:  When the character moves at 
  hyper-velocity, the friction he creates and the wind 
  he kicks up aﬀect the environment around him. To 
  both slots add Side Eﬀects (½d6 Killing Damage to 
  surrounding environment as appropriate, always 
  occurs; -0). Total cost:  60 points.
  4)  Hey, That Hurts I:  The character’s not tough 
  enough to fully resist the intense friction that 
  moving at hyper-velocity generates on his body. To 
  reserve and both slots add Side Eﬀects (character 
  suﬀers 1 point Killing Damage, always occurs; -½). 
  Total cost:  41 points.
  5)  Hey, That Hurts II:  Moving at hyper-velocity 
  causes damage to both the character and the sur-
  rounding environment. To reserve and both slots 
  add Side Eﬀects (character and surrounding envi-
  ronment both suﬀer 1 point Killing Damage, always 
  occurs; -1). Total cost: 33 points. 
  6)  Less Tiring Hyper-Running III:  Using Hyper-Run-
  ning III can tire a speedster out quickly. Not so if he 
  buys this version of it. Increase Multipower reserve 
  to 75 points and add Reduced Endurance (½ END; 
  +¼) to both slots. Total cost 72 points.
   BURST OF SPEED
  Effect: 
  Running +5-20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3-25
  Speedster Tricks Roll Penalty: -1 to -4
  Description:  When he needs to, the speedster can run 
  really fast — but doing so tires him out quickly. Using 
  the entire +20” bonus costs 25 END per Phase!
  This example power uses Running, but you 
  could easily build similar powers involving Flight, 
  Swimming, Teleportation, or just about any other 
  Movement Power.
  Game Information:  Running +5” (10 Active 
  Points); Increased Endurance Cost (x3 END; 
  -1) (total cost:  5 points) plus Running +5” 
  (10 Active Points); Increased Endurance 
  Cost (x5 END; -2) (total cost:  3 points) plus 
  Running +5” (10 Active Points); Increased 
  Endurance Cost (x7 END; -3) (total cost:  2 
  points) plus  Running +5” (10 Active Points); 
  Increased Endurance Cost (x10 END; -4) 
  (total cost:  2 points). Total:  40 Active Points, 
  total cost 12 points.
  Options:
  1)  Faster Burst Of Speed:  Increase each part of the 
  power to Running +10”. 80 Active Points; total cost 
  26 points.
  2)  Slower Burst Of Speed:  Increase each part of the 
  
  64 ■ Speed Powers
  Hero System 5th Edition
  power to Running +3”. 24 Active Points; total cost 
  7 points.
  3)  Skillful Burst Of Speed:  Add Requires A Speed-
  ster Tricks Roll (-½) to each part of the power. 
  Total cost:  11 points.
  4)  Noncombat Burst Of Speed:  The character 
  can’t run any faster when he’s looking for targets 
  and attackers, but if he’s not concerned about 
  that, watch out! Instead of the listed power, char-
  acter buys an additional x64 Noncombat. Total 
  cost:  30 points.
   COMBAT RUNNING
  Effect: 
  Running +20”, Only To Make Half Moves  
  In Combat
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character’s so fast that in combat 
  he can maintain his speed while staying observant 
  and wary. He must buy a number of inches of 
  Running equal to his normal Combat Movement 
  with Running (the writeups below have example 
  amounts), and can then make “Half Moves” equal 
  to his normal Full Move and still attack. However, 
  this ability does not allow him to make two “Half 
  Moves” equal to double his normal Full Move 
  — once he makes a Full Move worth of movement, 
  he can’t move any more, even if he has a Half Phase 
  left in which to act.
  Game Information:  Running +20” (40 Active 
  Points); Only To Make Half Moves In Combat 
  (-1). Total cost:  20 points.
  Options:
  1)  Strong Combat Running:  Increase to Running 
  +30”. 60 Active Points; total cost 30 points.
  2)  Weak Combat Running:  Decrease to Running 
  +10”. 20 Active Points; total cost 10 points.
  3)  Skillful Combat Running:  Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  16 points.
  OFFENSIVE POWERS
   BACKDRAFT
  Effect: 
  Telekinesis (20-30 STR) with various Areas 
  Of Effect, Only When Moving
  Target: 
  One character/Trail/7” Cone
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 4/6/6
  Speedster Tricks Roll Penalty: -4/-6/-6
  Description:  When the character runs past some-
  one at hyper-velocity, the “backdraft” or “backwash” 
  he creates is strong enough to pick up people and 
  objects and drag them along the ground, doing 
  Normal Damage to them (the damage ranges from 
  4-6d6). The character has enough control over 
  the backdraft that he can vary the size of the area 
  aﬀected to suit himself.
  As long as the speedster keeps making at least 
  a Half Move each Phase, he can continue drag-
  ging the victims along, doing damage to them. He 
  can decide each time he uses the power how many 
  hexes he wants to drag the target, ranging up to 
  the full number of hexes he moves beyond the 
  hex occupied by the target when the attack aﬀects 
  him in a Segment. The damage doesn’t necessarily 
  depend on the distance the target gets dragged, but 
  the GM should consider reducing the damage for 
  short drags (1-3”).
  Game Information:
  Cost Power
  24 
  Backdraft:  Multipower, 60-point reserve; 
  all Aﬀects Whole Object (-¼), Only When 
  Moving (-¼), Only To Drag Target (see text; -1)
  1u 
  1)  Single-Target Backdraft:  Telekinesis (30 
  STR); Aﬀects Whole Object (-¼), Only When 
  Moving (-¼), No Range (-½), Only To Drag 
  Target (see text; -1)
  2u 
  2)  Trail Backdraft:  Telekinesis (20 STR), 
  Area Of Eﬀect (Trail; +1); Aﬀects Whole 
  Object (-¼), Only When Moving (-¼), Only 
  To Drag Target (see text; -1)
  2u 
  3)  Wide Backdraft:  Telekinesis (20 STR), Area 
  Of Eﬀect (7” Cone; +1); Aﬀects Whole Object 
  (-¼), No Range (-½), Only When Moving (-¼), 
  Only To Drag Target (see text; -1)
  Total cost:  27 points.
  Options:
  1)  Strong Backdraft:  Increase Multipower reserve 
  to 90 points and the three slots to 40, 30, and 30 
  STR Telekinesis, respectively. Total cost:  42 points.
  2)  Weak Backdraft:  Decrease to Multipower reserve 
  to 30 points and the three slots to 20, 10, and 10 
  STR Telekinesis, respectively. Total cost:  15 points.
  3)  Skillful Backdraft:  Add Requires A Speedster 
  Tricks Roll (-½) to the reserve and each slot. Total 
  cost:  25 points.
  
  65 
  The Ultimate Speedster ■ Chapter Two
   BAD VIBRATIONS
  Effect: 
  Drain Vibration-Based Powers 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 5
  Speedster Tricks Roll Penalty: -5
  Description:  If an enemy speedster has any powers 
  with the special eﬀect of “vibrations” (not just the 
  Vibration Powers discussed later in this chapter, but 
  any using the special eﬀect described on page 13), 
  a speedster with this power can set up a “counter-
  vibration” that temporarily diminishes the eﬀective-
  ness of those powers.
  Game Information:  Drain Vibration-Based 
  Powers 4d6, any one vibration-based power at 
  a time (see text; +¼). Total cost:  50 points.
  Options:
  1)  Worse Vibrations:  Increase to Drain Vibration-
  Based Powers 5d6. Total cost:  62 points.
  2)  Lesser Vibrations:  Decrease to Drain Vibration-
  Based Powers 3d6. Total cost:  37 points.
  3)  Broad-Spectrum Vibrations:  The counter-vibra-
  tion the character sets up is powerful enough to 
  aﬀect all of the target’s vibration-based abilities at 
  once. Change to all vibration-based powers simul-
  taneously (+2). Total cost:  120 points.
  4)  Lingering Vibrations:  The counter-vibration the 
  character sets up lasts for a long time. Add Delayed 
  Return Rate (points return at the rate of 5 per 5 
  Minutes; +½). Total cost:  70 points.
  5)  Skillful Vibrations:  Add Requires A Speedster Tricks 
  Roll (-½). 50 Active Points; total cost 33 points.
   BATTERING RAM
  Effect: 
  HA +6d6, Only With Move Through/By plus 
  +6 OCV
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 3
  Speedster Tricks Roll Penalty: -5
  Description:  This power represents a character’s 
  enhanced ability to hurt his enemies by running 
  into them. Not only is he more accurate than 
  normal with such attacks, but he does more damage 
  when he hits with them.
  Characters with this power often have the 
  Impact Resistance ability as well, and sometimes 
  also Controlled Collisions or Velocity Enhancement 
  Augmentation.
  Game Information:  HA +6d6 (30 Active Points); 
  Hand-To-Hand Attack (-½), Only With Move 
  Through/By (-1) (total cost:  12 points) and +6 
  with Grab By, Move By, and Move Through 
  (total cost:  18 points). Total cost:  30 points.
  
  66 ■ Speed Powers
  Hero System 5th Edition
  Options:
  1)  Better Battering:  Increase to HA +8d6 (40 Active 
  Points) and +8 OCV. Total cost:  16 + 24 = 40 points.
  2)  Bitter Battering:  Decrease to HA +4d6 (20 Active 
  Points) and +4 OCV. Total cost:  8 + 12 = 20 points.
   BLOWN AWAY
  Effect: 
  Dispel Gas/Mist/Smoke Powers
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  By running at hypervelocity, windmill-
  ing his arms, or the like, a speedster can kick up 
  enough breeze to disperse and blow away gases, 
  mists, fogs, and smokes so that they don’t hurt or 
  inconvenience anyone.
  Game Information:  Dispel Gas/Mist/Smoke 
  Powers 20d6, any one Gas/Mist/Smoke power 
  at a time (+¼) (75 Active Points); No Range 
  (-½). Total cost:  50 points.
  Options:
  1)  Really Blown Away:  Increase to Dispel Gas/
  Mist/Smoke Powers 24d6. 90 Active Points; total 
  cost 60 points.
  2)  A Less Mighty Wind:  Decrease to Dispel Gas/
  Mist/Smoke Powers 16d6. 60 Active Points; total 
  cost 40 points.
  3)  Ranged Blown Away:  The character can generate 
  the breeze he needs from a short distance away, to 
  avoid any chance of exposing himself to a gas, mist, 
  or smoke attack. Change No Range (-½) to Limited 
  Range (5”; -¼). Total cost:  60 points.
  4)  Tiring Breeze:  Negating another speedster’s 
  powers can really take the steam out of a speedster. 
  Add Increased Endurance Cost (x2 END; -½). Total 
  cost:  37 points.
  5)  Skillful Breeze:  Add Requires A Speedster Tricks 
  Roll (-½). Total costL  37 points.
  6)  Blown Away Variant:  The speedster may not be 
  able to cancel out the eﬀects of gases, mists, and 
  smokes, but at least he can reduce their eﬀective-
  ness. Change to Suppress Gas/Mist/Smoke Powers 
  12d6. 75 Active Points; total cost 50 points.
   BURNING RUBBER
  Effect: 
  RKA ½d6, Penetrating, Only Affects The 
  Ground Character Moves On
  Target: 
  Trail
  Duration: 
  Uncontrolled (lasts until fuel or oxygen 
  runs out, or is extinguished)
  Range: 
  No Range
  END Cost: 0
  Speedster Tricks Roll Penalty: -5
  Description:  The speedster moves so fast that he 
  sets the ground behind him on ﬁre. The ﬁre keeps 
  burning until it runs out of fuel or oxygen, or it’s 
  doused somehow; it can also set other ﬂammable 
  objects on ﬁre.
  Game Information:  RKA ½d6, Area Of Eﬀect 
  (Trail; +1), Continuous (+1), Penetrating 
  (+½), Reduced Endurance (0 END; +½), Sticky 
  (only aﬀects ﬂammables; +¼), Uncontrolled 
  (ﬁre ends when it runs out of fuel or oxygen, 
  or someone extinguishes the ﬂames; +½) (47 
  Active Points); Only Aﬀects The Ground Char-
  acter Moves On (-½). Total cost:  31 points.
  Options:
  1)  Strong Burning:  Increase to RKA 1d6. 71 Active 
  Points; total cost 47 points.
  2)  Weak Burning:  Decrease to RKA 1 point. 24 
  Active Points; total cost 16 points.
  3)  Skillful Burning:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  23 points.
   CARRIER
  Effect: 
  +20 STR, Only To Carry Willing Characters; 
  +4 DCV, Only When Carrying Willing Char-
  acters
  Target: 
  Self
  Duration: 
  Persistent/Constant
  Range: 
  Self
  END Cost: 2/0
  Speedster Tricks Roll Penalty: Varies
  Description:  The character is particularly adept at 
  carrying other, willing, characters in combat. (See 
  page 268 for further information.) He can buy 
  either or both of the abilities listed below.
  Game Information:
  Cost Power
  7 
  Carrier Strength:  +20 STR (20 Active Points); 
  Only To Carry Willing Characters (-2)
  7 
  Carrier Defensiveness:  +4 DCV (20 Active 
  Points); Only To Carry Willing Characters (-2)
  
  67 
  The Ultimate Speedster ■ Chapter Two
   CHERENKOV FLARE
  Effect: 
  Sight Group Flash 8d6
  Target: 
  8” Radius Explosion
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  The speedster vibrates the surround-
  ing air with such force that the ambient light has to 
  travel faster than its normal speed in that medium, 
  causing it to emit a ﬂare of blinding Cherenkov 
  radiation.
  Game Information:  Sight Group Flash 8d6, 
  Explosion (-1d6/1”; +½), Personal Immu-
  nity (+¼) (70 Active Points); No Range (-½), 
  Restrainable (-½). Total cost:  35 points.
  Options:
  1)  Brighter Flare:  Increase to Sight Group Flash 
  10d6. 87 Active Points; total cost 43 points.
  2)  Weaker Flare:  Decrease to Sight Group Flash 
  6d6. 52 Active Points; total cost 26 points.
  3)  Larger Flare:  Change to Explosion (-1d6/2”; 
  +¾). 80 Active Points; total cost 40 points.
  4)  Skillful Flare:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  28 points.
   COMPRESSED AIR FLARE
  Effect: 
  Sight Group Flash 6d6, Does Not Work 
  Against Desolidiﬁed Characters
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The speedster uses rapid movement to 
  direct a burst of compressed air into an opponent’s 
  eyes, temporarily blinding him.
  Game Information:  Sight Group Flash 6d6 (30 
  Active Points); Does Not Work Against Deso-
  lidiﬁed Characters (-¼), Limited Range (10”; 
  -¼), Restrainable (-½). Total cost:  15 points.
  Options:
  1)  More Air:  Increase to Sight Group Flash 8d6. 40 
  Active Points; total cost 20 points.
  2)  Less Air:  Decrease to Sight Group Flash 4d6. 20 
  Active Points; total cost 10 points.
  3)  Skillful Flare:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  12 points.
   COMPRESSED AIR PUNCH
  Effect: 
  Energy Blast 6d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The speedster punches the air so 
  quickly and with such speed-driven force that he 
  compresses the air forward as a pulse to hit his 
  target at range.
  Game Information:  Energy Blast 6d6 (30 
  Active Points); Limited Range (10”; -¼). 
  Total cost:  24 points.
  Options:
  1)  Strong Punch:  Increase to Energy Blast 8d6. 40 
  Active Points; total cost 32 points.
  2)  Weak Punch:  Decrease to Energy Blast 5d6. 25 
  Active Points; total cost 20 points.
  3)  Jackhammer Punch:  By “jackhammering” his 
  ﬁst, the speedster can hit the same target with mul-
  tiple compressed air blasts, or hit several targets at 
  once. Add Autoﬁre (5 shots; +½). 45 Active Points; 
  total cost 36 points.
  4)  Skillful Punch:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  17 points.
   CONTROLLED COLLISIONS
  Effect: 
  HA +6d6 and +10d6, Only When Moving
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 3/5
  Speedster Tricks Roll Penalty: -3/-5
  Description:  The speedster’s so skilled at running 
  into or past people as a form of attack that he can 
  do so accurately and without hurting himself.
  In eﬀect, this power is a form of Move By/
  Through the character pays for so he doesn’t suﬀer 
  the diﬃculties associated with those Combat 
  Maneuvers — no CV penalties, no taking partial 
  damage. The damage should be bought to the same 
  level the character would ordinarily do with those 
  maneuvers; this example assumes the character has 
  30” of movement.
  Game Information:
  Cost Power
  29 
  Controlled Collisions:  Multipower, 50-point 
  reserve; all slots Hand-To-Hand Attack (-½), 
  Only When Moving (-¼)
  2u 
  1)  Controlled Sideswipe:  HA +6d6; Hand-
  To-Hand Attack (-½), Only When Moving 
  (character must make a Half Move up to or 
  past target to use attack; -¼)
  3u 
  2)  Controlled Ramming:  HA +10d6; Hand-
  To-Hand Attack (-½), Only When Moving 
  (character must make a Half Move up to or 
  past target to use attack; -¼)
  Total cost:  34 points.
  
  68 ■ Speed Powers
  Hero System 5th Edition
  Options:
  1)  Faster Controlled Collisions:  Assuming the 
  speedster has 40” of movement, increase the Mul-
  tipower reserve to 65 points and the slots to HA 
  +8d6 and +13d6, respectively. Total cost:  43 points.
  2)  Weak Controlled Collisions:  Assuming the speed-
  ster has 20” of movement, decrease the Multipower 
  reserve to 35 points and the slots to HA +4d6 and 
  +7d6, respectively. Total cost:  23 points.
  3)  Skillful Controlled Collisions:  Add Requires A 
  Speedster Tricks Roll (-½) to reserve and each slot. 
  Total cost:  25 points.
  4)  Kill By/Kill Through:  The character moves so 
  quickly and strikes so forcefully (or accurately) 
  that he inﬂicts Killing Damage rather than Normal 
  Damage. Decrease reserve to 45 points, change 
  slots to HKA 2d6 and 3d6, respectively, and replace 
  Hand-To-Hand Attack (-½) with No STR Bonus 
  (-½). Total cost:  31 points. (Alternately, add two 
  Killing Damage slots to the existing Multipower 
  and remove Hand-To-Hand Attack (-½) from the 
  reserve for +16 total points, for an overall cost of 47 
  points.)
  5)  Full Move Collisions:  The basic power only 
  allows characters to make Half Moves, since the 
  HA itself requires a Half Phase Action to use. To 
  use the power with a Full Move, character should 
  also buy as a naked Advantage Trigger (whenever 
  character wants to use power at the end of a Full 
  Move instead of a Half Move; +1/4) for up to a 50 
  Active Point attack. Total cost:  12 points.
   DISRUPT AIR PATTERNS
  Effect: 
  Dispel Air Powers 16d6 + Change Environ-
  ment (-1 to Hearing Group PER Rolls)
  Target: 
  One character/8” radius
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 8
  Speedster Tricks Roll Penalty: -8
  Description:  The speedster runs through and 
  around an 8” radius surrounding the target, whip-
  ping up such winds and disrupting the air ﬂow so 
  much that the target can’t use one of his Air/Wind 
  powers. The character stirs up the air so much that 
  people have trouble hearing!
  Game Information:  Dispel Air Powers 16d6, 
  any one Air/Wind power at a time (+¼) (60 
  Active Points); Must Pass Through Interven-
  ing Space (-¼), No Range (-½) (total cost:  34 
  points) plus Change Environment 8” radius 
  (disrupt air patterns), -1 to Hearing Group 
  PER Rolls (20 Active Points); Instant (-½), 
  Linked (-½), Must Pass Through Interven-
  ing Space (-¼), No Range (-½) (total cost:  7 
  points). Total cost:  41 points.
  Options:
  1)  Strong Disruption:  Increase to Dispel Air Powers 
  20d6. 75 + 20 = 95 Active Points; total cost 43 + 7 = 
  50 points.
  2)  Weak Disruption:  Decrease to Dispel Air Powers 
  12d6. 45 + 20 = 65 Active Points; total cost 26 + 7 = 
  33 points.
  3)  Skillful Disruption:  Add Requires A Speedster 
  Tricks Roll (-½) to both powers. Total cost:  33 points.
  4)  Total Disruption:  The character’s disruption of 
  air patterns is so complete that he can Dispel all of 
  the target’s powers at once. Change to all Air/Wind 
  powers simultaneously (+2). 144 + 20 = 162 Active 
  Points; total cost 82 + 7 = 89 points.
  5)  Suppress Air Patterns:  Instead of dispersing 
  the target’s Air/Wind powers, which may only be 
  temporary, the character can diminish or eliminate 
  them as long as he keeps moving around the target. 
  Change to:  Suppress Air Powers 4d6, all Air/Wind 
  powers simultaneously (+2) (60 Active Points); 
  Must Pass Through Intervening Space (-¼), No 
  Range (-½) (total cost:  34 points) plus Change 
  Environment 8” radius (disrupt air patterns), -1 
  to Hearing Group PER Rolls (20 Active Points); 
  Linked (-½), Must Pass Through Intervening Space 
  (-¼), No Range (-½) (total cost:  9 points). Total 
  cost:  43 points.
   DIZZYING SPIN I
  Effect: 
  Drain DEX 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character takes hold of a target 
  and spins him around so quickly that the target 
  becomes too dizzy to stand straight, walk straight, 
  or hold onto and use devices.
  Game Information:  Drain DEX 4d6. Total cost:  
  40 points.
  Options:
  1)  Really Dizzy:  Increase to Drain DEX 6d6. Total 
  cost:  60 points.
  2)  Not Quite So Dizzy:  Decrease to Drain DEX 3d6. 
  Total cost:  30 points.
  3)  Skillful Spin:  The character has to do the spin 
  just right or it doesn’t work. Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  27 points.
  4)  I Think I’m Gonna Be Sick...:  Being spun around 
  so fast makes the target sick as well as dizzy. Add 
  both DEX and CON simultaneously (+½). Total 
  cost:  60 points.
  5)  Got The Wobbles:  The dizzying eﬀect of the 
  character’s attack lasts quite a while. Add Delayed 
  Return Rate (points return at the rate of 5 per 
  Minute; +¼). Total cost:  50 points.
  
  69 
  The Ultimate Speedster ■ Chapter Two
   DIZZYING SPIN II
  Effect: 
  Energy Blast 6d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character takes hold of a target 
  and spins him around so quickly that the target 
  becomes dizzy. Instead of disrupting his balance, as 
  with Dizzying Spin I, this version makes him weak, 
  nauseous, and likely to faint.
  Game Information:  Energy Blast 6d6, NND 
  (defense is Power Defense; +1) (60 Active 
  Points); No Range (-½). Total cost:  40 points.
  Options:
  1)  Really Dizzy:  Increase to Energy Blast 8d6. 80 
  Active Points; total cost 53 points.
  2)  Not Quite So Dizzy:  Decrease to Energy Blast 
  4d6. 40 Active Points; total cost 27
  3)  Skillful Spin:  The character has to do the spin 
  just right or it doesn’t work. Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  30 points.
  4)  Weak And Dizzy I:  The character’s attack both 
  weakens and dizzies the target. Buy Dizzying Spin 
  I as a Linked power. 60 + 40 = 100 Active Points; 
  total cost 40 + 27 = 67 points.
  5)  Weak And Dizzy II:  As Weak And Dizzy I, but the 
  Linked power is Option #4 for Dizzying Spin I. 60 + 
  60 = 120 Active Points; total cost 40 + 40 = 80 points.
  6)  Damaging Dizzy:  The sudden, harsh spin can 
  inﬂict real harm and injury on a target — wrenched 
  back, twisted ankles, muscle strains and tears, pos-
  sibly even broken bones. Change to Energy Blast 
  12d6 (60 Active Points); No Range (-½), Only 
  Works On Living Beings (-¼). Total cost:  34 points.
  7)  Deadly Dizzy:  Like Damaging Dizzy, but even 
  more likely to inﬂict serious injury. Change to RKA 
  3d6 (45 Active Points); No Range (-½), Only Works 
  On Living Beings (-¼). Total cost:  26 points.
   DOWNDRAFT
  Effect: 
  Telekinesis (30 STR), Only To Pull Flying 
  Characters Down
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  225”
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  A speedster can run in a tight circle 
  immediately beneath a Flying, Gliding, or other-
  wise airborne character to create a downdraft that 
  sucks him down to within HTH Combat range of 
  the speedster.
  Game Information:  Telekinesis (30 STR) (45 
  Active Points); Only To Pull Flying Characters 
  Down (see text; -1¼), Aﬀects Whole Object 
  (-¼), Must Pass Through Intervening Space 
  (-¼), Restrainable (-¼). Total cost:  15 points.
  
  70 ■ Speed Powers
  Hero System 5th Edition
  Options:
  1)  Strong Downdraft:  Increase to Telekinesis (40 
  STR). 60 Active Points; total cost 20 points.
  2)  Weak Downdraft:  Decrease to Telekinesis (20 
  STR). 30 Active Points; total cost 10 points.
  3)  Skillful Downdraft:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  13 points.
   EAT MY DUST
  Effect: 
  Change Environment (-3 to Sight Group 
  PER Rolls), Only In Appropriate Environ-
  ments
  Target: 
  8” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  By running through a dusty or dirty 
  area, a speedster can kick up enough of a cloud to 
  make it very diﬃcult to see. (He can do the same 
  if he has access to a lot of powdery material, such 
  as sacks of ﬂour.) To maintain the cloud, he has 
  to remain in the area and keep moving around... 
  which may be tricky, since he can’t see through the 
  cloud any better than anyone else.
  Game Information:  Change Environment 8” 
  radius, -3 to Sight Group PER Rolls (26 Active 
  Points); OIF (requires appropriate powder or 
  dust of opportunity; -½), Easy To Dispel (-¼), 
  Must Pass Through Intervening Space (see text; 
  -¼). Total cost:  13 points.
  Options:
  1)  Bigger Cloud:  Increase to 16” radius. 31 Active 
  Points; total cost 15 points.
  2)  Smaller Cloud:  Decrease to 4” radius. 21 Active 
  Points; total cost 10 points.
  3)  Skillful Cloud:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  10 points.
  4)  Dust Trail:  Instead of creating a cloud of dust, 
  the character leaves a trail of dust behind him. 
  Increase to 16” radius and add Area Of Eﬀect (Trail; 
  +1). 62 Active Points; total cost 31 points.
   EXTRA ATTACKS
  Effect: 
  HA +4d6, Trigger (in any Segment in which 
  character does not already have a Phase)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  This power is a way of simulating 
  something akin to the Limited SPD discussed on 
  pages 18-19, and as such should be considered a 
  “Stop Sign” ability requiring the GM’s approval. 
  Basically it allows the speedster to make a speciﬁc 
  attack — an HA (basically, a punch or the like) 
  — in any Segment in which he doesn’t already have 
  a Phase. He can’t move, Dodge, or do anything else 
  in those Segments, just use this one attack.
  This example uses HA +4d6, but the power 
  should be bought to mimic whatever HTH Combat 
  attack the character prefers to use. To more fully 
  simulate “Limited SPD only to attack,” a char-
  acter would need to buy similar abilities for his 
  other attacks, a Triggered VPP only for attacks, or 
  convince the GM to let him buy a naked Trigger 
  Advantage that can apply to any of his attacks up to 
  a certain number of Active Points (see Option #4).
  If appropriate, you can use this speedster trick 
  as a model for creating similar tricks not involving 
  attacks, such as Triggered movement.
  Game Information:  HA +4d6, Trigger (in any 
  Segment in which character does not already 
  have a Phase, activating Trigger takes no time, 
  Trigger automatically immediately resets; +1) 
  (40 Active Points); Hand-To-Hand Attack 
  (-½). Total cost:  27 points.
  Options:
  1)  Strong Extra Attacks:  Increase to HA +6d6. 60 
  Active Points; total cost 40 points. 
  2)  Weak Extra Attacks:  Decrease to HA +2d6. 20 
  Active Points; total cost 13 points.
  3)  Skillful Extra Attacks:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  20 points.
  4)  Variant Extra Attacks:  This version of the 
  power is built using a naked Trigger Advantage, as 
  described in the text. Change to:  Trigger (in any 
  Segment in which character does not already have 
  a Phase, activating Trigger takes no time, Trigger 
  automatically immediately resets; +1) for any attack 
  (or related speedster trick) built on up to 60 Active 
  Points. Total cost:  60 points.
  
  71 
  The Ultimate Speedster ■ Chapter Two
  FASHION VICTIM
  Effect: 
  Cosmetic Transform 2d6 (clothes into 
  other/no clothes)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  When necessary, the character can 
  change his clothes — or, perhaps more humorously, 
  someone else’s clothes — in the blink of an eye. If 
  he doesn’t have the right change of clothes handy, 
  he has to run oﬀ, get them, and return (he does 
  this so fast it’s as if he hasn’t moved at all); if all 
  he wants to do is take someone’s clothes oﬀ or rip 
  them up, he doesn’t need a second set of clothes.
  For this power, the value of the No Range Lim-
  itation is reduced to -0 because by deﬁnition much 
  of the time it only applies to something — his 
  own clothes — for which the “No Range” eﬀect is 
  accounted for by another Limitation.
  Game Information:  Cosmetic Transform 2d6 
  (clothes into other/no clothes; heals back by 
  changing or repairing clothes) (10 Active 
  Points); Limited Target (clothes; -½), No Range 
  (-0). Total cost:  7 points.
  Options:
  1)  Skillful Stylings:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  5 points.
  2)  Quick Change:  The speedster can only change his 
  own clothes. In other words, he uses his ability to 
  move at super-speed to change between his street 
  clothes and his costume in the blink of an eye. He 
  must have his costume with him, though it may be 
  worn beneath his street clothing or packed in a con-
  tainer of some sort; he also needs a way to conceal his 
  street clothes after he’s changed. Change to:  Cosmetic 
  Transform 2d6 (character’s worn clothing into cos-
  tume, heals back through another application of this 
  power) (10 Active Points); Limited Target (character’s 
  own clothes; -½). Total cost:  7 points.
  FASTER THAN THE EYE CAN FOLLOW 
  Effect: 
  HA +4d6, Invisible To Sight Group plus 
  Invisible To Sight Group for up to 20 STR
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 5
  Speedster Tricks Roll Penalty: -5
  Description:  The character can punch so fast that 
  no one sees a thing. The only evidence that he acted 
  is the bruises on the victim.
  Game Information:  HA +4d6, Invisible To Sight 
  Group (+½) (30 Active Points); Hand-To-
  Hand Attack (-½) (total cost:  20 points) plus 
  Invisible To Sight Group (+½) for up to 20 STR 
  (total cost:  10 points). Total cost:  30 points.
  Options:
  1)  Strong Punch:  Increase to HA +6d6 and up to 30 
  STR. 45 + 15 = 60 Active Points; total cost 30 + 15 
  = 45 points.
  2)  Weak Punch:  Decrease to HA +2d6 and up to 10 
  STR. 15 + 5 = 20 Active Points; total cost 10 + 5 = 
  15 points.
  3)  Skillful Punch:  Add Requires A Speedster Tricks 
  Roll (-½) to both parts of the power. Total cost 15 + 
  7 = 22 points.
   FEEL THE SPARK
  Effect: 
  Change Environment (create static elec-
  tricity), -1 to Radio PER Rolls
  Target: 
  8” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 2
  Speedster Tricks Roll Penalty: -2 
  Description:  The speedster moves rapidly through 
  an area in such a way as to generate lots of static 
  electricity. In addition to interfering with radio 
  broadcast and reception, this may trigger Suscep-
  tibilities, aﬀect other electronic devices in minor 
  ways, and so on.
  Game Information:  Change Environment 8” 
  radius (create static electricity), -1 to Radio 
  Group PER Rolls (20 Active Points); Must Pass 
  Through Intervening Space (-¼), No Range 
  (-½), Restrainable (-¼). Total cost:  10 points.
  Options:
  1)  Lots Of Sparks:  Increase to -2 to Radio Group 
  PER Rolls. 23 Active Points; total cost 11 points.
  2)  Fewer Sparks:  Decrease to 2” radius. 15 Active 
  Points; total cost 7 points.
  3)  Difﬁcult Sparks:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  8 points.
  
  72 ■ Speed Powers
  Hero System 5th Edition
  THE FIST IS QUICKER THAN THE EYE
  Effect: 
  Energy Blast 6d6, Invisible To Sight Group
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  30”
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The speedster runs up to his target, 
  hits him, and returns back to his original position 
  so fast that no one even sees him move — all they 
  see are the eﬀects of the blow on the target.
  Game Information:  Energy Blast 6d6, Invisible 
  To Sight Group (+½) (45 Active Points); Lim-
  ited Range (30”; -¼), Must Pass Through Inter-
  vening Space (-¼), Restrainable (-¼). Total 
  cost:  26 points.
  Options:
  1)  Stronger Punch:  Increase to Energy Blast 8d6. 60 
  Active Points; total cost 34 points.
  2)  Weaker Punch:  Decrease to Energy Blast 4d6. 30 
  Active Points; total cost 17 points.
  3)  Tiring Punch:  Performing this maneuver with 
  such skill and grace tires the speedster out more 
  than normal. Add Increased Endurance Cost (x2 
  END; -½). Total cost:  20 points.
  4)  Continuing Punch:  No matter what he’s doing, 
  the speedster makes a point of taking a nanosec-
  ond out of his Phase to run over and hit the target 
  again. If he and the target are more than 30” away 
  from each other when the speedster’s Phase occurs, 
  the sequence of attacks must end. Add Continuous 
  (+1). 75 Active Points; total cost 43 points.
  5)  Skillful Punch:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  20 points.
  6)  Punch From Behind:  The speedster can run 
  around his opponent and hit him from nearly any 
  angle. Add Indirect (+½). 60 Active Points; total 
  cost 34 points.
   FRICTION ATTACK
  Effect: 
  HKA 1d6, Penetrating plus RKA 1 point, 
  Sticky
  Target: 
  One character
  Duration: 
  Instant/Uncontrolled
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character rubs his hands against 
  the target at super-speed, causing damage by fric-
  tion — and, if the target is ﬂammable, starting a ﬁre 
  as well.
  Game Information:  HKA 1d6, Penetrating 
  (+½) (22 Active Points); No STR Bonus (-½), 
  No Knockback (-¼) (total cost:  13 points) plus 
  RKA 1 point, Continuous (+1), Uncontrolled 
  (lasts until ﬂammable material aﬀected by 
  RKA 2d6 is consumed, or a Full Phase is spent 
  putting out the ﬂames; +½), Reduced Endur-
  ance (0 END; +½), Sticky (anyone or anything 
  ﬂammable touching the victim also catches on 
  ﬁre; +½) (17 Active Points); Linked (-½) (total 
  cost:  11 points). 22 + 17 = 39 Active Points; 
  total cost 13 + 11 = 24 points.
  Options:
  1)  Strong Friction:  Increase to HKA 1½d6. 37 + 17 
  = 54 Active Points; total cost 21 + 11 = 32 points.
  2)  Weak Friction:  Decrease to HKA ½d6. 15 + 17 
  Active Points; total cost 9 + 14 = 23 points.
  3)  Skillful Friction:  Add Requires A Speedster 
  Tricks Roll (-½) to each power. Total cost:  10 + 8 
  points = 18 points.
  4)  Friction Dehydration:  The character can control 
  the friction so that it isn’t lethal, but simply gener-
  ates so much heat that it dehydrates and weakens 
  the target. Change to Energy Blast 4d6, NND 
  (defense is Life Support: Safe Environment (Intense 
  Heat) or having Fire/Heat powers; +1), Continuous 
  (+1) (60 Active Points); No Range (-½). Total cost:  
  40 points.
   GET AWAY FROM ME!
  Effect: 
  Teleportation 5”, MegaScale (1” = 100 
  km), Usable As Attack
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The speedster picks up another char-
  acter, carries him up to 500 km away, drops him 
  oﬀ, and then moves back to where he was — all 
  in seconds. Unless the victim has a superpower of 
  his own that lets him get home fast, he’s eﬀectively 
  stranded and out of the ﬁght.
  Game Information:  Teleportation 5”, MegaS-
  cale (1” = 100 km, can scale down to 1” = 1 km; 
  +1), Usable As Attack (defense is having Tele-
  portation or speedster powers; +1) (30 Active 
  Points); Extra Time (Extra Phase; -¾), Must 
  Pass Through Intervening Space (-¼). Total 
  cost:  15 points.
  Options:
  1)  Strong Getaway:  Increase to Teleportation 10”. 
  60 Active Points; total cost 30 points.
  2)  Weak Getaway:  Decrease to Teleportation 3”. 18 
  Active Points; total cost 9 points.
  3)  Long Getaway:  The speedster’s so fast he can 
  drop the victim oﬀ anywhere on the planet. 
  Increase to  MegaScale (1” = 10,000 km, can scale 
  down to 1” = 1 km; +1½). 35 Active Points; total 
  cost 17 points.
  4)  Skillful Getaway:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  12 points.
  
  73 
  The Ultimate Speedster ■ Chapter Two
  GRAB-AND-DROP
  Effect: 
  HA +8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  A speedster uses this attack against 
  a character or object he’s Grabbed. He carries the 
  target as he runs toward or past some large, durable 
  object (typically a wall, but the ground will do in 
  a pinch). At the right moment he lets the victim 
  go so that the victim smashes into the wall, taking 
  damage based not only on the character’s STR but 
  the character’s velocity. The HA dice simulate the 
  velocity damage; the GM may, if desired, require (or 
  limit) the character to buying a number of HA dice 
  equal to his Combat Movement velocity divided by 
  3 (similar to Move Through damage).
  Game Information:  HA +8d6 (40 Active Points); 
  Extra Time (character must spend a Full Phase 
  and make a Half Move while carrying target; 
  -½), Hand-To-Hand Attack (-½), Must Follow 
  Grab (-½). Total cost:  16 points.
  Options:
  1)  Strong Drop:  Increase to HA +10d6. 50 Active 
  Points; total cost 20 points.
  2)  Weak Drop:  Decrease to HA +6d6. 30 Active 
  Points; total cost 12 points.
  3)  Skillful Drop:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  13 points.
  4)  Improved Move Slam:  If the campaign uses the 
  optional new Move Slam Combat Maneuver (see 
  page 269), you can reconﬁgure this ability to work 
  with it. Change to:  HA +6d6 (30 Active Points); 
  Hand-To-Hand Attack (-½), Only With Move Slam 
  (-½). Total cost:  15 points.
  GRAVEL BLAST
  Effect: 
  Energy Blast 8d6, Explosion, Hole In The 
  Middle, OIF (gravel [or the like] of opportu-
  nity)
  Target: 
  8” Explosion
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  When he’s in an area where there’s a lot of 
  pebbles, gravel, or other such debris, the speedster can 
  spin (or run in a really tight circle), spraying the debris 
  outward so fast that it inﬂicts injuries.
  Game Information:  Energy Blast 8d6, Explo-
  sion (+½), Hole In The Middle (+¼) (70 Active 
  Points); OIF (requires appropriate gravel [or 
  the like] of opportunity; -½), No Range (-½). 
  Total cost:  35 points.
  Options:
  1)  Strong Gravel Blast:  Increase to Energy Blast 
  10d6. 87 Active Points; total cost 43 points.
  2)  Weak Gravel Blast:  Decrease to Energy Blast 6d6. 
  52 Active Points; total cost 26 points.
  3)  Larger Gravel Blast:  Increase to Explosion (-1 
  DC/2”; +¾). 80 Active Points; total cost 40 points.
  4)  Deadly Gravel Blast:  The character moves so 
  fast that the gravel reaches velocities that make 
  it lethal. Change to RKA 2d6. 52 Active Points; 
  total cost 26 points.
  5)  Skillful Gravel Blast:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  28 points.
  HERE’S MUD IN YOUR EYE
  Effect: 
  Sight Group Flash 6d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The speedster rapidly moves his feet 
  in such a way as to kick mud, dust, or dirt into the 
  target’s eyes, temporarily blinding him.
  Game Information:  Sight Group Flash 6d6 (30 
  Active Points); OIF (mud, dust, or other appro-
  priate materials of opportunity; -½), Limited 
  Range (10”; -¼). Total cost:  17 points.
  Options:
  1)  More Mud:  Increase to Sight Group Flash 8d6. 
  40 Active Points; total cost 23 points.
  2)  Less Mud:  Decrease to Sight Group Flash 4d6. 
  20 Active Points; total cost 11 points.
  3)  Skillful Mudslinging:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  13 points.
   HEY, OVER HERE!
  Effect: 
  +20 PRE, Only To Attract The Attention Of 
  Giant Monsters
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  By moving around in a fast and obvi-
  ous way, the speedster can attract the attention 
  of giant monsters, marauding robots, mindless 
  zombies, and similar foes of (relatively) limited 
  intellect. He can do this with a Presence Attack, an 
  appropriate Interaction Skill roll, or the like — but 
  the important thing is that the attacker focus on the 
  speedster rather than the nearby innocent victims.
  Game Information:  +20 PRE (20 Active Points); 
  Only To Attract The Attention Of Giant Mon-
  sters (and their ilk; -2), Costs Endurance (-½), 
  Only When Moving (-¼). Total cost:  5 points.
  Options:
  1)  Strong Distraction:  Increase to +30 PRE. 30 
  Active Points; total cost 8 points.
  2)  Weak Distraction:  Decrease to +10 PRE. 10 
  Active Points; total cost 3 points.
  
  74 ■ Speed Powers
  Hero System 5th Edition
   HOSTAGE RESCUE
  Effect: 
  Teleportation 10”, Usable As Attack
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The speedster can zip across a room, 
  snatch a hostage out of harm’s way, put the hostage 
  anywhere within 10” of the hostage’s starting point, 
  and then return to where he was standing... all in 
  a split second. Despite the power’s name, it can be 
  used to move anything weighing up to 100 kg, not 
  just hostages.
  Game Information:  Teleportation 10”, Posi-
  tion Shift, Usable As Attack (defense is Tele-
  portation or Power Defense; +1), Limited 
  Range (10”; +¼) (56 Active Points); Must Pass 
  Through Intervening Space (-¼), Restrainable 
  (-¼). Total cost:  37 points.
  Options:
  1)  Strong Rescue:  Increase to Teleportation 20”. 
  101 Active Points; total cost 67 points.
  2)  Weak Rescue:  Decrease to Teleportation 5”. 34 
  Active Points; total cost 23 points.
  3)  Skillful Rescue:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  28 points.
  4)  Long-Range Rescue:  Change to Ranged (+½). 62 
  Active Points; total cost 41 points.
   HUMAN DRILLBIT
  Effect: 
  Entangle 5d6, 3 DEF, Only Works On Targets 
  On The Ground
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The speedster grabs hold of someone and 
  spins him around so fast he “drills” the victim right 
  into the ground, where he remains stuck until he can 
  free himself. (For more “realistic” games, the GM may 
  want to adjust the DEF of the Entangle to match the 
  type of ground involved — from 0 for dirt to 5 for 
  stone, with the listed 3 representing an average.)
  Game Information:  Entangle 5d6, 3 DEF (40 
  Active Points); No Range (-½), Only Works On 
  Targets On The Ground (-¼), Cannot Form 
  Barriers (-¼). Total cost:  20 points.
  Options:
  1)  Strong Drill:  Increase to Entangle 5d6, 5 DEF. 50 
  Active Points; total cost 25 points.
  2)  Weak Drill:  Decrease to Entangle 3d6, 3 DEF. 30 
  Active Points; total cost 15 points.
  3)  Skillful Drill:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  16 points.
  4)  Loose Drill:  The speedster doesn’t drill the 
  victim into the ground all that tightly; anyone thus 
  trapped can escape eventually. Add No Defense 
  (-1½). Total cost:  11 points.
   HYPERTHROWING
  Effect: 
  Energy Blast 8d6, RKA 2d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”/150”
  END Cost: 4/3
  Speedster Tricks Roll Penalty: -4/-3
  Description:  The character can throw objects with 
  such velocity and force that they inﬂict serious injuries 
  on targets they hit. Blunt objects do Normal Damage; 
  sharp or pointed objects do Killing Damage.
  Game Information:
  Cost Power
  23 
  Hyperthrowing:  Multipower, 40-point reserve; 
  all OIF (-½), Range Based On STR (-¼)
  2u 
  1)  Blunt Objects:  Energy Blast 8d6; OIF 
  (blunt objects of opportunity; -½), Range 
  Based On STR (-¼)
  2u 
  2)  Sharp Objects:  RKA 2d6; OIF (sharp 
  objects of opportunity; -½), Range Based On 
  STR (-¼)
  Total cost:  27 points.
  Options:
  1)  Strong Hyperthrowing:  Increase the Multipower 
  reserve to 50 points, slot one to Energy Blast 10d6, 
  and slot two to RKA 3d6. Total cost:  35 points.
  2)  Weak Hyperthrowing:  Decrease the Multipower 
  reserve to 30 points, slot one to Energy Blast 6d6, 
  and slot two to RKA 1½d6. Total cost:  20 points.
  3)  Gatling Hyperthrowing:  If the character has enough 
  objects to throw, he can throw them one after the 
  other with the speed of a machine gun. Increase Mul-
  tipower reserve to 60 points and add Autoﬁre (5 shots; 
  +½) to both slots. Total cost:  40 points.
  I’LL HAVE HIM HERE IN A SECOND
  Effect: 
  Summon Any Being
  Target: 
  N/A
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 24
  Speedster Tricks Roll Penalty: -24
  Description:  The speedster can move to anywhere 
  on Earth, pick up a person or animal, and carry the 
  subject back to where he left from — all in a split-
  second. This may perturb, upset, or even enrage 
  some people, not to mention animals.
  Game Information:  Summon any being built on 
  up to 400 Character Points, Expanded Class (any 
  type of being; +1), Speciﬁc Being (speedster can 
  track down and “Summon” a speciﬁc person or 
  animal if necessary; +1) (240 Active Points); Extra 
  Time (Full Phase; -½). Total cost:  160 points.
  Options:
  1)  Strong Summoning:  Increase to any being built 
  on up to 600 Character Points. 360 Active Points; 
  total cost 240 points.
  2)  Weak Summoning:  Decrease to any being built 
  on up to 200 Character Points. 120 Active Points; 
  total cost 80 points.
  
  75 
  The Ultimate Speedster ■ Chapter Two
  3)  Skillful Summoning:  Add Requires A Speedster 
  Tricks Roll (-1 per 20 Active Points; -¼). Total cost:  
  137 points.
  4)  Sure, I Can Drop Him Off There:  The speedster 
  doesn’t have to bring the Summoned being back to his 
  starting point; he can drop him oﬀ at any place within 
  1,200” of that point. Add Ranged (+½). 280 Active 
  Points; total cost 187 points. (You can add Increased 
  Maximum Range to give the speedster even more 
  leeway about where to “put” the Summonee.)
  I’LL TAKE THOSE!
  Effect: 
  Telekinesis (20 STR), Only To Disarm
  Target: 
  6” Radius
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  The character can run around the area 
  near him, snatching guns (or other objects) from 
  peoples’ hands and picking up other things. He has 
  to make a separate Attack Roll, and if that succeeds 
  a STR Versus STR Roll, against each person he 
  wants to take an object from. (To pick up ordinary 
  objects not being held or controlled by anyone, a 
  simple Attack Roll suﬃces.) When he’s done, the 
  character ends up right back where he started, with 
  his hands full of guns and other things he doesn’t 
  want his foes to have.
  Game Information:  Telekinesis (20 STR), Area 
  Of Eﬀect (6” Radius; +1¼), Selective (+¼) (75 
  Active Points); No Range (-½), Only To Disarm/
  Grab Objects (-1). Total cost:  30 points.
  Options:
  1)  Strong Taking:  Increase to Telekinesis (30 STR) 
  and Area Of Eﬀect to (6” Radius; +1). 101 Active 
  Points; total cost 40 points.
  2)  I’ll Take Those! Variant:  This form of I’ll Take 
  Those! uses Teleportation, rather than teleki-
  netic strength, to snatch weapons out of enemies’ 
  hands. The character can target any object within 
  8” of him and “teleport” it to his hand. Change 
  to Teleportation 8”, Area Of Eﬀect (8” Radius; 
  +1½), Selective (+¼), Usable As Attack (defense is 
  having Desolidiﬁcation, Teleportation, dimensional 
  manipulation, or speedster powers; +1) (60 Active 
  Points); Only To Disarm/Grab Objects (-1). Total 
  cost:  30 points.
  3)  Variant Taking:  If the campaign uses the optional 
  new Disarm By Combat Maneuver (see page 268), 
  you can reconﬁgure this ability to work with it. 
  Change to +30 STR (30 Active Points); Only Works 
  With Disarm By (-1). Total cost:  15 points.
  
  76 ■ Speed Powers
  Hero System 5th Edition
  I’M FASTER THAN YOU ARE
  Effect: 
  Dispel Speedster Powers 20d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  The speedster uses his superior speed, 
  agility, and cleverness to counteract, dispel, or negate 
  another speedster’s powers or tricks. For example, if 
  an enemy speedster runs in a circle to suck the air out 
  of the lungs of everyone in the circle, a speedster with 
  this power destroys the eﬀect by running in the same 
  circle in the opposite direction.
  Game Information:  Dispel Speedster Powers 
  20d6, any one Speedster power at a time (+¼) 
  (75 Active Points); No Range (-½). Total cost:  
  50 points.
  Options:
  1)  I’m Much Faster:  Increase to Dispel Speedster 
  Powers 24d6. 90 Active Points; total cost 60 points.
  2)  I’m Not Quite As Fast As I Thought:  Decrease to 
  Dispel Speedster Powers 16d6. 60 Active Points; 
  total cost 40 points.
  3)  Tiring Counteraction:  Negating another speed-
  ster’s powers can really take the steam out of a 
  speedster. Add Increased Endurance Cost (x2 END; 
  -½). Total cost:  37 points.
  4)  Skillful Counteraction:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  37 points.
  5)  Faster Than You Variant:  The speedster may not 
  be able to cancel out another speedster’s powers 
  entirely, but at least he can reduce their eﬀective-
  ness. Change to Suppress Speedster Powers 12d6. 
  75 Active Points; total cost 50 points.
   LET’S WRAP THIS UP
  Effect: 
  Entangle 4d6, up to 4 DEF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character can grab up some 
  nearby ﬂexible materials — cables, rope, chains, 
  or the like — and then run around a target at high 
  speed, wrapping him up just as neat as you please. 
  The DEF of the Entangle depends on the materials 
  the character uses — for example, rope might be 
  DEF 2, chains DEF 4 — with a maximum of DEF 4.
  For purposes of this power, “nearby” typically 
  means “within the character’s Combat Move.” The 
  GM is the ﬁnal arbiter of whether materials are 
  close enough to be used with this ability.
  Game Information:  Entangle 4d6, up to 4 DEF 
  (40 Active Points); OIF (appropriate materials of 
  opportunity; -½), No Range (-½), Extra Time (at 
  least a Full Phase, and often longer, depending on 
  how long it takes to get the materials; -½), Defense 
  Depends On Materials Used (-½), Cannot Form 
  Barriers (-¼). Total cost:  12 points.
  Options:
  1)  Strong Wrapping:  Increase to Entangle 6d6, up 
  to 6 DEF. 60 Active Points; total cost 18 points.
  2)  Weak Wrapping:  Decrease to Entangle 3d6, up to 
  3 DEF. 30 Active Points; total cost 9 points.
  3)  Ranged Wrap-Up:  The character can get the 
  material he needs, run over to the target and wrap 
  him up, and then return to where he started from; 
  he’s not limited to targets standing next to him. 
  Remove No Range (-½). Total cost:  14 points.
  4)  Skillful Wrap-Up:  The character has to do the 
  wrap-up just right or it doesn’t work. Add Requires 
  A Speedster Tricks Roll (-½). Total cost:  11 points.
  MOVE AND GRAB BY
  Effect: 
  Trigger (when character wants to “Grab 
  By” a target in the movement path of a 
  Move By that is not intended to hit that 
  target) for up to 20 STR.
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  The standard Combat Maneuver rules 
  don’t allow a character to combine a Move By and 
  Grab By, hitting some targets and snatching things 
  from others. But a speedster with this ability can do 
  just that. He plots a movement path that takes him 
  past all the potential targets, then he hits the ones 
  he wants to hit and uses this power on the others. 
  He cannot both hit a target and Grab something 
  from him; he must choose one or the other.
  Game Information:  Trigger (when character 
  wants to “Grab By” a target in the movement 
  path of a Move By that is not intended to hit 
  that target, activating Trigger takes no time, 
  Trigger automatically immediately resets; +1) 
  for up to 20 STR. Total cost:  20 points.
  Options:
  1)  Strong Move And Grab:  Increase to up to 30 STR. 
  Total cost:  30 points.
  2)  Weak Move And Grab:  Decrease to up to 10 STR. 
  Total cost:  10 points.
  3)  Skillful Move And Grab:  Add Requires A Speedster 
  Tricks Roll (-½). 20 Active Points; total cost 13 points.
  4)  Tiring Move And Grab:  Using this maneuver 
  really takes the wind out of the speedster’s sails. 
  Add Increased Endurance Cost (x3 END; -1). 20 
  Active Points; total cost 10 points.
  
  77 
  The Ultimate Speedster ■ Chapter Two
  MOVING ATTACK
  Effect: 
  HA +5d6
  Target: 
  20” Line
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character moves past a line of 
  foes, hitting each one of them in turn. He moves so 
  fast they can barely defend themselves (he strikes 
  against DCV 3). He receives no velocity bonus to 
  damage, however; the movement is a part of the 
  overall power, not a supplement to it.
  When buying this power, make the inches 
  in the Area Of Eﬀect (Line) match the character’s 
  Combat Movement with Running (or Flight). The 
  HA is Linked to the movement; when the character 
  uses the power, the Line “forms” along the path of 
  his movement, leaving him at the end of the Line 
  when the attack ﬁnishes.
  This construction assumes the character has 
  spent at least 56 Active Points on the Movement 
  Power he Links the Moving Attack to. If not, change 
  the Linked to -¼ and the total cost to 32 points.
  Game Information:  HA +5d6, Area Of Eﬀect 
  (20” Line; +1¼) (56 Active Points); Hand-To-
  Hand Attack (-½), Linked (to Running or other 
  Movement Power; -½). Total cost:  28 points.
  Options:
  1)  Strong Moving Attack:  Increase to HA +7d6 and 
  Area Of Eﬀect to (28” Line; +1¼). 79 Active Points; 
  total cost 39 points.
  2)  Weak Moving Attack:  Decrease to HA +3d6 and 
  Area Of Eﬀect to (12” Line; +1¼). 34 Active Points; 
  total cost 17 points.
  3)  Winding Trail:  The character doesn’t have to 
  run in a straight line; he can run in a curving line, 
  twisting line, or whatever other pattern he wants. 
  Change to Area Of Eﬀect (Trail; +1) and remove 
  Linked (-½). 50 Active Points; total cost 33 points.
  4)  Skillful Moving Attack:  The character has to 
  time his Moving Attack just right or it doesn’t 
  work. Add Requires A Speedster Tricks Roll (-½). 
  Total cost:  25 points.
  MOVING STRENGTH
  Effect: 
  +20 STR, Only When Deriving STR From 
  Movement
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  The character knows how to employ his 
  movement to best eﬀect when using it to augment his 
  strength. When he uses the rules about movement 
  adding to STR (see page 207), he gets as much as +20 
  STR in addition to whatever his movement adds.
  Game Information:  +20 STR (20 Active Points); 
  Linked (to appropriate Movement Power; -½), 
  Only When Deriving STR From Movement 
  (-1). Total cost:  8 points.
  Options:
  1)  Strong Moving Strength:  Increase to +30 STR. 30 
  Active Points; total cost 12 points.
  2)  Weak Moving Strength:  Decrease to +10 STR. 10 
  Active Points; total cost 4 points.
  3)  Skillful Moving Strength:  Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  7 points.
   OFF-BALANCE
  Effect: 
  Entangle 4d6, 4 DEF, Takes No Damage 
  From Attacks, Lockout (must be main-
  tained)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  By moving past or around a target 
  at super-speed, a speedster can keep the target so 
  dizzy, oﬀ-balance, and buﬀeted about that he (the 
  target) eﬀectively cannot take any Actions aside 
  from trying to “break free.” But the speedster has to 
  maintain the eﬀect, or the victim automatically gets 
  his balance back.
  Game Information:  Entangle 4d6, 4 DEF, Takes 
  No Damage From Attacks (+½) (60 Active 
  Points); Cannot Form Barriers (-¼), Lockout 
  (character must spend a Half Phase Action 
  each Phase to maintain the Entangle by moving 
  past or around it at high speed or it disappears 
  at once, and must remain close enough to the 
  Entangle to perform this maintenance; -½), No 
  Range (-½). Total cost:  27 points.
  Options:
  1)  More Off-Balance:  Increase to Entangle 5d6, 5 
  DEF. 75 Active Points; total cost 33 points.
  2)  Less Off-Balance:  Decrease to Entangle 3d6, 3 
  DEF. 45 Active Points; total cost 20 points.
  3)  Variant Off-Balance:  This form of the power 
  covers both the advantageous and disadvantageous 
  aspects of needing to be maintained. Add Continu-
  ous (+1). 100 Active Points; total cost 44 points.
  4)  Skillful Off-Balance:  Add Requires A Skill Roll 
  (-½). Total cost:  22 points.
  
  78 ■ Speed Powers
  Hero System 5th Edition
   OUT OF AMMO
  Effect: 
  Drain Charges 6d6,  Limited Special Effect 
  (ﬁrearms/blasters)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  20”
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  The character can grab an opponent’s 
  gun or blaster in such a way that he removes the bul-
  lets, energy pack, or other “power source,” making 
  the weapon useless until reloaded. See pages 112-13 
  of The HERO System 5th Edition, Revised regarding 
  Adjusting the Charges of a power.
  Game Information:  Drain Charges 6d6, Lim-
  ited Range (20”; +¼) (75 Active Points); Lim-
  ited Special Eﬀect (ﬁrearms/blasters; -½). Total 
  cost:  50 points.
  Options:
  1)  Strong Ammo Removal:  Increase to Drain 
  Charges 8d6. 100 Active Points; total cost 67 points.
  2)  Weak Ammo Removal:  Decrease to Drain 
  Charges 4d6. 50 Active Points; total cost 33 points.
  3)  Skillful Ammo Removal:  Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  37 points.
  PHASING GRIP
  Effect: 
  HKA 1½d6, Penetrating, No STR Bonus
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character can grab hold of a target 
  and inﬂict serious injuries either by velocity-phas-
  ing his hand partly into the target’s body, or by 
  shaking the target at tremendous velocities.
  Game Information:  HKA 1½d6, Penetrating 
  (+½) (37 Active Points); No STR Bonus (-½), 
  No Knockback (-¼). Total cost:  21 points.
  Options:
  1)  Strong Phasing Grip:  Increase to HKA 2½d6. 60 
  Active Points; total cost 34 points.
  2)  Weak Phasing Grip:  Decrease to HKA 1d6. 22 
  Active Points; total cost 13 points.
  3)  Skillful Phasing Grip:  The character has to use 
  the Phasing Grip just right or it doesn’t work. Add 
  Requires A Speedster Tricks Roll (-½). Total cost:  
  16 points.
  RAPID-FIRE MOVE BY
  Effect: 
  Autoﬁre (5 shots) for up to 15d6 Move By
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The speedster moves so quickly that 
  even when running past someone at top speed he 
  can hit that person up to ﬁve times! The speedster 
  must throw all the punches at the same target, so 
  this ability only works with a standard Move By, not 
  a Multiple Move By.
  Buying this power requires the GM’s permis-
  sion because it uses the rules for applying Advan-
  tages to Combat/Martial Maneuvers (see The Ulti-
  mate Martial Artist, pages 104-05).
  Game Information:  Autoﬁre (5 shots; +½) for 
  a Move By that can do up to 15d6 damage (37 
  Active Points); All Attacks Must Be Directed At 
  The Same Target (-¼). Total cost:  30 points.
  Options:
  1)  Strong Rapid-Fire Move By:  Increase to up to 
  18d6 damage. 45 Active Points; total cost 36 points.
  2)  Weak Rapid-Fire Move By:  Decrease to up to 
  12d6 damage. 30 Active Points; total cost 24 points.
  3)  Skillful Rapid-Fire Move By:  Add Requires A 
  Speedster Tricks Roll (-½). Total cost:  21 points.
  RAPID-FIRE PUNCH
  Effect: 
  HA +9d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character can punch a target dozens, 
  hundreds, or even thousands of times in the blink 
  of an eye. While each individual punch doesn’t have 
  much eﬀect, taken together in such quick succession 
  they can batter even a superpowered target to pulp.
  Game Information:  HA +9d6 (45 Active Points); 
  Hand-To-Hand Attack (-½). Total cost:  30 
  points.
  Options:
  1)  More Rapid Punches:  Increase to HA +12d6. 60 
  Active Points; total cost 40 points.
  2)  Less Rapid Punches:  Decrease to HA +6d6. 30 
  Active Points; total cost 20 points.
  3)  Autoﬁre Punch:  The character’s punches do 
  less damage individually, but he can throw a lot of 
  them. Change to HA +5d6, Autoﬁre (5 shots; +½) 
  (37 Active Points); Hand-To-Hand Attack (-½), All 
  Attacks Must Be Directed At The Same Target (-¼). 
  Total cost:  21 points.
  4)  Skillful Rapid-Fire Punch:  The character has to 
  use his Rapid-Fire Punch just right or it doesn’t 
  work. Add Requires A Speedster Tricks Roll (-½). 
  Total cost:  22 points.
  
  79 
  The Ultimate Speedster ■ Chapter Two
  5)  Group Rapid-Fire Punch I:  The character’s so fast 
  he can punch anyone in the same hex with him. Add 
  Area Of Eﬀect (One Hex; +½) and Personal Immu-
  nity (+¼). 79 Active Points; total cost 53 points.
  6)  Group Rapid-Fire Punch II:  The character’s so fast 
  he can punch anyone up to a hex away. Add Area Of 
  Eﬀect (One Hex Doubled; +¾) and Personal Immu-
  nity (+¼). 90 Active Points; total cost 60 points.
  7)  Group Rapid-Fire Punch III:  The character’s so 
  fast he can run around the nearby area rapidly 
  punching whoever he wants to. Add Area Of Eﬀect 
  (8” Radius; +1), Selective (+¼), Indirect (+½), and 
  Must Pass Through Intervening Space (-¼). 124 
  Active Points; total cost 71 points.
  8)  High-Impact Rapid-Fire Punch:  The speedster hits 
  his opponents so hard they get knocked around like 
  scraps of paper in a gale. Add Double Knockback 
  (+¾). 79 Active Points; total cost 53 points.
  9)  Phased Rapid-Fire Punch I:  While punching, 
  the speedster uses his powers to vibrate his fist in 
  such a way that he can hit intangible beings. Add 
  Affects Desolidified (+½). 67 Active Points; total 
  cost 45 points.
  10)  Phased Rapid-Fire Punch II:  While punching, the 
  speedster uses his powers to vibrate his ﬁst in such a 
  way that he can strike through the dimensional bar-
  rier into other dimensions. Add Transdimensional (all 
  dimensions within “HTH Combat” range of the char-
  acter; +¾). 79 Active Points; total cost 53 points.
  11)  Powerful Rapid-Fire Punch:  The speedster’s 
  punches are so fast that they impact with a force 
  few targets can fully resist. Add Penetrating (+½). 
  67 Active Points; total cost 45 points.
  12)  Deadly Rapid-Fire Punch:  The speedster’s 
  punches hit so hard that they’re lethal. Change 
  to:  HKA 2d6 (30 Active Points), No STR Bonus 
  (-½) (total cost:  20 points). (Alternately, buy the 
  main power and this option as a two-slot Multi-
  power with a 45-point reserve for a total cost of 
  50 points.)
  RELATIVISTIC DENSITY PUNCH
  Effect: 
  HA +15d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  For the briefest of instants the charac-
  ter accelerates himself to nearly the speed of light, 
  giving him near-inﬁnite mass... then he uses his 
  ultra-massive ﬁst to smash his opponent to a pulp!
  Game Information:  HA +15d6 (75 Active 
  Points); Hand-To-Hand Attack (-½). Total 
  cost:  50 points.
  Options:
  1)  Even Denser Punch:  Increase to HA +20d6. 100 
  Active Points; total cost 67 points.
  2)  Less Dense Punch:  Decrease to HA +10d6. 50 
  Active Points; total cost 33 points.
  3)  Skillful Density Punch:  Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  37 points.
  
  80 ■ Speed Powers
  Hero System 5th Edition
  RUBBLE BLAST
  Effect: 
  Energy Blast 8d6, OIF (rubble of opportu-
  nity)
  Target: 
  One Hex
  Duration: 
  Instant
  Range: 
  No Range (see text)
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  This power uses the turbulence cre-
  ated by the character’s ultra-fast movement to 
  attack an opponent. The character ﬁrst moves past 
  or through a pile of rubble or like material. As he 
  continues his move, the turbulence of his passage 
  “picks up” a large section of rubble and carries it 
  along in his wake. Then he moves past the target, 
  stopping or turning at just the right moment so that 
  the pile of rubble smashes into the target.
  Game Information:  Energy Blast 8d6, Area Of 
  Eﬀect (One Hex; +½) (60 Active Points); OIF 
  (rubble of opportunity; -½), Extra Time (char-
  acter must spend a Full Phase to make a move 
  that takes him past both the rubble and toward 
  the target, then another Full Phase to attack the 
  target; -¾), No Range (-½). Total cost:  22 points.
  Options:
  1)  Strong Blast:  Increase to Energy Blast 10d6. 75 
  Active Points; total cost 27 points.
  2)  Weak Blast:  Decrease to Energy Blast 6d6. 45 
  Active Points; total cost 16 points.
  3)  Skillful Blast:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  18 points.
  4)  Rubble Trail:  The speedster can pull a “trail” of 
  rubble behind him to attack many targets. Change 
  to Area Of Eﬀect (Trail; +1). 80 Active Points; total 
  cost 29 points.
  5)  Variant Rubble Blast:  Instead of having to use 
  an Extra Phase to make this attack, the character 
  can make it nearly any time he moves past some 
  rubble. Change to:  Energy Blast 8d6, Area Of Eﬀect 
  (One Hex; +½), Trigger (whenever character moves 
  past appropriate rubble, activating Trigger requires 
  a Zero Phase Action, resetting Trigger requires a 
  Zero Phase Action; +½) (80 Active Points); OIF 
  (rubble of opportunity; -½), No Range (-½). Total 
  cost:  4022 points.
  RUN-BY GRABBING
  Effect: 
  +30 STR, Only For Grab Bys plus +10 with 
  Grab By
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 3/0
  Speedster Tricks Roll Penalty: -3
  Description:  The character has developed a particu-
  lar talent for running by someone and snatching 
  objects out of that person’s hands.
  Game Information:  +30 STR (30 Active Points); 
  Only For Grab Bys (-1), Nonpersistent (-¼) 
  (total cost:  13 points) and +10 with Grab By 
  (total cost:  20 points). Total cost:  33 points.
  Options:
  1)  Even Better Grabbing:  Increase to +40 STR (40 
  Active Points) and +12 with Grab By. Total cost 18 
  + 24 = 42 points.
  2)  Not Quite As Good Grabbing:  Decrease to +20 
  STR (20 Active Points) and +8 with Grab By. Total 
  cost 9 + 16 = 25 points.
  3)  Skillful Grab By:  The character has to perform 
  his Grab By just right, or he doesn’t get the beneﬁts 
  of this power. Add Requires A Speedster Tricks Roll 
  (-½) to STR. Total cost:  11 + 20 = 31 points.
   SOME DISASSEMBLY REQUIRED
  Effect: 
  Dispel Technological Object 16d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character grabs hold of a device 
  or technological object — a lock, a gun, a computer, 
  a suit of powered armor — and then disassembles 
  it in the blink of an eye because he moves so fast. 
  It still takes time to break the device down into its 
  component parts in some cases, though.
  Game Information:  Dispel Technological Object 
  16d6, any one Technological Object power one 
  at a time (+¼) (60 Active Points); No Range 
  (-½). Total cost:  40 points.
  Options:
  1)  Strong Disassembly:  Increase to Dispel Technolog-
  ical Object 20d6. 75 Active Points; total cost 50 points.
  2)  Weak Disassembly:  Decrease to Dispel Technologi-
  cal Object 12d6. 45 Active Points; total cost 30 points.
  3)  Improved Disassembly I:  Decrease to Dispel 
  Technological Object 14d6 and increase to any two 
  Technological Object powers simultaneously (+½). 
  63 Active Points; total cost 42 points.
  4)  Improved Disassembly II:  Decrease to Dispel 
  Technological Object 12d6 and increase to any four 
  Technological Object powers simultaneously (+1). 
  72 Active Points; total cost 48 points..
  5)  Improved Disassembly III:  Decrease to Dispel 
  Technological Object 10d6 and increase to all Tech-
  
  81 
  The Ultimate Speedster ■ Chapter Two
  nological Object powers simultaneously (+2). 90 
  Active Points; total cost 60 points.
  6)  Skillful Disassembly:  The character has to disas-
  semble a device just right or it doesn’t work. Add 
  Requires A Speedster Tricks Roll (-½). 60 Active 
  Points; total cost 30 points.
  7)  Death To Robots!:  Disassembling a robot, 
  android, or other machine-based character may 
  amount to killing him. Change to a Multipower 
  with a 60-point reserve with No Range (-½), the 
  ﬁrst slot as described above, the second slot an 
  RKA 4d6, No Range (-½), Only Versus Machines 
  (-1). Total cost:  46 points.
  8)  Realistic Disassembly:  For “realistic” games and 
  GMs, here’s a version of the power that requires the 
  speedster to have appropriate tools for the work in 
  question rather than just using his super-fast hands. 
  Add OIF (requires appropriate tools of opportu-
  nity; -½). Total cost:  30 points.
   SONIC BOOM ATTACK
  Effect: 
  Energy Blast 6d6
  Target: 
  6” Radius
  Duration: 
  Instant
  Range: 
  335”
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  The character moves so quickly that 
  he creates a mini-sonic boom that can damage foes 
  near him. He moves to the area he wants to aﬀect, 
  moves through it fast enough to create the boom, 
  then moves back to his starting position so quickly 
  the boom doesn’t aﬀect him at all.
  Game Information:  Energy Blast 6d6, Area Of 
  Eﬀect (6” Radius; +1¼) (67 Active Points); 
  Must Pass Through Intervening Space (-¼), 
  Does Not Work In A Vacuum (-¼). Total cost:  
  45 points.
  Options:
  1)  Strong Sonic Boom:  Increase to Energy Blast 
  8d6. 90 Active Points; total cost 60 points.
  2)  Larger Sonic Boom:  Increase to Area Of Eﬀect (12” 
  Radius; +1½). 75 Active Points; total cost 50 points.
  3)  Weak Sonic Boom:  Decrease to Energy Blast 4d6. 
  45 Active Points; total cost 30 points.
  4)  Skillful Sonic Boom:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  33 points.
  5)  Variant Sonic Boom Attack:  This form of Sonic 
  Boom Attack uses Linked (-½) and No Range (-½) 
  instead of Must Pass Through Intervening Space 
  (-¼). The epicenter of the boom is the hex the char-
  acter stops moving in, but he remains unaﬀected by 
  it. Change to:  Energy Blast 6d6, Area Of Eﬀect (8” 
  Radius; +1¼), Personal Immunity (+¼) (75 Active 
  Points); No Range (-½), Linked (to Running or Flight; 
  -½), Does Not Work In A Vacuum (-¼). Total cost:  33 
  points (or 37 points for Linked at -¼).
  6)  Nonlethal Sonic Boom Attack:  The character has 
  enough control over his sonic booms that he can 
  make sure they only stun people without causing 
  injuries or property damage. Add NND (defense is 
  Life Support [Safe Environment:  High Pressure] or 
  armored head-covering; +1). 97 Active Points; total 
  cost 65 points.
  7)  Explosive Sonic Boom Attack:  This form of Sonic 
  Boom Attack dissipates as it spreads out. Change 
  Area Of Eﬀect (+1¼) to Explosion (-1 DC/3”; +1). 
  60 Active Points; total cost 40 points.
  8)  Sonic Boom Trail I:  As the character moves, he 
  creates a string of sonic booms along his movement 
  path. The character creates one boom for every 10” he 
  moves (maximum of ﬁve); the epicenter of each boom 
  is every tenth hex (thus ensuring the booms com-
  pletely cover his movement path). Change to Energy 
  Blast 6d6, Area Of Eﬀect (5” Radius; +1), Autoﬁre (5 
  shots; +1½), Personal Immunity (+¼) (112 Active 
  Points); No Range (-½), Linked (to Running or Flight, 
  can create one boom per 10” of movement; -½), Does 
  Not Work In A Vacuum (-¼). Total cost:  50 points (or 
  56 points for Linked at -¼).
  9)  Sonic Boom Trail II:  As Sonic Boom Trail I, but 
  using the Trail form of Area Of Eﬀect and thus only 
  aﬀecting people directly on the speedster’s move-
  ment path. Change to:  Energy Blast 6d6, Area Of 
  Eﬀect (Trail; +1) (60 Active Points); Does Not Work 
  In A Vacuum (-¼). Total cost:  48 points.
  10)  Triggered Sonic Boom Attack I:  Instead of 
  having to actively cause the sonic boom, the char-
  acter can cause one easily whenever he moves. Add 
  Trigger (whenever character makes at least a Half 
  Move and wants to create a sonic boom, Trigger 
  automatically immediately resets; +¾). 90 Active 
  Points; total cost 60 points.
  11)  Triggered Sonic Boom Attack II:  This Trig-
  gered attack applies to Sonic Boom Trail I. Change 
  that option to:  Energy Blast 6d6, Area Of Eﬀect 
  (5” Radius; +1), Autoﬁre (5 shots; +1½), Personal 
  Immunity (+¼), Trigger (whenever character 
  makes at least a Half Move and wants to create a 
  sonic boom, Trigger automatically immediately 
  resets; +¾) (135 Active Points); No Range (-½), 
  Linked (to Running or Flight, can create one boom 
  per 10” of movement; -½), Does Not Work In A 
  Vacuum (-¼). Total cost:  60 points (or 67 points 
  for Linked at -¼).
  12)  Triggered Sonic Boom Attack III:  This Trig-
  gered attack applies to Sonic Boom Trail II. Change 
  to:  Energy Blast 6d6, Area Of Eﬀect (Trail; +1), 
  Trigger (whenever character makes at least a Half 
  Move and wants to create a sonic boom, Trigger 
  automatically immediately resets; +¾) (82 Active 
  Points); Does Not Work In A Vacuum (-¼). Total 
  cost:  66 points.
  
  82 ■ Speed Powers
  Hero System 5th Edition
   SONIC BOOM FINGERSNAP
  Effect: 
  Energy Blast 4d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character can put his hand next 
  to a target’s ear and snap his ﬁngers at supersonic 
  speeds, creating a miniature sonic boom that stuns 
  the target.
  Game Information:  Energy Blast 4d6, NND 
  (defense is Life Support [Safe Environment:  High 
  Pressure] or armored head-covering; +1) (40 
  Active Points); No Range (-½), Gestures (must 
  hold hand near target’s ear; -¼), Does Not Work 
  In A Vacuum (-¼). Total cost:  20 points.
  Options:
  1)  Louder Boom:  Increase to Energy Blast 6d6. 60 
  Active Points; total cost 30 points.
  2)  Softer Boom:  Decrease to Energy Blast 3d6. 30 
  Active Points; total cost 15 points.
  3)  Boomsnap:  The character can create a sonic boom 
  capable of stunning everyone around him. Add Area 
  Of Eﬀect (4” Radius; +1) and Personal Immunity 
  (+¼). 65 Active Points; total cost 32 points.
  4)  Skillful Boom:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  16 points.
  5)  Variant Boom:  This form of the Boom works 
  more on the basis of the intense sound than the 
  high pressure. Change the defense to Hearing 
  Group Flash Defense. Total cost:  20 points.
   SPEEDSTER AGAINST MANY
  Effect: 
  Energy Blast 6d6
  Target: 
  16” Radius, Selective
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 8
  Speedster Tricks Roll Penalty: -8
  Description:  The speedster moves throughout a 16” 
  radius area around himself at hypervelocity, hitting 
  anyone he thinks needs hitting.
  Game Information:  Energy Blast 6d6, Area Of 
  Eﬀect (16” Radius; +1½), Selective (+¼) (82 
  Active Points); No Range (-½), Must Pass Through 
  Intervening Space (-¼). Total cost:  47 points.
  Options:
  1)  Stronger Punches:  Increase to Energy Blast 8d6. 
  110 Active Points; total cost 63 points.
  2)  Weak Power:  Decrease to Energy Blast 4d6. 55 
  Active Points; total cost 31 points.
  3)  Speedster Against Even More:  Increase to 32” 
  radius. 90 Active Points; total cost 51 points.
  4)  Accurate Punches:  The speedster moves so 
  quickly that it’s diﬃcult to avoid his blows. Add 
  Area Of Eﬀect (One Hex Accurate for Selective 
  attacks; +½). 97 Active Points; total cost 55 points.
  5)  Skillful Punches:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  36 points.
  6)  From Any Angle:  The speedster can hit his target 
  from almost any angle. Add Indirect (+½). 97 
  Active Points; total cost 55 points.
  7)  Variant Speedster Against Many:  This version 
  of the power is built as a naked Advantage for the 
  speedster’s STR rather than a separate Energy Blast. 
  The value of the Area Of Eﬀect depends on the 
  character’s STR; this version assumes the speedster 
  has STR 20. Change to:  Area Of Eﬀect (16” Radius; 
  +1¾) for up to 20 STR, Selective (+¼) (44 Active 
  Points); Must Pass Through Intervening Space (-¼). 
  Total cost:  35 points.
   SPEEDSTER EXTINGUISHER
  Effect: 
  Suppress Fire Powers 6d6 
  Target: 
  9” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 12
  Speedster Tricks Roll Penalty: -12
  Description:  The speedster moves so rapidly 
  around a fire or fire-using character that he cre-
  ates a mini-vacuum, partly or wholly extinguish-
  ing the fires. At the GM’s option, if the speedster 
  maintains the effect long enough for the now-
  unburning fuel to cool down, for someone else 
  to cool it down, or for conditions to otherwise 
  change, the fire does not resume when the speed-
  ster stops maintaining the Suppress.
  For ﬁre powers possessed by characters, use 
  the Active Points in the power to determine the 
  eﬀects of the Suppress. At the GM’s option, separate 
  ﬁres caused by a character’s power may also use this 
  rule, instead of the one for natural ﬁres.
  For natural ﬁres, if a ﬁre ﬁlls one hex or less, 
  use its Active Points (typically for an RKA, Con-
  tinuous) to determine the eﬀects of the Suppress 
  (see pages 444-45 of the HERO System 5th Edition, 
  Revised for suggested damage ranges for ﬁres, or 
  pages 71-74 of Villainy Amok for more advanced 
  rules for ﬁres). If it ﬁlls more than one hex, the 
  character must extinguish it as a whole, unless he’s 
  willing to subject himself to damage by moving 
  through the middle of the ﬁre. To determine the 
  Active Points for a multi-hex ﬁre, apply an appro-
  priate Advantage (Area Of Eﬀect, typically) to the 
  Powers used to create the ﬁre.
  Extinguishing a ﬁre doesn’t get rid of the 
  smoke it generated, or reverse any eﬀects it may 
  already have caused (like heating an area or weak-
  ening the structure of a building).
  Game Information:  Suppress Fire Powers 6d6, all 
  Fire Powers simultaneously (+2), Area Of Eﬀect 
  (9” Radius; +1) (120 Active Points); Must Pass 
  Through Intervening Space (-¼), No Range (-½), 
  Restrainable (-¼). Total cost:  60 points.
  
  83 
  The Ultimate Speedster ■ Chapter Two
  Options:
  1)  Strong Extinguishing:  Increase to Suppress Fire 
  Powers 8d6. 160 Active Points; total cost 80 points.
  2)  Weak Extinguishing:  Decrease to Suppress Fire 
  Powers 4d6. 80 Active Points; total cost 40 points.
  3)  Difﬁcult Extinguishing:  Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  48 points.
  4)  Not Quite So Difﬁcult Extinguishing:  Add 
  Requires A Speedster Tricks Roll (-1 per 20 Active 
  Points; -¼). Total cost:  53 points.
   STEALING YOUR SPEED
  Effect: 
  Transfer Speedster Powers 2d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character’s control over his veloc-
  ity and other aspects of hyper-fast movement 
  makes it possible for him to temporarily weaken 
  or remove another speedster’s powers while simul-
  taneously augmenting his own through clever 
  maneuvering, manipulation of “Speed Zone forces,” 
  or the like.
  Game Information:  Transfer Speedster Powers 
  2d6, Transfer from any one Speedster Power 
  (+¼), Transfer to any one Speedster Power 
  (+¼). Total cost:  45 points.
  Options:
  1)  Strong Stealing:  Increase to Transfer Speedster 
  Powers 3d6. Total cost:  67 points.
  2)  Weak Stealing:  Decrease to Transfer Speedster 
  Powers 1d6. Total cost:  22 points.
  3)  Skillful Stealing:  Add Requires A Speedster Tricks 
  Roll (-½). 45 Active Points; total cost 30 points.
  4)  Expanded Stealing I:  The speedster can steal 
  from and augment two speedster powers at once. 
  Change both Variable Effect Advantages to any 
  two Speedster Powers simultaneously (+½). Total 
  cost:  60 points.
  5)  Expanded Stealing II:  The speedster can steal 
  from and augment four speedster powers at once. 
  Change both Variable Effect Advantages to any 
  four Speedster Powers simultaneously (+1). Total 
  cost:  90 points.
  6)  Expanded Stealing III:  The speedster can steal 
  from and augment all speedster powers at once. 
  Change both Variable Effect Advantages to all 
  Speedster Powers simultaneously (+2). Total cost:  
  150 points.
  SUPERSONIC THUNDERCLAP
  Effect: 
  Hearing Group Flash 8d6, Does Knockback
  Target: 
  8” Radius Explosion
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 5
  Speedster Tricks Roll Penalty: -5
  Description:  The speedster claps faster than the 
  speed of sound, creating supersonic shock waves 
  that deafen and possibly even stagger all who can 
  hear them. If he’s Entangled, or someone Grabs 
  him, he can’t use the power because he can’t swing 
  his arms for the clap.
  Game Information:  Hearing Group Flash 8d6, 
  Explosion (-1d6/1”; +½), Hole In The Middle 
  (the one hex the character is standing in when 
  he uses the power; +¼), Does Knockback (+¼) 
  (48 Active Points); Extra Time (Full Phase; -
  ½), No Range (-½), Restrainable (-½). Total 
  cost:  19 points.
  Options:
  1)  Louder Thunderclap:  Increase to Hearing Group 
  Flash 12d6. 72 Active Points; total cost 29 points.
  2)  Softer Thunderclap:  Decrease to Hearing Group 
  Flash 6d6. 60 Active Points; total cost 24 points.
  3)  Skillful Thunderclap:  The character has to clap 
  his hands together just right or this power doesn’t 
  work. Add Requires A Speedster Tricks Roll (-½). 
  Total cost:  16 points.
  4)  Larger Thunderclap:  Change to Explosion  
  (-1d6/3”; +1). 60 Active Points; total cost 24 points.
   SUPERSPEED ACCURACY
  Effect: 
  +10 OCV, Only When Moving At Noncombat 
  Velocity
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Speedster Tricks Roll Penalty: -5
  Description:  Under the standard HERO System 
  rules, a character moving at Noncombat speeds is 
  automatically at 0 OCV. Not so this character, who’s 
  practiced maintaining his accuracy even when he’s 
  not fully concentrating on ﬁnding targets.
  The number of Combat Skill Levels chosen 
  for this power represents a guideline. The character 
  should buy as many CSLs as he wants to increase 
  his OCV from 0 to what it would normally be 
  based on his DEX and any Levels or other modi-
  ﬁers he typically applies.
  If the GM allows a character to buy this 
  power, he should modify the standard rules for 
  calculating OCV. In this case, these Combat 
  Skill Levels (and only these) apply last, after the 
  reduction of OCV to 0 for moving at Noncom-
  bat speed. Otherwise the last step on the OCV 
  Checklist would render these Levels useless. 
  However, the GM may, in his discretion, wait to 
  apply any OCV penalties for the Combat/Martial 
  Maneuver used last, after these Levels.
  
  84 ■ Speed Powers
  Hero System 5th Edition
  Speedsters who buy this power may also 
  want to consider Too Fast To Hit in the “Defensive 
  Powers” section or the Superspeed Warrior option 
  listed below.
  Game Information:  +10 with HTH Combat 
  (50 Active Points); Costs Endurance (-½), Only 
  When Moving At Noncombat Velocity (-¼), 
  Can Only Be Used To Increase OCV (-¼). Total 
  cost:  25 points.
  Options:
  1)  Greater Accuracy:  Increase to +12 with HTH 
  Combat. 60 Active Points; total cost 30 points.
  2)  Lesser Accuracy:  Decrease to +8 with HTH 
  Combat. 40 Active Points; total cost 20 points.
  3)  Skillful Accuracy:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  20 points.
  4)  Expanded Accuracy:  The character’s accuracy 
  applies to all attacks, not just HTH Combat. 
  Change to +10 with All Combat. 80 Active Points; 
  total cost 40 points.
  5)  Superspeed Warrior:  The CSLs the character 
  buys can aﬀect his OCV or DCV, as he chooses. 
  Remove Can Only Be Used To Increase OCV (-¼). 
  Total cost:  29 points.
   SUPERSPEED COVERAGE
  Effect: 
  Invisible Power Effects (+1), Only For Cov-
  ering
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Speedster Tricks Roll Penalty: -9
  Description:  The Cover Combat Maneuver has one 
  big drawback:  the Covered character can automati-
  cally tell that the person Covering him has hostile 
  intentions toward him. A character with this ability 
  doesn’t have to worry about that. He’s so fast he can 
  Cover people nearly any time and they don’t have 
  any idea he can hit them at will.
  In game terms, this ability is bought as Invis-
  ible Power Eﬀects for the character’s DEX. If neces-
  sary, recalculate the cost to reﬂect the character’s 
  exact DEX.
  Game Information:  Invisible Power Eﬀects (fully 
  invisible; +1) for up to DEX 30 (90 Active Points); 
  Only For Covering (-1). Total cost:  45 points.
  Options:
  1)  Strong Coverage:  Increase to DEX 35. 105 Active 
  Points; total cost 52 points.
  2)  Weak Coverage:  Decrease to DEX 25. 75 Active 
  Points; total cost 37 points.
  3)  Skillful Coverage:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  36 points.
  SWEEPING UP
  Effect: 
  +10 OCV with Sweep
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  By applying his super-speed, the char-
  acter can easily hit several targets, or hit one target 
  with multiple attacks.
  Game Information: +10 OCV with Sweep (50 
  Active Points); Costs Endurance (-½), Only To 
  Counteract Sweep OCV Penalties (-0). Total 
  cost: 33 points.
  Options:
  1) Improved Multi-Targeting:  Increase to +16 OCV 
  with Sweep. 80 Active Points; total cost 53 points.
  2) Lesser Multi-Targeting:  Decrease to +4 OCV with 
  Sweep. 20 Active Points; total cost 13 points.
  3) Ranged Multi-Targeting:  The power applies to 
  ranged attacks instead of hand-to-hand attacks. 
  Change to +10 OCV with Rapid Fire. 50 Active 
  Points; total cost 33 points.
  TORNADO COUNTERACTION
  Effect: 
  Dispel Energy Blast 30d6, Limited Special 
  Effect (tornadoes)
  Target: 
  One tornado
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 9
  Speedster Tricks Roll Penalty: -9
  Description:  By moving around a tornado or 
  cyclone in the opposite direction that the funnel 
  itself moves, a speedster can disrupt it and bring its 
  destructive rampage to a halt. Unfortunately, this 
  requires him to get right next to the funnel, which 
  may expose him to dangers like thrown objects.
  This power assumes tornadoes and the like are 
  built as Energy Blasts with Area Of Eﬀect. If you 
  build them diﬀerently in your campaign, alter this 
  power appropriately.
  Game Information:  Dispel Energy Blast 30d6 
  (90 Active Points); Limited Special Eﬀect (tor-
  nadoes, cyclones, waterspouts, and the like; -1), 
  No Range (-½). Total cost:  36 points.
  Options:
  1)  Strong Counteraction:  Increase to Dispel Energy 
  Blast 40d6. 120 Active Points; total cost 48 points.
  2)  Weak Counteraction:  Decrease to Dispel Energy 
  Blast 20d6. 60 Active Points; total cost 24 points.
  3)  Skillful Counteraction:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  30 points.
  4)  Variant Counteraction:  Even if he can’t com-
  pletely get rid of a tornado, the speedster can 
  at least weaken it temporarily. Change to Drain 
  Energy Blast 9d6 and remove No Range (-½). 90 
  Active Points; total cost 45 points.
  
  85 
  The Ultimate Speedster ■ Chapter Two
  TORNADO TRAP
  Effect: 
  Entangle 5d6, 5 DEF, Can Be Dispelled, 
  Lockout (must be maintained)
  Target: 
  One character
  Duration: 
  Instant (see text)
  Range: 
  No Range
  END Cost: 5
  Speedster Tricks Roll Penalty: -5
  Description:  The speedster runs around someone 
  so fast that he creates a “mini-tornado” that lifts 
  the victim oﬀ the ground slightly and keeps him 
  from moving or acting until he can break free. The 
  speedster must use a Half Phase Action each Phase 
  to keep the Entangle in place; if he fails to do so, the 
  victim becomes free immediately.
  Game Information:  Entangle 5d6, 5 DEF (50 
  Active Points); Can Be Dispelled (-¼), Lockout 
  (character must use a Half Phase Action each 
  Phase to keep Entangle in place; -½), Must Pass 
  Through Intervening Space (-¼), No Range 
  (-½). Total cost:  20 points.
  Options:
  1)  Strong Trap:  Increase to Entangle 6d6, 6 DEF. 60 
  Active Points; total cost 24 points.
  2)  Weak Trap:  Decrease to Entangle 4d6, 4 DEF. 40 
  Active Points; total cost 16 points.
  3)  Skillful Trap:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  17 points.
  4)  Dizzying Trap:  The Entangled character also 
  becomes weak and nauseous due to being spun 
  around so quickly. Add Dizzying Spin II (see above) 
  as a Linked attack. 50 + 60 = 110 Active Points; 
  total cost 20 + 34 = 54 points.
  TREMOR BEAT
  Effect: 
  Change Environment (create tremors), -4 
  to DEX Rolls
  Target: 
  8” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character stomps his feet or pounds 
  his ﬁsts on the ground at super-fast speed, causing the 
  8” area around him to shake with tremors. Anyone 
  standing or moving in the area has to make a DEX 
  Roll (or, at the GM’s option, a Breakfall roll at +2) each 
  Phase to keep their footing. The speedster cannot 
  move from the central hex if he wants to maintain the 
  eﬀect; as soon as he moves (or is involuntarily moved, 
  such as being Knocked Back), the tremors stop.
  Game Information:  Change Environment 8” 
  radius (create tremors), -4 to DEX Rolls to 
  stand on/move over the ground, Personal 
  Immunity (+¼) (36 Active Points); No Range 
  (-½), Lockout (character cannot move from 
  central hex of area as long as he wants to 
  maintain the tremor effect; -½), Only Affects 
  Characters Who Are Moving/Standing On 
  The Ground (-¼). Total cost:  16 points.
  Options:
  1)  Stronger Tremors:  Increase to 16” radius. 42 
  Active Points; total cost 19 points.
  2)  Weaker Tremors:  Decrease to 4” radius. 30 Active 
  Points; total cost 13 points.
  3)  Easy Tremors:  The speedster’s so skilled at creat-
  ing tremors that doing so doesn’t tire him out at all. 
  Add Reduced Endurance (0 END; +½). 51 Active 
  Points; total cost 23 points.
  
  86 ■ Speed Powers
  Hero System 5th Edition
   VACUUM ATTACK
  Effect: 
  Energy Blast 6d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The speedster runs around a target 
  so quickly that he sucks all the air out of the area 
  and the target’s lungs, causing the target to pass out 
  from lack of oxygen.
  Characters who buy this ability should also 
  consider buying Speedster Extinguisher (see 
  above) in a Multipower with Vacuum Attack, 
  since they’re essentially two different applica-
  tions of the same ability.
  Game Information:  Energy Blast 6d6, NND 
  (defense is Life Support [Self-Contained 
  Breathing]; +1) (60 Active Points); Must Pass 
  Through Intervening Space (-¼), No Range 
  (-½). Total cost:  34 points.
  Options:
  1)  Strong Power:  Increase to Energy Blast 8d6. 80 
  Active Points; total cost 46 points.
  2)  Weak Power:  Decrease to Energy Blast 4d6. 40 
  Active Points; total cost 23 points.
  3)  Skillful Power:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  27 points.
  4)  Lasting Vacuum:  As long as the speedster keeps 
  moving around the target, he keeps air from get-
  ting to him, so that even the strongest person will 
  eventually pass out. Decrease to Energy Blast 4d6 
  and add Continuous (+1). 60 Active Points; total 
  cost 34 points.
  5)  Large Vacuum:  The speedster can aﬀect sev-
  eral persons at once with this power. Decrease to 
  Energy Blast 4d6 and add Area Of Eﬀect (One Hex 
  Doubled; +¾) and Personal Immunity (+¼). 60 
  Active Points; total cost 34 points.
    VELOCITY AUGMENTATION  
  ENHANCEMENT
  Effect: 
  HA +5d6, Only With Velocity-Enhanced 
  Combat/Martial Maneuvers
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  Several Combat/Martial Maneuvers that 
  speedsters favor, such as Move By, Move Through, and 
  Passing Strike, add damage from velocity — one-third 
  or one-ﬁfth of the speedster’s velocity in extra dice of 
  Normal Damage. For some speedsters, that just may 
  not be enough to represent their skill with such attacks. 
  They buy extra dice of damage to, in eﬀect, increase the 
  divisor to vel/4, vel/2, or even vel/1. (This example adds 
  +5d6, but the character should buy however many dice 
  he needs to achieve the divisor he wants.)
  Game Information:  HA +5d6 (25 Active Points); 
  Hand-To-Hand Attack (-½), Only With Veloc-
  ity-Augmented Combat/Martial Maneuvers 
  (-½). Total cost:  12 points.
  Options:
  1)  Strong Enhancement:  Increase to HA +6d6. 30 
  Active Points; total cost 15 points.
  2)  Weak Enhancement:  Decrease to HA +4d6. 20 
  Active Points; total cost 10 points. 
  3)  Skillful Enhancement:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  10 points.
  THE WHEELS HAVE JUST  
  COME OFF THE WAGON
  Effect: 
  Major Transform 8d6 (wheeled vehicle to 
  vehicle without wheels)
  Target: 
  One vehicle
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 18
  Speedster Tricks Roll Penalty: -18
  Description:  A speedster with this ability is so fast 
  that he can run up to a moving vehicle and take its 
  wheels oﬀ as they’re turning! The vehicle quickly 
  skids to a halt, possibly injuring the people inside it 
  due to the sudden deceleration.
  Game Information:  Major Transform 8d6 
  (wheeled vehicle to vehicle without wheels, 
  heals back by having the wheels replaced), Par-
  tial Transform (vehicle loses a fraction of its 
  movement for each wheel removed; +½) (180 
  Active Points); No Range (-½), Limited Target 
  (wheeled vehicles; -1). Total cost:  72 points.
  Options:
  1)  Strong Unwheeling:  Increase to Major Trans-
  form 10d6. 225 Active Points; total cost 90 points.
  2)  Weak Unwheeling:  Decrease to Major Transform 
  6d6. 135 Active Points; total cost 54 points.
  3)  Skillful Unwheeling:  Add Requires A Speedster 
  Tricks Roll (-1 per 20 Active Points; -¼). Total cost:  
  60 points.
  
  87 
  The Ultimate Speedster ■ Chapter Two
   WHIRLWIND ARMS
  Effect: 
  Energy Blast 8d6, Double Knockback
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  5”
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  The character spins his arms (or one 
  arm) so fast that it creates a blast of air powerful 
  enough to knock a nearby target head over heels.
  Game Information:  Energy Blast 8d6, Double 
  Knockback (+¾) (70 Active Points); Limited 
  Range (5”; -¼). Total cost:  56 points.
  Options:
  1)  Strong Arms:  Increase to Energy Blast 10d6. 87 
  Active Points; total cost 70 points.
  2)  Weak Arms:  Decrease to Energy Blast 6d6. 52 
  Active Points; total cost 42 points.
  3)  Ongoing Whirlwind:  The character can keep 
  up the whirlwind eﬀect as long as he needs to. 
  Decrease to Energy Blast 6d6 and add Continuous 
  (+1). 82 Active Points; total cost 66 points.
  4)  Cone Whirlwind:  The whirlwind can aﬀect 
  everyone near the character. Add Area Of Eﬀect (9” 
  Cone; +1) and change Limited Range (-¼) to No 
  Range (-½). 110 Active Points; total cost 73 points.
   WHITTLE DOWN
  Effect: 
  HKA 3d6, No STR Bonus, Only Versus Inani-
  mate Objects
  Target: 
  One inanimate object
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  Using only his hands, or if one’s avail-
  able a knife or similar tool, in the blink of an eye 
  the speedster can whittle an unliving, inanimate 
  object down to little chips and pieces, or completely 
  take it apart into its tiniest components. Often the 
  leftover fragments are useful for other powers, such 
  as Hyperthrowing.
  Game Information:  HKA 3d6 (45 Active Points); 
  No STR Bonus (-½), Only Versus Inanimate 
  Objects (see text; -½). Total cost:  22 points.
  Options:
  1)  Strong Whittling:  Increase to HKA 4d6. 60 Active 
  Points; total cost 30 points.
  2)  Weak Whittling:  Decrease to HKA 2d6. 30 Active 
  Points; total cost 15 points.
  3)  Skillful Whittling:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  18 points.
  DEFENSIVE POWERS
   AFTERIMAGES
  Effect: 
  +8 DCV, Activation Roll 13-
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character runs or ﬂies so quickly 
  that he leaves visible afterimages of himself. The 
  afterimages, combined with the character’s speed, 
  makes it diﬃcult to determine where he really is, 
  and thus to hit him with an attack. The afterimages 
  have no eﬀect on characters with Targeting Senses 
  other than Sight that detect physical objects (such 
  as Active Sonar, Radar, and Spatial Awareness), 
  since the images aren’t physical in any way.
  Game Information:  +8 DCV (40 Active 
  Points); Activation Roll 13- (-¾), Costs 
  Endurance (-½), Do Not Apply Against 
  Attackers With Physical Targeting Senses 
  (see text; -¼). Total cost:  16 points.
  Options:
  1)  Velocity Mirror Images:  This ability uses 
  Images to accomplish much the same effect, 
  though the speedster won’t get any protection if 
  someone succeeds with a PER Roll to see which 
  one is really him. If the speedster has access to 
  different sets of clothing and the like, the GM 
  may even waive the Set Effect Limitation and let 
  him create Images that don’t necessarily look 
  exactly like him. Change to:  Sight and Hearing 
  Group Images, -5 to PER Rolls, Increased Size (4” 
  radius; +½) (45 Active Points); Set Effect (-1), No 
  Range (-½). Total cost:  18 points.
  2)  Variant Velocity Mirror Images:  This form of the 
  power uses Area Of Eﬀect (Trail); the speedster 
  can create up to one image per 1” traveled through. 
  Change to:  Sight and Hearing Group Images, -5 
  to PER Rolls, Area Of Eﬀect (Trail; +1) (60 Active 
  Points); Set Eﬀect (-1). Total cost:  30 points.
  
  88 ■ Speed Powers
  Hero System 5th Edition
  AIR SHIELD
  Effect: 
  Armor (6 PD/6 ED), Only When Moving
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -2
  Description:  The speedster’s ultra-fast movement 
  causes a “shield” or “cushion” of air to form around 
  him as he moves. (For swimming characters, this 
  might be a shield of water instead.) The shield is so 
  thick and strong it can deﬂect, or reduce the impact 
  of, attacks.
  Game Information:  Armor (6 PD/6 ED) (18 
  Active Points); Only When Moving (-¼). Total 
  cost:  14 points.
  Options:
  1)  Strong Shield:  Increase to Armor (8 PD/8 ED). 
  24 Active Points; total cost 19 points.
  2)  Weak Shield:  Decrease to Armor (4 PD/4 ED). 
  12 Active Points; total cost 10 points.
  3)  Variant Shield:  The character’s shield becomes 
  weaker if he doesn’t move at full velocity. Change 
  Only When Moving to Linked (to Running; -½). 
  Total cost:  12 points.
   ANTI-FRICTION PROTECTION
  Effect: 
  Damage Resistance (10 PD/20 ED), Only 
  When Moving
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  Given the speeds the character moves 
  at, friction can become a serious problem. To com-
  pensate, his body has special defenses. It may be 
  that his speed involves harnessing the energy of 
  the atoms in his body, so that it hardens his skin 
  or creates a protective ﬁeld around him. Or maybe 
  he generates a ﬁeld of semi-solidiﬁed air around 
  himself as he moves. Or perhaps whatever gave 
  him speedster powers also made him tougher than 
  normal humans when he’s running. In any event, 
  the power protects him not only against the eﬀects 
  of the friction he generates, but outside attacks as 
  well — but it only applies when he’s moving (he 
  must make at least a 1” Half Move in each Phase to 
  keep the power active).
  Game Information:  Damage Resistance (10 
  PD/20 ED) (15 Active Points); Only When 
  Moving (-¼). Total cost:  12 points.
  Options:
  1)  Anti-Friction Protection Variant I:  Change to 
  Armor (8 PD/10 ED). 27 Active Points; total cost 
  22 points.
  2)  Anti-Friction Protection Variant II:   Change to 
  Force Field (8 PD/10 ED), Reduced Endurance (0 
  END; +½). 27 Active Points; total cost 22 points.
  CAN’T HIT ME
  Effect: 
  Desolidiﬁcation, Only To Protect Against 
  Damage, Character Must Move At Noncom-
  bat Velocities
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character moves so fast that, when 
  he’s at his maximum rate of movement, it’s simply 
  impossible to hit him with most attacks. But area-
  aﬀecting attacks, even ones that don’t necessarily 
  hit him dead-on, can still hurt him.
  Game Information:  Desolidiﬁcation (aﬀected by 
  any area-aﬀecting attack that hits the character or 
  that misses him by less than the radius in inches 
  of the area) (40 Active Points); Only To Protect 
  Against Damage (-½), Only Works If Character 
  Moves At Noncombat Velocities (-½). Total cost:  
  20 points.
   DODGING BULLETS
  Effect: 
  +8 DCV
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character moves so fast he can 
  dodge bullets, energy bolts, and just about anything 
  else his enemies attack him with.
  Game Information:  +8 DCV (40 Active Points); 
  Costs Endurance (-½). Total cost:  27 points.
  Options:
  1)  Dodging Bullets With Ease:  Increase to +12 DCV. 
  60 Active Points; total cost 40 points.
  2)  Dodging Bullets With Difﬁculty:  Decrease to +5 
  DCV. 25 Active Points; total cost 17 points.
   EXPLOSION CONTAINMENT
  Effect: 
  Force Wall (12 PD/12 ED; 30” long), Only To 
  Contain Explosions
  Target: 
  One explosion
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 12
  Speedster Tricks Roll Penalty: -6
  Description:  Just as an explosion takes place, the 
  speedster runs around it at hypervelocity, creat-
  ing an “inverse pressure wave” that contains it and 
  keeps it from spreading.
  In game terms, this is a “defensive ability” the 
  speedster can Abort to, though it has No Range so 
  he has to be within the area aﬀected by the attack to 
  use it (or the GM has to allow him to move up to it). 
  Furthermore, he has to move through the interven-
  ing space (i.e., run along the path where he wants to 
  “erect” the Force Wall). The Force Wall must be long 
  enough to contain the entire area aﬀected within its 
  30”, or else the power fails to work at all (though the 
  GM might rule that it “channels” the direction of the 
  
  89 
  The Ultimate Speedster ■ Chapter Two
  explosion). The attack may still be powerful enough to 
  break down the Force Wall, but at least in that case the 
  speedster’s eﬀorts have weakened it considerably (i.e., 
  the Force Wall’s defenses apply to reduce the damage 
  it causes). The GM determines what constitutes an 
  “explosion” for purposes of this power; damaging 
  Areas Of Eﬀect and Explosions qualify.
  Game Information:  Force Wall (12 PD/12 ED; 
  30” long) (118 Active Points); Only To Contain 
  Explosions (see text; -2), Must Pass Through 
  Intervening Space (must move along path of 
  FW; -¼), No Range (-½), Instant (-½), Requires 
  A Speedster Tricks Roll (-1 per 20 Active Points; 
  -¼), Restricted Shape (circular, to contain 
  explosions; -¼). Total cost:  25 points.
  Options:
  1)  Strong Containment:  Increase to Force Wall (14 
  PD/14 ED). 128 Active Points; total cost 27 points.
  2)  Weak Containment:  Decrease to Force Wall (8 
  PD/8 ED). 98 Active Points; total cost 21 points.
  3)  Larger Containment:  Increase to 40” long. 138 
  Active Points; total cost 29 points.
   HYPER-METABOLISM
  Effect: 
  Life Support (Immunity to Temporary 
  Chemical Agents)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The speedster’s metabolism works so 
  quickly that it “burns out” the eﬀects of non-per-
  manent chemicals (and perhaps some diseases) 
  before the speedster’s even aware of them — alcho-
  hol, knockout gases and other anaesthetic agents, 
  neutralizing agents, and most minor viri and infec-
  tions. It has no eﬀect against deadly chemical and 
  biowarfare agents.
  Game Information:  Life Support (Immunity 
  to Temporary Chemical Agents). Total cost:  
  10 points.
  HYPER-MIND
  Effect: 
  Mental Defense (10 points + (EGO/5))
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The speedster’s mind is as hyper-accel-
  erated as his body, making it diﬃcult for even a 
  mentalist to “grasp” or “assault” it.
  Game Information:  Mental Defense (10 points 
  + (EGO/5)). Total cost:  10 points.
  Options:
  1)  Strong Hyper-Mind:  Increase to Mental Defense 
  (15 points + (EGO/5)). Total cost:  15 points.
  2)  Weak Hyper-Mind:  Decrease to Mental Defense 
  (5 points + (EGO/5)). Total cost:  5 points.
   IMPACT RESISTANCE
  Effect: 
  +20 PD, Only For Move Bys/Throughs
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character is so used to, or so well 
  adapted for, running into people and things that he 
  suﬀers less eﬀect from collisions, whether they’re 
  accidental, unexpected, or deliberate. This includes 
  the damage the character suﬀers from Move Bys/
  Move Throughs he performs.
  Game Information:  +20 PD (20 Active Points); 
  Only Protects Against Damage From Collis-
  sions (-½). Total cost:  13 points.
  Options:
  1)  Rhino Tough:  Increase to +30 PD. 30 Active 
  Points; total cost 20 points.
  2)  Less Resistant:  Decrease to +10 PD. 10 Active 
  Points; total cost 7 points.
  3)  Impact Resistance Variant:  Change to Physical 
  Damage Reduction, Normal, 50%. 20 Active Points; 
  total cost 13 points.
  4)  Controlled Impact Resistance:  The character 
  doesn’t have any extra protection from accidental 
  collisions or attacks made against him that involve 
  collisions, but he can resist the impact of collisions 
  he initiates (i.e., Move Bys/Throughs he performs) 
  with ease. Change the Limitation to Only Protects 
  Against Damage From Move Bys/Throughs The 
  Character Performs (-1). Total cost:  10 points.
  
  90 ■ Speed Powers
  Hero System 5th Edition
   NO SKIDDING
  Effect: 
  Clinging,Only To Prevent Skids
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  Even when he really loses control, the 
  character keeps his footing and doesn’t go into a 
  skid — he always gets his feet back underneath him 
  and keep on going. (See page 220 for rules about 
  Uncontrolled movement and skids, and Keeping My 
  Footing, below, for a similar power.)
  Game Information:  Clinging (normal STR) 
  (10 Active Points); Only To Prevent Skids (-2). 
  Total cost:  3 points.
   OUTRUNNING THE BLAST
  Effect: 
  +10 to DEX Rolls, Only With Dive For Cover 
  Rolls; +6 DCV, Only When Diving For Cover
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3/3
  Speedster Tricks Roll Penalty: -3/-3
  Description:  The character is so fast he can get away 
  from explosions even as they’re happening!
  In game terms, this ability consists of bonuses 
  to the DEX Roll for Diving For Cover, and a DCV 
  bonus that only works when Diving For Cover. The 
  halving eﬀect for being prone still applies to the 
  DCV Levels. Even if the Levels are enough to keep 
  the character’s DCV the same as usual, he’s still 
  considered “prone” and must comply with all other 
  rules pertaining to Dive For Cover.
  Game Information:
  Cost Power
  12 
  Outrunning The Blast I:  +10 to DEX Rolls 
  (30 Active Points); Only With Dive For 
  Cover Rolls (-1), Costs Endurance (-½)
  12 
  Outrunning The Blast II:  +6 DCV (30 Active 
  Points); Only When Diving For Cover (-1), 
  Costs Endurance (-½)
  Total cost:  24 points.
  Options:
  1)  Strong Outrunning:  Increase to +15 to DEX Rolls 
  and +9 DCV. 45 + 45 = 90 Active Points; total cost 
  18 + 18 = 36 points.
  2)  Weak Outrunning:  Decrease to +5 DEX and +3 
  DCV. 15 + 15 = 30 Active Points; total cost 6 + 6 = 
  12 points.
  3)  Skillful Outrunning:  Add Requires A Speedster 
  Tricks Roll (-½) to both powers. Total cost 10 + 10 
  = 20 points.
  PERSONAL MOLECULAR CONTROL
  Effect: 
  Power Defense (10 points)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The speedster’s powers give him a 
  heightened degree of control over his body, make 
  its molecules more durable or faster-moving, or 
  the like. The end result is that he’s more resistant to 
  negative Adjustment Powers, Transforms, and simi-
  lar attacks. (Alternatively, the special eﬀect could 
  be “the character’s hyper-accelerated metabolism 
  “burns through” the eﬀects of negative Adjustment 
  Powers more quickly than normal.”)
  Game Information:  Power Defense (10 points). 
  Total cost:  10 points.
  Options:
  1)  Strong Molecular Control:  Increase to Power 
  Defense (15 points). Total cost:  15 points.
  2)  Weak Molecular Control:  Decrease to Power 
  Defense (5 points). Total cost:  5 points.
   RAPID HEALING
  Effect: 
  Healing 4d6 Regeneration
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character’s super-fast metabolism 
  heals itself at incredible speeds. See Speedster Heal-
  ing, below, for a similar ability.
  Game Information:  Healing BODY 4d6 (Regen-
  eration, 4 BODY per Turn), Reduced Endur-
  ance (0 END; +½), Persistent (+½) (80 Active 
  Points); Self Only (-½), Extra Time (1 Turn; 
  -1¼). Total cost:  29 points.
  Options:
  1)  Faster Healing:  Increase to Healing 5d6. 100 
  Active Points; total cost 36 points.
  2)  Slower Healing:  Decrease to Healing 2d6. 40 
  Active Points; total cost 14 points.
  
  91 
  The Ultimate Speedster ■ Chapter Two
  REFLEXIVE GAZE AVERSION
  Effect: 
  Sight Group Flash Defense (10 points), 
  Requires A PER Roll
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  The speedster’s heightened reﬂexes 
  allow him to turn his head away or shut his eyes 
  just in time to protect himself from Sight Group 
  Flash attacks. At the GM’s option, a similar special 
  eﬀect could be used to justify buying other forms of 
  Flash Defense.
  Game Information:  Sight Group Flash Defense 
  (10 points) (10 Active Points); Requires A PER 
  Roll (assumes a PER Roll of 12- or 13-; -¾). 
  Total cost:  6 points.
  Options:
  1)  Greater Aversion:  Increase to Sight Group 
  Flash Defense (20 points). 20 Active Points; total 
  cost 11 points.
  2)  Lesser Aversion:  Decrease to Sight Group Flash 
  Defense (5 points). 5 Active Points; total cost 3 points.
  SLOW MISSILES
  Effect: 
  Missile Deﬂection (all physical missiles)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty:  -1
  Description:  The character moves and perceives 
  so fast that he can accelerate himself into a super-
  speed mode in which even the fastest bullets seem 
  to move as slow as snails. Then he just bats them 
  harmlessly out of the air or catches them.
  Game Information:  Missile Deﬂection (all phys-
  ical missiles) (15 Active Points); Costs Endur-
  ance (-½). Total cost:  10 points.
  Options:
  1)  Faster Than Lasers:  The speedster can move so 
  fast that he can even get out of the way of energy 
  beams before they hit him. Increase to all Ranged 
  Attacks. 20 Active Points; total cost 13 points.
  2)  I Can Protect My Friends, Too:  When necessary, 
  the speedster can move into position to protect his 
  friends from missiles, Deﬂect the attack, and then 
  move back to where he was before anyone even 
  realizes he moved. Character also buys as a naked 
  Advantage Ranged (+1) (15 Active Points); Must 
  Pass Through Intervening Space (-¼). Total cost 12 
  points; total cost of overall power 22 points.
  3)  Hand Gun:  The character can capture the mis-
  siles and then ﬂing them at other characters at 
  hyper-velocity. Alternately, he may “windmill” his 
  arms to create a stiﬀ wind that blows the attacks at 
  other targets. Add Reﬂection (any target). 45 Active 
  Points; total cost 30 points.
  
  92 ■ Speed Powers
  Hero System 5th Edition
  4)  Redirected Aim:  The speedster can run up to an 
  attacker, redirect his aim, and then return to his 
  starting point in the blink of an eye. The unwit-
  ting attacker ends up ﬁring his attack at someone 
  other than his intended target! Change to:  Missile 
  Deﬂection and Reﬂection (all Ranged Attacks, any 
  target) (50 Active Points); Costs Endurance (-½) 
  (total cost:  33 points) plus the naked Advantage 
  Ranged (+1) for Deﬂection (20 Active Points); Must 
  Pass Through Intervening Space (-¼) (total cost:  
  16 points). Total cost of overall power:  49 points.
   SPEEDSTER HEALING
  Effect: 
  Healing 4d6, any one Characteristic at a 
  time
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 5
  Speedster Tricks Roll Penalty: N/A
  Description:  If the character concentrates on his 
  hyperaccelerated metabolism he can heal injuries, 
  ﬂush poisons out of his system, or cure illnesses he’s 
  suﬀering from far faster than normal.
  Game Information:  Healing 4d6, any one Char-
  acteristic at a time (+¼) (50 Active Points); Self 
  Only (-½). Total cost:  33 points.
  Options:
  1)  Faster Healing:  Increase to Healing 5d6. 62 
  Active Points; total cost 41 points.
  2)  Slower Healing:  Decrease to Healing 3d6. 37 
  Active Points; total cost 25 points.
  3)  Skillful Healing:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  25 points.
   SPEED TRAP
  Effect: 
  Telekinesis (40 STR), Only To Stop Falling 
  Items
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character runs around in a tight 
  circle which creates a cushion of air beneath a fall-
  ing object.
  Game Information:  Telekinesis (40 STR) (60 
  Active Points); No Range (-½), Only To Catch 
  Falling Items/Persons (-1). Total cost:  24 points.
  Options:
  1)  Strong Trap:  Increase To Telekinesis (50 STR). 75 
  Active Points; Total cost 30 points.
  2)  Weak Trap:  Decrease To Telekinesis (30 STR). 45 
  Active Points; Total cost 18 points.
  3)  I Can Catch ’Em All:  The character can create a 
  much larger air cushion. Add Area Of Eﬀect (6” 
  Radius; +1). 120 Active Points; total cost 48 points.
  SUPERSONIC EARS
  Effect: 
  Hearing Group Flash Defense (10 points)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  Because the character exceeds the 
  speed of sound so often, he’s gotten used to the 
  sonic booms and can ignore the eﬀect they might 
  otherwise have on his hearing.
  Game Information:  Hearing Group Flash 
  Defense (10 points). Total cost:  10 points.
  Options:
  1)  Stronger Ears:  Increase to Hearing Group Flash 
  Defense (15 points). Total cost:  15 points.
  2)  Weaker Ears:  Decrease to Hearing Group Flash 
  Defense (5 points). Total cost:  10 points.
   SUPERSPEED PROTECTION
  Effect: 
  Damage Resistance (6 PD), Only Works 
  Against Attacks That Derive Damage From 
  Velocity
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  Many types of physical attacks, such 
  as bullets, depend in part on their velocity to inﬂict 
  damage on the target — the energy imparted to the 
  weapon propels it toward the target, and when it 
  impacts the target (who’s moving slowly compared 
  to the missile) it delivers all that energy to him. 
  Since a speedster moves at tremendous velocities 
  himself, the relative velocity diﬀerence between 
  himself and the weapon is much smaller, so it can’t 
  hurt him as much. Of course, this only applies if 
  the speedster’s moving when he’s hit, and the GM 
  determines whether the defense applies to a par-
  ticular attack.
  Game Information:  Damage Resistance (6 
  PD) (3 Active Points); Cost Endurance (-½), 
  Only When Moving (-¼), Only Works Against 
  Attacks That Derive Damage From Velocity 
  (-½). Total cost:  1 point.
  Options:
  1)  Strong Protection:  Increase to Damage Resis-
  tance (8 PD). 4 Active Points; total cost 2 points.
  2)  Weak Protection:  Decrease to Damage Resis-
  tance (4 PD). 2 Active Points; total cost 1 point.
  
  93 
  The Ultimate Speedster ■ Chapter Two
  TOO FAST TO HIT
  Effect: 
  +10 DCV, Only When Moving At Noncombat 
  Velocity
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Speedster Tricks Roll Penalty: -5
  Description:  Under the standard HERO System 
  rules, a character moving at Noncombat speeds 
  is automatically at ½ DCV. Not so this character, 
  who’s practiced remaining alert for attackers even 
  when he’s at top velocity.
  The number of Combat Skill Levels chosen 
  for this power represents a guideline. The character 
  should buy as many CSLs as he wants to increase 
  his DCV from half to what it would normally be 
  based on his DEX and any Levels or other modi-
  ﬁers he typically applies.
  If the GM allows a character to buy this power, 
  he should consider modifying the standard rules 
  for calculating DCV. In this case, these Combat 
  Skill Levels (and only these) apply last, after the 
  halving of DCV for moving at Noncombat speed. 
  Otherwise the last step on the DCV Checklist will 
  make this a very expensive power, since it will halve 
  the eﬀectiveness of the purchased Levels. However, 
  the GM may, in his discretion, wait to apply any 
  DCV penalties for the Combat/Martial Maneuver 
  used last, after these Levels.
  Speedsters who buy this power may also want 
  to consider Superspeed Accuracy in the “Oﬀensive 
  Powers” section.
  Game Information:  +10 DCV (50 Active 
  Points); Costs Endurance (-½), Only When 
  Moving At Noncombat Velocity (-¼). Total 
  cost:  29 points.
  Options:
  1)  Greater Defense:  Increase to +12 DCV. 60 Active 
  Points; total cost 34 points.
  2)  Lesser Defense:  Decrease to +8 DCV. 40 Active 
  Points; total cost 23 points.
  3)  Skillful Defense:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  22 points.
  WAVEBREAKER
  Effect: 
  Force Wall (12 PD; 30” long), Only To  
  Contain Large Physical Effects
  Target: 
  One physical phenomena, such as a tidal 
  wave
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 12
  Speedster Tricks Roll Penalty: -6
  Description:  When he needs to stop or weaken 
  large physical phenomena, such as a tidal wave, the 
  speedster runs along its length at hypervelocity, 
  creating a “pressure wave” that does the trick.
  In game terms, this is a “defensive ability” a 
  speedster can Abort to, though it has No Range and 
  the speedster must move through the intervening 
  space — in other words, he has to run along the 
  straight line of hexes where he wants to “erect” the 
  Force Wall (the GM should allow this as part of the 
  Aborting, even if he makes the speedster return to 
  his starting hex after he’s used the power). If the 
  Force Wall’s not long enough to counteract the 
  entire physical phenomenon, the Wall may be less 
  eﬀective (or completely ineﬀective), at the GM’s 
  discretion. The phenomenon may still be powerful 
  enough to break down the Force Wall, but at least 
  in that case the speedster’s eﬀorts have weakened it 
  considerably (i.e., the Force Wall’s defenses apply to 
  reduce the damage it causes).
  Game Information:  Force Wall (12 PD; 30” 
  long) (88 Active Points); Only To Stop Large 
  Physical Phenomena (see text; -2), Must Pass 
  Through Intervening Space (must move along 
  path of FW; -¼), No Range (-½), Instant (-½), 
  Requires A Speedster Tricks Roll (-1 per 20 
  Active Points; -¼), Restricted Shape (line only; 
  -¼). Total cost:  18 points.
  Options:
  1)  Strong Wavebreaker:  Increase to Force Wall (14 
  PD). 93 Active Points; total cost 20 points.
  2)  Weak Wavebreaker:  Decrease to Force Wall (8 
  PD). 78 Active Points; total cost 16 points.
  3)  Larger Wavebreaker:  Increase to 40” long. 108 
  Active Points; total cost 23 points.
  
  94 ■ Speed Powers
  Hero System 5th Edition
  MOVEMENT POWERS
  In addition to the Basic Powers described 
  above, here are some other movement abilities 
  appropriate for speedsters.
   AIR PLATFORM
  Effect: 
  Gliding 10”, Ground Gliding
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  The speedster drums his feet in such 
  a way as to create a cushion of compressed air that 
  lets him move along the ground without actually 
  having to touch it — a useful trick if the ground 
  becomes dangerous (e.g., it’s quicksand, or a wizard 
  transforms it to lava), the speedster doesn’t want to 
  set oﬀ seismic motion detectors, or the like).
  Game Information:  Gliding 10” (10 Active 
  Points); Costs Endurance (-½), Ground Gliding 
  (-¼). Total cost:  6 points.
  Options:
  1)  Swift Air Platform:  Increase to Gliding 15”. 15 
  Active Points; total cost 9 points.
  2)  Slow Air Platform:  Decrease to Gliding 5”. 5 
  Active Points; total cost 3 points.
  3)  Skillful Air Platform:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  4 points.
   ALTERNATE DESTINATION
  Effect: 
  Running 10”, Trigger
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  Some speedster powers, such as High-
  Speed Searching or The Fist Is Quicker Than The 
  Eye, deﬁne as part of their special eﬀect that the 
  character moves to his target, attacks, and then 
  moves back to the hex he started in. A speedster 
  with this power can, after using such a power, move 
  up to 10” away from the hex he started in. Note 
  that the inches of Running Alternate Destination 
  is bought with don’t add to the character’s base 6” 
  or any other inches he’s bought; they’re a discrete 
  power that functions on their own.
  Game Information:  Running 10”, Trigger 
  (whenever he wants to after using a speedster 
  power that requires him to return to his start-
  ing hex, activating Trigger takes no time, reset-
  ting Trigger is a Zero Phase Action; +¾). Total 
  cost:  35 points.
  Options:
  1)  Farther Destination:  Increase to Running 20”. 
  Total cost:  70 points.
  2)  Closer Destination:  Decrease to Running 5”. 
  Total cost:  17 points.
  3)  Skillful Destination:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  23 points.
  4)  Tiring Destination:  Using this power takes a lot 
  out of the speedster. Add Increased Endurance Cost 
  (x5 END; -2). Total cost:  12 points.
  I TUNNEL WELL
  Effect: 
  Tunneling 5” through 5 DEF materials; OIF 
  (shovel), Limited Medium (earth and soil)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  Give the speedster a shovel and he can 
  put his super-speed to use digging holes and tunnels.
  Game Information:  Tunneling 5” through 5 DEF 
  materials (25 Active Points); OIF (shovels o other 
  digging tools of opportunity; -½), Limited Medium 
  (earth and soil; -½). Total cost:  12 points.
  Options:
  1)  Strong Power:  Increase to Tunneling 8” 
  through 8 DEF materials. 40 Active Points; total 
  cost 20 points.
  2)  Weak Power:  Decrease to Tunneling 3” 
  through 3 DEF materials. 15 Active Points; total 
  cost 7 points.
  3)  Skillful Power:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  10 points.
  4)  Variant Tunneling Well:  This version of the 
  power uses the optional “precision Tunneling” 
  rules from page 46. Change to:  Tunneling 6” 
  through DEF 2 materials (18 Active Points);  OIF 
  (shovels or other digging tools of opportunity; 
  -½). Total cost:  12 points.
   KEEPING MY FOOTING
  Effect: 
  Clinging (normal STR), Only On Horizontal 
  Surfaces To Maintain Footing
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  The character’s control over his foot 
  movements (or perhaps over the forces of friction) is 
  such that he can keep himself from slipping even on 
  ice or the like. Among other things, this ability neatly 
  counteracts Change Environment powers requiring 
  him to make a DEX Roll or lose his footing.
  Game Information:  Clinging (normal STR) (10 
  Active Points); Only On Horizontal Surfaces To 
  Maintain Footing (-1), Cannot Resist Knock-
  back (-¼). Total cost:  4 points.
  Options:
  1)  Difﬁcult Footing:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  4 points.
  
  95 
  The Ultimate Speedster ■ Chapter Two
  MOVEMENT REFLEXES
  Effect: 
  +3 SPD; Only To Move 
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character has three extra Phases 
  he can use each Turn only to move. See page 18 for 
  more information.
  Game Information:  +3 SPD (30 Active Points); 
  Only To Move (-1). Total cost:  15 points.
  Options:
  1)  Even Faster Reﬂexes:  Increase to +4 SPD. 40 
  Active Points; total cost 20 points.
  2)  Slower Reﬂexes:  Decrease to +2 SPD. 20 Active 
  Points; total cost 10 points.
  3)  Skillful Reﬂexes:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  12 points.
   MOVING THROUGH DIMENSIONS
  Effect: 
  Extra-Dimensional Movement
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character can move so fast that 
  he can attune the “dimensional frequency” of his 
  body to another dimension, thus crossing from 
  this dimension into that one. The GM may require 
  the character to have Navigation (Dimensional) 
  or some other Skill or source of knowledge to set 
  the dimensional frequency to travel to a speciﬁc 
  dimension.
  Speedsters with this power may also have 
  Transdimensional sensory or attack powers as well. 
  See the Dimensional Travel Powers section of this 
  chapter for some examples.
  Game Information:  Extra-Dimensional Move-
  ment (any location in any dimension) (45 
  Active Points); Extra Time (1 Turn; -1¼). Total 
  cost:  20 points.
  Options:
  1)  Group Moving I:  Instead of crossing the dimen-
  sional barriers by himself, the character can also 
  move at great speed around a group of his friends, 
  changing the dimensional frequency of the area 
  he’s running around so everything in it shifts into 
  another dimension with him. Add x8 Increased 
  Weight. 60 Active Points; total cost 27 points.
  2)  Group Moving II:  Like Group Moving I, but 
  the character can send other people into another 
  dimension without going himself. (Of course, the 
  travelers then don’t have a way to get home....) 
  Change to Extra-Dimensional Movement (any 
  location in any dimension), x8 Increased Weight, 
  Usable As Attack (+1) (120 Active Points); Extra 
  Time (1 Turn; -1¼). Total cost:  53 points.
   RUNNING ON LIGHT
  Effect: 
  Flight 20”, Restricted Path (only on laser 
  beams)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The speedster can vibrate to match the 
  frequency of a laser beam, and then moves so fast 
  he can run on top of it. You should buy this power 
  to match the speedster’s inches of Running (or 
  whatever Power he uses to move at great speed).
  Game Information:  Flight 20” (40 Active 
  Points), Restricted Path (only on laser beams; 
  -2), Requires A Speedster Tricks Roll (-½). Total 
  cost:  11 points.
  Options:
  1)  Faster Running:  Increase to Flight 30”. 60 Active 
  Points; total cost 17 points.
  2)  Slower Running:  Decrease to Flight 15”. 30 
  Active Points; total cost 9 points.
   TREADING AIR
  Effect: 
  Gliding 6”, Limited Movement
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  To keep himself from being hurt in a 
  fall, the speedster can slow his descent by whirling 
  his arms or legs around in a windmill pattern that 
  generates enough “thrust” to slow him down to safe 
  landing speeds.
  Game Information:  Gliding 6” (6 Active Points); 
  Costs Endurance (-½), Limited Movement 
  (character cannot gain altitude, and must 
  move at least 12” downward for every 1” for-
  ward; -½). Total cost:  3 points.
  Options:
  1)  Skillful Treading:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  2 points.
  
  96 ■ Speed Powers
  Hero System 5th Edition
  WHERE’D HE COME FROM?
  Effect: 
  Teleportation 30”, Only Along The Ground, 
  Must Pass Through Intervening Space 
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  Over short distances (i.e., ones equal 
  to his Combat Movement with his Running) the 
  speedster moves so fast no one sees him move. He 
  just seems to vanish from his starting point and 
  suddenly appear at his destination. The perceivable 
  eﬀects of the power are things like the dust he kicks 
  up with his passage, the brief but distinct sound his 
  movement makes, and so forth.
  This power should be bought with inches 
  of Teleportation equal to the character’s Combat 
  Movement with Running. By changing Only Along 
  The Ground to Only In Water you can make it work 
  for Swimming, and removing the Limitation alto-
  gether makes the power work for Flight.
  Game Information:  Teleportation 30” (60 Active 
  Points); Only Along The Ground (-¼), Must 
  Pass Through Intervening Space (-¼). Total 
  cost:  40 points.
  Options:
  1)  Strong Running:  Increase to Teleportation 40”. 80 
  Active Points; total cost 53 points.
  2)  Weak Running:  Decrease to Teleportation 20”. 40 
  Active Points; total cost 27 points.
  3)  Skillful Running:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  30 points.
  SENSORY POWERS
   HERE’S WHAT I SAW
  Effect: 
  Clairsentience (Sight Group)
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  100”
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  If the speedster wants to get a clearer 
  view of, or better angle of perception on, something 
  far away, he dashes up to 100” closer, takes a look, 
  and then returns to where he was standing a split-
  second ago. To other people it doesn’t even appear 
  as if he’s moved at all.
  Game Information:  Clairsentience (Sight 
  Group) (20 Active Points); Instant (-½), Must 
  Pass Through Intervening Space (-¼). Total 
  cost:  11 points.
  Options:
  1)  Strong Power:  Increase to x8 Range. 35 Active 
  Points; total cost 20 points.
  2)  From Many Viewpoints:  The speedster can zip 
  around so quickly that he can look at the same 
  thing from multiple angles, or at several diﬀerent 
  things. Add Multiple Perception Points (8 points). 
  35 Active Points; total cost 20 points.
   HIGH-SPEED COUNTING
  Effect: 
  Detect Number Of Persons/Things In An 
  Area
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  The character’s so fast he can count 
  all the people, objects, or whatever else he wants 
  in an area around him in the blink of an eye. The 
  area must be no larger than a sphere around him 
  with a radius equal to his Combat Movement. 
  The character cannot search inside locked safes, 
  cabinets, or any other area deemed physically 
  inaccessible by the GM. (The GM might allow 
  the speedster to make a Lockpicking roll to pene-
  trate some locked barriers, but the time penalties 
  alone make success unlikely.)
  Game Information:  Detect Number Of Persons/
  Things In An Area (INT Roll) (Sight Group) 
  (3 Active Points); Costs Endurance (-½). Total 
  cost: 2 points.
  
  97 
  The Ultimate Speedster ■ Chapter Two
  HIGH-SPEED SEARCH
  Effect: 
  N-Ray Perception (Sight Group)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  Some speedsters have perfected the 
  trick of searching through a room (or similar 
  area) at such super-fast speeds that no one can tell 
  they’ve even moved — when they’re done search-
  ing, they just go right back to where they were 
  standing. However, their ability to search is not 
  without its limits. A character cannot search inside 
  locked safes, cabinets, or any other area deemed 
  physically inaccessible by the GM. (The GM might 
  allow the speedster to make a Lockpicking roll to 
  penetrate some locked barriers, but the time penal-
  ties alone make success unlikely.)
  Game Information:  N-Ray Perception (Sight 
  Group) (stopped by any “inaccessible” barrier 
  or the like, see text) (10 Active Points); Costs 
  Endurance (-½), Limited Range (the character 
  can only search a reasonably-sized area near 
  him; -¼). Total cost :  6 points.
  Options:
  1)  Long-Range Searching I:  The character can 
  search a much larger area. Remove Limited Range 
  (-¼). 10 Active Points; total cost 7 points.
  2)  Long-Range Searching II:  The character can 
  search an entire city or similarly-sized area. Add 
  Telescopic (+30 versus Range Modiﬁer) and 
  remove Limited Range (-¼). 25 Active Points; total 
  cost 17 points.
   LOOKING ALL AROUND
  Effect: 
  Increased Arc Of Perception (360 Degrees) 
  for Sight Group
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  The speedster can spin around, looking 
  in all directions so quickly that to the eyes of other 
  people he doesn’t even seem to have moved.
  Game Information:  Increased Arc Of Perception 
  (360 Degrees) for Sight Group (10 Active Points); 
  Costs Endurance (-½). Total cost:  7 points.
  MOTION SENSE
  Effect: 
  Detect Moving Physical Objects, Discrimi-
  natory
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  The speedster’s sensitivity to motion 
  and velocity makes it possible for him to quickly 
  and easily determine how fast moving objects are 
  traveling.
  Game Information:  Detect Moving Physical 
  Objects (INT Roll) (Sight Group), Discrimina-
  tory. Total cost:  10 points.
  Options:
  1)  More Precise Sensing:  The character knows 
  how fast an object is moving down to tens of thou-
  sandths of units of measurement, and perhaps even 
  more accurately. Add Analyze. Total cost:  15 points.
  2)  Independent Motion Sense:  The character’s 
  Speed Sense is independent; it doesn’t rely on Sight. 
  Change to Detect Moving Physical Objects (INT 
  Roll) (no Sense Group), Discriminatory, Range, 
  Sense. Total cost:  17 points (or 27 points to make it 
  a Targeting Sense).
  3)  Motion Sense Detector:  The character knows 
  when someone else is perceiving his velocity, either 
  through Speed Sense or more mundane means (like 
  a police radar gun). Detect Use Of Detect Moving 
  Physical Objects (Or Like Senses) On Self (INT 
  Roll) (no Sense Group), Sense. Total cost:  5 points.
   RAPID TARGET ANALYSIS
  Effect: 
  Find Weakness 11- with All Attacks
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -3
  Description:  The speedster knows how to thor-
  oughly study his opponent in the blink of an eye, 
  thus ﬁnding optimal attack points before he has to 
  launch an attack.
  Game Information:  Find Weakness 11- with All 
  Attacks (30 Active Points); Costs Endurance (0 
  END; -½). Total cost:  20 points.
  Options:
  1)  Improved Analysis:  Increase to Find Weakness 
  14-. 45 Active Points; total cost 30 points.
  
  98 ■ Speed Powers
  Hero System 5th Edition
  SPEED PERCEPTION
  Effect: 
  Rapid for Sight Group
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: Varies
  Description:  Speed Perception is the ability to see 
  events that happen at ultra-fast speeds — from the 
  spinning of fanblades to the motion of bullets, and 
  perhaps beyond even to the motion of lightwaves 
  or atomic particles. In other words, it’s the main 
  way characters obtain the “Fast Point of View” 
  discussed in The Speed Zone on pages 251-61. It 
  involves applying the Rapid Sense Modiﬁer to a 
  character’s Sight Group (though a speedster could 
  easily buy it for other Senses, if desired). See the 
  table on page 256 for more information.
  Speed Perception works by, in eﬀect, “slowing 
  down” fast events so the character can see them as 
  if they occurred over an entire second. For example, 
  if a character has 15 points’ worth of Speed Percep-
  tion — Millispeed Perception — he can see events 
  that occur in one-thousandth of a second as if they 
  were occurring over the space of a second. Unlike 
  most Enhanced Senses, characters frequently turn 
  it oﬀ; it’s frustrating for things to always seem to 
  move so slowly.
  The list below describes diﬀerent levels of 
  Speed Perception based on the “levels” of the Speed 
  Zone. The character buys whatever amount of 
  Speed Perception he desires. See also page 254 for 
  further rules regarding Perception and high veloc-
  ity phenomena.
  At the GM’s option, Speed Perception can also 
  be used for the purposes of Swift Sight (see below). 
  Each 15 points’ worth of Speed Perception “coun-
  teracts” up to +½ worth of MegaMovement in addi-
  tion to its other beneﬁts.
  Game Information:
  Cost Power
  15 
  Millispeed Perception:  Rapid (x1,000) for 
  Sight Group
  30 
  Microspeed Perception:  Rapid (x1 million) 
  for Sight Group
  45 
  Nanospeed Perception:  Rapid (x1 billion) for 
  Sight Group
  60 
  Picospeed Perception:  Rapid (x1 trillion) for 
  Sight Group
  75 
  Femtospeed Perception:  Rapid (x1 quadril-
  lion) for Sight Group
  90 
  Attospeed Perception:  Rapid (x1 quintillion) 
  for Sight Group
  Options:
  1)  Normal Sight Only:  Instead of buying Rapid for 
  his entire Sight Group, the character buys it only for 
  his Normal Sight:
  Cost Power
  9 
  Millispeed Perception:  Rapid (x1,000) for 
  Normal Sight
  18 
  Microspeed Perception:  Rapid (x1 million) 
  for Normal Sight
  27 
  Nanospeed Perception:  Rapid (x1 billion) for 
  Normal Sight
  36 
  Picospeed Perception:  Rapid (x1 trillion) for 
  Normal Sight
  45 
  Femtospeed Perception:  Rapid (x1 quadril-
  lion) for Normal Sight
  54 
  Attospeed Perception:  Rapid (x1 quintillion) 
  for Normal Sight
   SPEEDSTER AWARENESS
  Effect: 
  Danger Sense
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -2
  Description:  The character can move so quickly 
  that he can sense dangers the instant they manifest 
  or touch him, then use his hyper-velocity move-
  ment to get out of the way. For example, if the 
  character springs a poison gas trap, he’ll see the 
  very ﬁrst whiﬀs of gas as they start to waft out and 
  can escape before they reach his nostrils; if a sniper 
  ﬁres a silenced bullet at him, he senses it the atto-
  second it touches his skin and can then shift into 
  the Speed Zone and get out of the bullet’s way.
  Game Information:  Danger Sense (self only, 
  out of combat, sense) (INT Roll). Total cost:  
  22 points.
  Options:
  1)  More Accurate Awareness:  Increase to INT Roll 
  +3. Total cost:  25 points.
  2)  Local Awareness:  The character’s so fast he can 
  perceive danger to nearby characters and, perhaps, 
  act in time to save them. Add immediate vicinity. 
  Total cost:  27 points.
   SPEEDSTER STUDIOUSNESS
  Effect: 
  Speed Reading (x1000)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  The character’s super-speed powers 
  allow him to read a thousand times faster than a 
  normal person can.
  Game Information:  Speed Reading (x1000). 
  Total cost:  8 points.
  
  99 
  The Ultimate Speedster ■ Chapter Two
  SWIFT OBSERVATION
  Effect: 
  +6 PER with Sight Group
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  By speeding himself relative to the 
  world around him, the character can make it seem 
  as if everyone else is standing still (or at least 
  moving incredibly slowly), which gives him the 
  opportunity to observe things carefully.
  Game Information:  +6 PER with Sight Group 
  (12 Active Points); Costs Endurance (-½). Total 
  cost:  8 points.
  Options:
  1)  Strong Power:  Increase to +8 PER with Sight 
  Group. 16 Active Points; total cost 11 points.
  2)  Weak Power:  Decrease to +4 PER with Sight 
  Group. 8 Active Points; total cost 8 points.
   SWIFT SIGHT
  Effect: 
  MegaScale (+¼) for Normal Sight
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  Characters who can move at incred-
  ible velocities need a way to perceive obstacles 
  in their path before they hit them. One way to 
  do this is to buy MegaScale for a Targeting Sense 
  (typically Normal Sight) at the same level as the 
  MegaScaling on the character’s Movement Power 
  (see page 264 of The HERO System 5th Edition, 
  Revised). This example assumes the character has 
  MegaMovement at the +¼ (1” = 1 km) level. See 
  also Speed Perception, above.
  Game Information:  MegaScale (+¼) for Normal 
  Sight (6 Active Points); Only To Perceive The 
  Path Ahead While Moving At MegaSpeed (-½). 
  Total cost:  4 points.
  Options:
  1)  Swifter Sight:  Increase to MegaScale (+½) for 
  Normal Sight. 12 Active Points; total cost 8 points.
  MISCELLANEOUS POWERS
   BLURFACE
  Effect: 
  Shape Shift (Sight, Hearing, and Touch 
  Groups), Face Only
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  A speedster can rapidly move his 
  head back and forth by just fractions of an inch 
  — not enough to interfere with his own senses, 
  but enough to make his face and voice featureless 
  so that he can’t be identiﬁed by biometric sensors, 
  voice analyzers, eyewitnesses, and the like.
  Game Information:  Shape Shift (Sight, Hearing, 
  and Touch Groups, one featureless shape/voice) 
  (16 Active Points); Only Aﬀects The Face (-½). 
  Total cost:  11 points.
  Options:
  1)  Strong Blurface:  Add Reduced Endurance (0 
  END; +½). 24 Active Points; total cost 16 points.
  2)  Weak Blurface:  Add Increased Endurance Cost 
  (x2 END; -½). Total cost:  8 points.
  3)  Skillful Blurface:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  8 points.
   BRING US SOMETHING TO EAT
  Effect: 
  Life Support (Diminished Eating:  No Need 
  To Eat)
  Target: 
  Up to 8 persons
  Duration: 
  1 Continuing Charge for 1 Day
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  The character runs at top speed to a 
  kitchen or restaurant, obtains some food (possibly 
  having to wait while it’s cooked), and then dashes 
  back. To everyone else it seems like he magically 
  created food out of thin air.
  Game Information:  Life Support (Diminished 
  Eating:  No Need To Eat), Usable Simultane-
  ously (up to 8 people at once; +1), 1 Continu-
  ing Charge lasting for 1 Day (+0), Extra Time 
  (character may or may not run into delays get-
  ting food prepared; -0). Total cost:  6 points.
  Options:
  1)  Variant Gone Out For Food:  Rather than using 
  Life Support, you can deﬁne this power as Trans-
  forming air into food. Change to:  Major Transform 
  2d6 (air into food), Improved Results Group (any 
  type of food; +¼). Total cost:  37 points.
  
  100 ■ Speed Powers
  Hero System 5th Edition
  CLEAN UP YOUR ROOM!
  Effect: 
  Change Environment (clean things and 
  perform similar tasks)
  Target: 
  8” Radius
  Duration: 
  Long-Lasting (see text)
  Range: 
  No Range
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The speedster dusts, mops, wipes, 
  washes, vacuums, and does anything else neces-
  sary to clean a space up to 8” radius in size... all in a 
  mere second! The eﬀects last until someone makes 
  the area messy again, dust accumulates over time, 
  and the like. The character can also use this power 
  to arrange and sort groups of objects, do a lot of 
  paperwork in the blink of an eye, put together a 
  jigsaw puzzle, and perform similar tasks.
  Game Information:  Change Environment 
  (clean things and perform similar tasks) 8” 
  radius, Long-Lasting (see text) (40 Active 
  Points); Must Pass Through Intervening 
  Space (-¼), No Range (-½), Restrainable 
  (-¼). Total cost:  20 points.
  Options:
  1)  Major Cleaning:  Increase to Change Environ-
  ment (clean things) 16” radius. 45 Active Points; 
  total cost 22 points.
  2)  Minor Cleaning:  Decrease to Change Environ-
  ment (clean things) 4” radius. 35 Active Points; total 
  cost 17 points.
   CONTROL OF SELF
  Effect: 
  Aid Speedster Powers 3d6
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 25
  Speedster Tricks Roll Penalty: N/A
  Description:  A speedster with precise control over 
  his own body (either as a whole, or at the molecular 
  level) can sometimes temporarily overcome the 
  eﬀect of Drains and other negative Adjustment 
  Powers in whole or in part by “overriding” the 
  “restrictions” those powers place on him — though 
  it’s very tiring.
  Game Information:  Aid Speedster Powers 3d6, 
  any one speedster power/Characteristic at a 
  time (+¼), Delayed Return Rate (points fade 
  at the rate of 5 per 5 Minutes; +½) (52 Active 
  Points); Activation Roll 14- (-½), Costs Endur-
  ance (-½), Only Restores To Starting Values 
  (-½), Increased Endurance Cost (x5 END; -2), 
  Self Only (-½). Total cost:  10 points.
  Options:
  1)  Strong Control:  Increase to Aid Speedster Powers 
  4d6. 70 Active Points; total cost 14 points.
  2)  Weak Control:  Decrease to Aid Speedster Powers 
  2d6. 35 Active Points; total cost 7 points.
  FRICTION WELDING
  Effect: 
  Minor Transform 6d6 (weld two objects 
  together)
  Target: 
  Two objects
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Speedster Tricks Roll Penalty: 6
  Description:  The speedster uses his ability to move 
  at hypervelocity to rub two objects together fast 
  enough to create super-friction that welds them 
  together. The objects have to be small enough for 
  the speedster to hold at least one of them in his 
  hand, and must be metallic, though the GM may 
  allow a speedster to use this power on other hard, 
  durable objects (such as stone). The bond hold-
  ing the two objects together has a DEF equal to 
  the lowest DEF of the two objects, and typically 1 
  BODY. The welding process may inﬂict some minor 
  harm to either or both objects, but generally the 
  speedster’s control is suﬃcient to keep them intact.
  Game Information:  Minor Transform 6d6 (weld 
  two objects together; heals back by being broken 
  apart) (60 Active Points); No Range (-½), Limited 
  Target (see text; -½). Total cost:  30 points.
  Options:
  1)  Strong Welding:  Increase to Minor Transform 
  8d6. 80 Active Points; total cost 40 points.
  2)  Weak Welding:  Decrease to Minor Transform 
  4d6. 40 Active Points; total cost 20 points.
  3)  Skillful Welding:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  24 points.
   HIGH-VELOCITY PHASING
  Effect: 
  Desolidiﬁcation
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character can vibrate the molecules 
  in his body at such high speeds that he can “slip 
  through” the molecules in solid objects like walls, or 
  even in physical missiles. The “phasing” also makes it 
  impossible for energy attacks to hurt him, except for 
  sonic-, vibration-, and air-based attacks.
  Game Information:  Desolidiﬁcation (aﬀected 
  by  sonic-, vibration-, and air-based attacks). 
  Total cost:  40 points.
  Options:
  1)  Easy Phasing:  Add Reduced Endurance (0 END; 
  +½). Total cost:  60 points.
  2)  Phase Along With Me:  The speedster can also 
  vibrate the molecules of another person who 
  accompanies him, though he must continue to 
  touch the other person to maintain the eﬀect. Char-
  acter also buys as a naked Advantage Usable Simul-
  taneously (Carried, character and one other person; 
  +½). Total cost:  20 points.
  
  101 
  The Ultimate Speedster ■ Chapter Two
  3)  Evade Rotating Blade:  The character lacks the 
  control to literally move through solid objects, but 
  he moves so quickly that he can pass safely through 
  any high-speed alternation of access and no access 
  — the rotating blades of a fan or propeller, the 
  “chompers” and “crushers” commonly found in 
  starship engine room access corridors, and the like. 
  Change to Desolidiﬁcation (aﬀected by any attack 
  other than those inherent in the objects he can pass 
  through) (40 Active Points); Cannot Pass Through 
  Solid Objects (-½), Does Not Protect Against 
  Damage (-1). Total cost:  16 points.
  4)  Shift Out Of Phase Attack:  In addition to pass-
  ing through walls himself, the character can impart 
  high-velocity vibrations into another person, 
  rendering that person intangible against his will. 
  Character also buys Desolidiﬁcation, Usable As 
  Attack (defense is Desolidiﬁcation, speedster or 
  vibration powers, or Power Defense; +1). Total cost:  
  80 points. (Buying the two powers in a Multipower 
  would cost 92 points.)
   HOLD ON, I’LL GET ONE
  Effect: 
  Teleportation 20”, Usable As Attack, Only 
  Works On Inanimate Objects
  Target: 
  One object
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 10
  Speedster Tricks Roll Penalty: -10
  Description:  If there’s an object within 200” that 
  someone needs — like something soft for a falling 
  person to land on — the speedster moves over to it, 
  picks it up, carries it to where it needs to be (as long 
  as that point is no more than 20” from where it is), 
  puts it there, then returns to where he was, all in a 
  single second. Unfortunately, if the object weighs 
  more than 100 kg, it slows the speedster down too 
  much, so this power won’t work with it.
  Game Information:  Teleportation 20”, Usable 
  As Attack (defense is Teleportation or Power 
  Defense; +1), Ranged (+½) (100 Active Points); 
  Extra Time (Full Phase; -½), Only Works On 
  Inanimate Objects (-1). Total cost:  40 points.
  Options:
  1)  Strong Getting:  Increase to Teleportation 30”. 
  150 Active Points; total cost 60 points.
  2)  Weak Getting:  Decrease to Teleportation 10”. 50 
  Active Points; total cost 20 points.
  3)  Rapid Getting:  The speedster can pull off this 
  particular trick at pretty much any time. Add 
  Trigger (when desired, activating Trigger takes 
  no time, Trigger automatically immediately 
  resets; +1) and remove Extra Time (-½). 140 
  Active Points; total cost 70 points.
  4)  Skillful Getting:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  33 points.
  
  102 ■ Speed Powers
  Hero System 5th Edition
  HYPERSPEED CRAMMING
  Effect: 
  Variable Power Pool, Only For Skills
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  A speedster with this power has 
  the ability to teach himself things at incredibly 
  fast speeds — after all, he can read and learn 
  the contents of a large book in the blink of an 
  eye! He has to have some source from which to 
  learn — a textbook; a dictionary (for languages); 
  another speedster who can teach him — as well 
  as access to any tools, practice materials, or other 
  adjuncts necessary for learning the ability. How-
  ever, because the character taught himself the 
  Skill so quickly, it’s mostly just in his short-term 
  memory, and he’ll forget it as soon as he concen-
  trates on learning something else (i.e., he loses 
  the Skill when he no longer devotes Power Pool 
  points to it, unless of course he spends Experi-
  ence Points to learn it permanently).
  This ability requires the GM’s permission, 
  since it involves buying Skills in a Power Pool, 
  which is normally against the rules.
  Game Information:  Variable Power Pool, 6 
  base + 3 control cost; Only For Skills The 
  Character Can Teach Himself (see text; -¼). 
  Total cost:  8 points.
  Options:
  1)  Skillful Power:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  8 points.
   IMPROVED RESCUING
  Effect: 
  +10 to DEX Rolls, Only With Dive For Cover 
  Rolls When Rescuing Others; +6 DCV, Only 
  When Diving For Cover While Rescuing 
  Others
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3/3
  Speedster Tricks Roll Penalty: -3/-3
  Description:  The character is particularly adept at 
  snatching others out of dangerous situations just in 
  the nick of time!
  In game terms, this ability consists of bonuses 
  to the DEX Roll for Diving For Cover, and a DCV 
  bonus that only works when using the optional 
  Dive For Cover with others rules (page 272). The 
  halving eﬀect for being prone still applies to the 
  DCV Levels. Even if the Levels are enough to keep 
  the character’s DCV the same as usual, he’s still 
  considered “prone” and must comply with all other 
  rules pertaining to Dive For Cover.
  Game Information:
  Cost Power
  9 
  Improved Rescuing I:  +10 to DEX Rolls (30 
  Active Points); Only With Dive For Cover 
  Rolls When Rescuing Others (-2), Costs 
  Endurance (-½)
  9 
  Improved Rescuing II:  +6 DCV (30 Active 
  Points); Only When Diving For Cover While 
  Rescuing Others (-2), Costs Endurance (-½)
  Total cost:  18 points.
  Options:
  1)  Strong Improved Rescuing:  Increase to +15 to 
  DEX Rolls and +9 DCV. 45 + 45 = 90 Active Points; 
  total cost 13 + 13 = 26 points.
  2)  Weak Improved Rescuing:  Decrease to +5 DEX 
  and +3 DCV. 15 + 15 = 30 Active Points; total cost 4 
  + 4 = 8 points.
  3)  Skillful Improved Rescuing:  Add Requires A 
  Speedster Tricks Roll (-½) to both powers. Total 
  cost 7 + 7 = 14 points.
   IN TWO PLACES AT ONCE
  Effect: 
  Duplication (creates one 350-point Dupli-
  cate), Must Remain Within A Half Move
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 8
  Speedster Tricks Roll Penalty: -8
  Description:  The character can move so quickly that 
  he can eﬀectively be in two places at once, allow-
  ing him to accomplish twice as much. However, 
  his “second self” must remain within a Half Move 
  (using Combat Movement) of him at all times.
  This write-up assumes the character is built on 
  350 points; adjust the costs appropriately for char-
  acters built on more or fewer points.
  Game Information:  Duplication (creates one 
  350-point Duplicate), Easy Recombination 
  (Zero Phase Action at full DCV) (80 Active 
  Points); Duplicate Must Remain Within A Half 
  Move (-½), Feedback (-1), Costs Endurance (-
  ½), Must Pass Through Intervening Space (-¼). 
  Total cost:  25 points.
  Options:
  1)  In Five Places At Once:  The character moves 
  so quickly he can be in four other places at once. 
  Increase to four Duplicates. 90 Active Points; total 
  cost 28 points.
  2)  Beneﬁcial Effects:  The Feedback Limitation 
  reﬂects the fact that an attack on one of the “Dupli-
  cated” speedster aﬀects “both,” since they’re really 
  just one person. However, by that logic beneﬁcial 
  eﬀects, like Aid and Healing, should also aﬀect 
  both. A speedster who wants In Two Places At 
  Once to work that way needs to buy this additional 
  power. Usually he simulates this by using the VPP 
  to create the same power with a Selective Area Of 
  Eﬀect large enough to reach all of his Duplicates 
  (with the GM automatically allowing the eﬀect roll 
  
  103 
  The Ultimate Speedster ■ Chapter Two
  to match that of the original power). Character 
  also buys:  Variable Power Pool (Beneﬁcial Power 
  Matching Pool), 90 base + 45 control cost, Cosmic 
  (+2), Trigger (when character or any Duplicate is 
  aﬀected by a beneﬁcial power such as Aid or Heal-
  ing, activating Trigger takes no time,Trigger auto-
  matically immediately resets; +1); No Conscious 
  Control (-2), Can Only Duplicate Beneﬁcial Powers 
  Used On Character Or Duplicates (-1). Total cost:  
  90 + 45 = 135 points.
  LET’S WARM THINGS UP
  Effect: 
  Change Environment (create heat), +3 
  Temperature Levels
  Target: 
  4” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  By using a rhythmic or vibrations 
  movement pattern, the speedster can generate 
  enough heat from friction to warm an area. He 
  can’t start ﬁres or completely counteract arctic cold, 
  but he can increase the temperature enough to keep 
  people from freezing to death.
  Game Information:  Change Environment 4” 
  radius (create heat), +3 Temperature Levels (21 
  Active Points); Must Pass Through Intervening 
  Space (-¼), No Range (-½), Restrainable (-¼). 
  Total cost:  10 points.
  Options:
  1)  Lots Of Heat:  Increase to +4 Temperature Levels. 
  24 Active Points; total cost 12 points.
  2)  Not Quite So Hot:  Decrease to 2” radius. 16 
  Active Points; total cost 8 points.
  3)  Difﬁcult Warming:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  8 points.
   MAGIC FINGERS
  Effect: 
  Aid STUN 2d6, Activation Roll 14-, Only 
  Restores To Starting Values, Others Only
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 0
  Speedster Tricks Roll Penalty: -2
  Description:  The speedster has “magic ﬁngers” — he 
  can massage someone at ultra-fast speeds, temporarily 
  increasing their circulation and general metabolism. 
  This wonderful backrub eﬀectively increases the sub-
  ject’s STUN so that he temporarily feels better. (You 
  could use the same special eﬀect to justify an Aid REC 
  or Aid END, or even buy one Aid that aﬀects all three 
  Characteristics simultaneously.)
  Game Information:  Aid STUN 2d6 (20 Active 
  Points); Activation Roll 14- (-½), Only Restores 
  To Starting Values (-½), Others Only (-½). 
  Total cost:  8 points.
  Options:
  1)  Strong Fingers:  Increase to Aid STUN 3d6. 30 
  Active Points; total cost 12 points.
  2)  Weak Fingers:  Decrease to Aid STUN 1d6. 10 
  Active Points; total cost 4 points.
  3)  Flexible Fingers I:  The speedster can improve the 
  target’s REC, END, or STUN temporarily. Add Vari-
  able Eﬀect (any one of three Characteristics; +¼). 
  25 Active Points; total cost 10 points.
  4)  Flexible Fingers II:  The speedster really makes 
  the target feel refreshed and invigorated by 
  enhancing his REC, END, and STUN at the same 
  time. Add Variable Effect (REC, END, and STUN 
  simultaneously; +1). 40 Active Points; total cost 
  16 points.
  5)  Tiring Fingers:  Performing a superfast massage 
  tires the character out. Add Costs Endurance (-½). 
  Total cost:  7 points.
   ME FIRST!
  Effect: 
  Lightning Reﬂexes:  +20 DEX to act ﬁrst 
  with All Attacks
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character has such fast reﬂexes 
  that he tends to move and act before anyone else... 
  even other speedsters!
  Game Information:  Lightning Reﬂexes:  +20 DEX 
  to act ﬁrst with All Attacks. Total cost:  30 points.
  Options:
  1)  Even Faster Reﬂexes:  Increase to +24 DEX. 
  Total cost:  36 points.
  2)  Not Quite As Fast Reﬂexes:  Decrease to +14 
  DEX. Total cost:  21 points.
   METABOLIC CONTROL
  Effect: 
  Simulate Death (EGO Roll +5)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The speedster has such precise control 
  over his own body and metabolism that he can 
  make himself seem to be dead, or eﬀortlessly fool 
  polygraphs.
  Game Information:  Simulate Death (EGO Roll 
  +5). Total cost:  8 points.
  Options:
  1)  Strong Control:  Increase to EGO Roll +8. Total 
  cost:  11 points.
  2)  Weak Control:  Decrease to EGO Roll +3. Total 
  cost:  6 points.
  3)  Skillful Control:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  5 points.
  
  104 ■ Speed Powers
  Hero System 5th Edition
   QUICKER THAN THE EYE
  Effect: 
  Invisibility to Sight Group, Only When 
  Moving
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -3
  Description:  The character moves so quickly that it’s 
  extremely diﬃcult to see him (though if he moves 
  very close to a potential observer it becomes easier 
  to catch a glimpse of him). The character must stay 
  in rapid motion to keep the power active. 
  Game Information:  Invisibility to Sight Group, 
  Reduced Endurance (0 END; +½) (30 Active 
  Points); Only When Moving (-¼). Total cost:  
  24 points.
  Options:
  1)  But I Keep Kicking Up Dust:  The character leaves 
  a trail of dust and debris that makes him easier to 
  spot at short ranges. Apply Bright Fringe (-¼).  30 
  Active Points; total cost 15 points.
  2)  And Machines Too:  The character moves so 
  fast it’s also difficult to pick him up on Radar. 
  Add Invisibility to Radar.  37 Active Points; total 
  cost 30 points.
  3)  But It Takes A Lot Out Of Me:  Remove Reduced 
  Endurance (+½). 20 Active Points; total cost 16 points.
  4)  Skillful Quickness:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  17 points.
  5)  Come On Along:  The speedster can carry one 
  person with him when moving at faster-than-the-
  eye-can-see speeds. Add Usable Simultaneously 
  (Carried, 1 person; +½). 40 Active Points; total cost 
  32 points.
  6)  Variant Quickness:  Instead of providing literal 
  invisibility, this power just makes the character 
  much harder to perceive. Change to +8 to Stealth 
  (16 Active Points); Only When Moving (-¼). Total 
  cost:  13 points.
  RAPID REPAIR
  Effect: 
  Minor Transform 4d6 (broken/disassem-
  bled device into working device)
  Target: 
  One device
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The opposite of Some Disassembly 
  Required (see above), this power lets a speedster 
  rapidly repair or put back together a non-working 
  or disassembled device. It’s an alternative to Rapid 
  Tasks (see below) and works quicker than that abil-
  ity, but has more limited use. Depending on the 
  nature of the device and what happened to it, the 
  GM may require the character to have appropri-
  ate tools or spare parts to Rapid Repair it. He may 
  also require the speedster to have at least some 
  knowledge of that type of device (i.e., an appropri-
  ate Skill, though he doesn’t have to make a roll). For 
  example, a speedster would need Computer Pro-
  gramming or KS: Computers to rebuild a computer, 
  and Mechanics to rebuild an automobile engine.
  Game Information:  Minor Transform 4d6 
  (broken/disassembled device into working 
  device; heals back by being broken or disas-
  sembled again) (40 Active Points); No Range 
  (-½), Limited Target (broken or disassembled 
  technological items; -½), May Require Appro-
  priate Tools, Parts, And/Or Skills (-0). Total 
  cost:  20 points.
  Options:
  1)  Strong Repair:  Increase to Minor Transform 
  6d6. 60 Active Points; total cost 30 points.
  2)  Weak Repair:  Decrease to Minor Transform 2d6. 
  20 Active Points; total cost 10 points.
  3)  Skillful Repair:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  16 points.
   RAPID TASKS
  Effect: 
  +12 with Agility Skills, Only For Chores, 
  Only To Counteract Time Modiﬁer
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character can use his super-speed 
  to perform chores and menial tasks quickly. In 
  game terms, you can simulate this as Skill Levels 
  that counteract the standard modiﬁer for perform-
  ing tasks quickly (-3 per step up the Time Chart). 
  These are Levels with Agility Skills, since perform-
  ing most menial tasks adroitly would involve a 
  DEX-based Skill. Using these Levels, a character 
  can perform a task that normally takes an Hour in 
  twelve seconds (one Turn), and it only takes him 
  one second (a Phase) to ﬁnish a 20 minute task.
  Since this power is deﬁned as Skill Levels, the 
  character needs a Skill to use them with. For ease of 
  game play, the GM should assume that all charac-
  ters have PS: Perform Chores & Menial Tasks 11-. 
  
  105 
  The Ultimate Speedster ■ Chapter Two
  Of course, the character still has to succeed with 
  his normal Skill Roll; just because he can do the job 
  quicker than normal doesn’t mean he always does 
  it properly.
  See also Clean Up Your Room!, above, for a 
  variant way to perform many menial tasks quickly.
  Game Information:  +12 with Agility Skills (60 
  Active Points); Only For Chores (-2), Only To 
  Counteract Time Modiﬁer (-1), Costs Endur-
  ance (-½). Total cost:  13 points.
  Options:
  1)  Really Rapid Tasks:  The character can perform 
  even hours-long tasks in mere seconds. Increase to 
  +15 with Agility Skills. 75 Active Points; total cost 
  17 points.
  2)  Rapid Polymath:  The character can perform any 
  task quickly, not just ones involving manual dexter-
  ity. Upgrade to 8-point All Skills Levels. 96 Active 
  Points; total cost 21 points.
   SPEED OF THOUGHT
  Effect: 
  +20 INT
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  The character can hyper-accelerate his 
  thought processes, enabling him to reach conclu-
  sions faster than the fastest computer.
  Game Information:  +20 INT (20 Active Points); 
  Costs Endurance (-½). Total cost:  13 points.
  Options:
  1)  Super-Accelerated Thought:  Increase to +30 INT. 
  30 Active Points; total cost 20 points.
  2)  Slow Speed Of Thought:  Decrease to +10 INT. 10 
  Active Points; total cost 7 points.
  3)  Speed Of Math:  The character also buys Light-
  ning Calculator. Total cost 3 points; total cost of 
  overall ability 16 points.
   SPEED RESERVE 
  Effect: 
  Endurance Reserve (200 END, 20 REC), 
  Personal REC
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  To represent the enormous reserves of 
  energy the character has for using his Movement 
  Powers and speedster abilities, he buys an Endur-
  ance Reserve instead of using his ordinary END. 
  (At the GM’s option, he can use his ordinary END 
  to fuel a power if necessary, but must automatically 
  pay double the END cost.)
  Game Information:  Endurance Reserve (200 
  END) (total cost:  20 points) plus (20 REC) (20 
  Active Points); Personal REC (-½) (total cost:  
  13 points). Total cost:  33 points.
  Options:
  1)  Bigger Reserve:  Increase to Endurance Reserve 
  (300 END) and (30 REC). Total cost:  50 points.
  2)  Smaller Reserve:  Decrease to Endurance Reserve 
  (100 END) and (10 REC). Total cost:  17 points.
  3)  Caloric Intake Required:  Instead of being 
  restricted by the rules of Personal REC, the speed-
  ster only Recovers END for the Reserve when he 
  consumes food — he Recovers 1 END per 100 
  calories consumed. It’s a good thing fast food’s so 
  easy to come by.... Change to:  Endurance Reserve 
  (200 END) (total cost:  20 points) plus (1 REC) (1 
  Active Point); Limited Recovery (can only Recover 
  1 END per 100 calories consumed; -1½) (total cost:  
  1 point). Total cost:  21 points.
  SPEED-SPEAKING
  Effect: 
  Telepathy 4d6, Communication Only, Only 
  With Other Speedsters
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  The character speaks so fast that his 
  words rush together at ultrasonic frequencies. Only 
  other speedsters who have hyper-velocity powers can 
  understand him, eﬀectively giving him a way to com-
  municate with them secretly — even a non-speedster 
  with Ultrasonic Perception is only going to hear what 
  sounds like a rush of static because he doesn’t have 
  hyper-accelerated hearing. However, if the sound is 
  recorded and slowed down, it might be possible to 
  understand what was said. Furthermore, because the 
  speedster is speaking, any speedster within earshot, 
  not just the person he’s talking to, can hear him.
  Game Information:  Telepathy 4d6 (20 Active 
  Points); Character Must Be Able To Speak And 
  Target Must Be Able To Hear (-0), Communi-
  cation Only (-¼), Only With Other Speedsters 
  (see text; -1). Total cost:  9 points.
  Options:
  1)  Skillful Power:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  7 points.
  SPEED TO SPARE
  Effect: 
  +3 SPD
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The character can push himself to 
  move and act faster if necessary, though it’s tiring. 
  In game terms, his +3 SPD costs END, and he must 
  pay this END cost on all of his Phases (not just the 
  extra three). The GM should evaluate this power 
  carefully before allowing it in play, since it has the 
  potential to unbalance the game.
  Game Information:  +3 SPD (30 Active Points); 
  Costs Endurance (-½). Total cost:  20 points.
  
  106 ■ Speed Powers
  Hero System 5th Edition
  SPEED ZONE POWERS
  “Speed Zone” powers are powers that involve 
  entering the “dimension” in which the speedster is 
  moving so quickly that other people and phenom-
  ena seem to be moving ultra-slowly, or even stand-
  ing still (see page 251 for more information). It’s 
  also known as “Fast Time” or “Bullet Time.” In game 
  terms, the speedster uses Extra-Dimensional Move-
  ment to “enter” this “dimension,” and abilities with 
  the Transdimensional Advantage to aﬀect targets in 
  the “normal-speed world.” Since Extra-Dimensional 
  Movement and Transdimensional are both “Stop 
  Sign” game elements, the GM should examine these 
  powers carefully before permitting them.
  Basic Speed Zone Powers
   ENTER THE SPEED ZONE
  Effect: 
  Extra-Dimensional Movement
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can move at such 
  incredible velocities that he enters the Speed Zone 
  — the level of reality where he’s so fast that ordi-
  nary attacks, powers, and phenomena can’t aﬀect 
  him in any meaningful way because he’s too speedy 
  to catch or hit. See pages 251-61 for more informa-
  tion on what the Speed Zone is and what the char-
  acter can do there, and page 257 for the Speed Zone 
  Extra-Dimensional Movement Table for the cost of 
  this ability.
  Game Information:  Extra-Dimensional Move-
  ment (the character can enter the Speed 
  Zone at the Millispeed level; subjectively, he 
  “remains” there for an Extra Phase, giving him 
  one Phase’s worth of Actions he can take). Total 
  cost:  22 points.
  Options:
  1)  Longer Stay:  The character can remain in the 
  Speed Zone for up to 1 Turn. Change to:  Extra-
  Dimensional Movement (the character can enter 
  the Speed Zone at the Millispeed level; subjectively, 
  he “remains” there for 1 Turn, giving him nearly an 
  entire Turn’s worth of Actions he can take). Total 
  cost:  52 points.
  2)  Even Longer Stay:  The character can remain 
  in the Speed Zone for up to 1 Minute. Change to:  
  Extra-Dimensional Movement (the character can 
  enter the Speed Zone at the Millispeed level; sub-
  jectively, he “remains” there for 1 Minute, giving 
  him several Turns’ worth of Actions he can take). 
  Total cost:  82 points.
  3)  Femtospeed Zone:  The character can enter the 
  Femtospeed level of the Speed Zone. Add Femto-
  speed Level. Total cost:  30 points.
   SPEED ZONE SIGHT
  Effect: 
  Dimensional for Sight Group
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can still see people in 
  the normal-speed world despite the fact that he’s 
  moving so fast they can’t see him (i.e., even though 
  he’s entered another “dimension” using Extra-
  Dimensional Movement).
  This ability as written only covers the Sight 
  Group.  To extend it to other Sense Groups, Dimen-
  sional must be bought for them separately (or a 
  generous GM might allow this one ability to cover 
  all standard Senses, only requiring characters to 
  pay Character Points to make purchased Enhanced 
  Senses Transdimensional).
  Game Information:  Dimensional (see into 
  normal speed world from the Speed Zone) for 
  Sight Group. Total cost:  10 points.
  Options:
  1)  Speed Zone Senses:  The character can use any of 
  his ﬁve ordinary Sense Groups to perceive into the 
  normal speed world. Dimensional for Sight, Hearing, 
  Smell/Taste, and Touch Groups. Total cost:  40 points.
  SPEED ZONE TOUCH
  Effect: 
  Transdimensional for 10 STR
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can exert his STR 
  against objects and people in the normal speed 
  world to pick them up and move them, hit them, 
  and so forth. (See pages 258-61 for more informa-
  tion about aﬀecting the normal-speed world from 
  the Speed Zone.) For purposes of this power, STR is 
  assumed to have certain innately “Indirect” eﬀects, 
  in that a character’s reach isn’t necessarily direct.
  Game Information:  Transdimensional (aﬀect 
  the normal speed world; +½) for 10 STR. Total 
  cost:  5 points.
  Options:
  1)  Strong Touch I:  Increase to for 15 STR. Total 
  cost:  7 points.
  2)  Strong Touch II:  Increase to for 20 STR. Total 
  cost:  10 points.
  3)  Weak Power:  Decrease to for 5 STR. Total cost:  
  2 points.
  
  107 
  The Ultimate Speedster ■ Chapter Two
  S
  ome speedsters earn that designation not 
  by being hyper-fast, but because they have 
  unusual movement powers — in this case, 
  the ability to travel between the dimen-
  sions. This ability might be a natural power of the 
  speedster’s race, a mystic skill he’s learned, or a 
  power he got from some bizarre super-accident. In 
  addition to being able to move from one dimension 
  to another, a character with Dimensional Travel 
  powers may be able to manipulate the very fabric of 
  dimensions to create various eﬀects (which is why 
  The UNTIL Superpower Databases refer to this cat-
  egory of powers by the broader term “Dimensional 
  Manipulation Powers”).
  The nature and use of Dimensional Travel 
  powers may depend, in part, on the multiverse 
  the GM has established (the setting described on 
  page 96 of Champions Universe is just one pos-
  sible example). For instance, if the GM decides 
  that his campaign setting doesn’t include alter-
  nate dimensions, characters probably cannot buy 
  Dimensional Manipulation powers at all. If he’s 
  established a particular structure or pattern for 
  the alternate dimensions in his campaign, he may 
  restrict or limit characters’ abilities to have and 
  use the powers listed here.
  Characters with Dimensional Manipulation 
  powers often also have Speedster Powers (page 61), 
  Teleportation Powers (page 141), or Time Powers 
  (page 152).
  BASIC POWERS
   DIMENSION-WALKING
  Effect: 
  Extra-Dimensional Movement
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Dimensional Travel Tricks Roll Penalty: 
  N/A
  Description:  The character can travel through 
  dimensional barriers, allowing him to journey from 
  this dimension to another.
  Game Information:  Extra-Dimensional Move-
  ment (to a single point in a single dimension, 
  chosen when the power is purchased). Total 
  cost:  20 points.
  Options:
  1)  Multiple Arrival Points:  The character can appear 
  in any location in the one dimension he can travel 
  to. Total cost:  25 points.
  2)  Multiple Dimensions I:  The character can travel 
  to not just one dimension, but a related group of 
  them — such as the Elemental Planes or the Seven 
  Demonic Realms. The GM decides whether the 
  character can reach any dimension he can travel 
  to automatically, or he needs to make a Naviga-
  tion (Dimensional) or like Skill Roll to reach his 
  intended destination (the latter option may qualify 
  as a Required Skill Roll). However, he can only 
  travel to a single location in each dimension. Total 
  cost:  25 points.
  3)  Multiple Dimensions II:  As Multiple Dimensions 
  I, but the character can travel to the physical loca-
  tions in the other dimensions corresponding to his 
  physical location in his current dimension. Total 
  cost:  32 points.
  4)  Multiple Dimensions III:  As Multiple Dimensions 
  I, but the character can travel to any physical loca-
  tions in each dimension. Total cost:  35 points.
  5)  True Dimension-Walking:  The character can 
  travel to any dimension, but only to a speciﬁed 
  physical location in each one. Total cost: 30 points.
  6)  True Dimension-Walking II:  The character can 
  travel to any dimension, and to the physical loca-
  tions in the destination dimension corresponding 
  to his physical location in his current dimension. 
  Total cost: 42 points.
  7)  True Dimension-Walking III:  The character can travel 
  to any point in any dimension. Total cost: 45 points.
   DIMENSION GATE
  Effect: 
  Extra-Dimensional Movement
  Target: 
  One Hex (Gate)
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 5
  Dimensional Travel Tricks Roll Penalty: 
  N/A
  Description:  The character can establish a two-way 
  “gate” to the other dimension that anyone can use 
  — or even attack through.
  Game Information:  Extra-Dimensional Move-
  ment (to a single point in a single dimension, 
  chosen when the power is purchased), Area Of 
  Eﬀect (One Hex; +½), Continuous (+1), Usable 
  On Others (+¼) (55 Active Points); Gate (-½). 
  Total cost:  37 points.
  DIMENSIONAL
  TRAVEL POWERS
  
  108 ■ Speed Powers
  Hero System 5th Edition
  Options:
  1)  Multiple Arrival Points:  The gate can open onto 
  any location in the one dimension the character 
  can travel to. 69 Active Points; total cost 46 points.
  2)  Multiple Dimensions I:  The gate can open into 
  not just one dimension, but a related group of 
  them — such as the Elemental Planes or the Seven 
  Demonic Realms. The GM decides whether the 
  character can reach any dimension he can travel 
  to automatically, or he needs to make a Naviga-
  tion (Dimensional) or like Skill Roll to reach his 
  intended destination (the latter option may qualify 
  as a Required Skill Roll). However, the gate can only 
  be established at a single location in each dimen-
  sion. 69 Active Points; total cost 46 points.
  3)  Multiple Dimensions II:  As Multiple Dimensions 
  I, but the gate can open onto the physical locations 
  in the other dimensions corresponding to the char-
  acter’s physical location in his current dimension. 
  88 Active Points; total cost 59 points.
  4)  Multiple Dimensions III:  As Multiple Dimensions I, 
  but the gate can open onto any physical locations in 
  each dimension. 96 Active Points; total cost 64 points.
  5)  True Dimension Gate:  The gate can open into any 
  dimension, but only to a speciﬁed physical location 
  in each one. 82 Active Points; total cost 55 points.
  6)  True Dimension Gate II:  The gate can open into 
  any dimension, and open in the physical locations 
  in the destination dimension corresponding to the 
  character’s physical location in his current dimen-
  sion. 115 Active Points; total cost 77 points.
  7)  True Dimension Gate III:  The gate can open onto 
  any point in any dimension. 124 Active Points; total 
  cost 83 points.
  OFFENSIVE POWERS
   BANISHMENT
  Effect: 
  Extra-Dimensional Movement, Usable As 
  Attack
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 5
  Dimensional Travel Tricks Roll Penalty: 
  -5
  Description:  This power allows a character to send 
  a person to another dimension against that person’s 
  will. Once there, the victim typically has no way 
  to get back, and thus is eﬀectively removed from 
  the campaign (though eventually he may ﬁnd a 
  “way home” and return to seek bloody revenge). 
  The character must deﬁne which dimension he can 
  send people to when he purchases the power.
  As with any Usable As Attack power, this one 
  does not work against a reasonably common set 
  of defenses. These typically include a Force Field 
  “tuned” to the right “frequency” (the GM may 
  require characters to have some knowledge of 
  dimensional physics, or some experience with this 
  power, to properly attune a FF), Power Defense, 
  dimensional-energy based forms of Desolidiﬁca-
  tion, “astral form” Duplication, or the innate ability 
  to move faster than the speed of light (FTL Travel, 
  some forms of MegaScaled movement). However, 
  the player and the GM should add to or change this 
  list as needed to reﬂect a character’s speciﬁc origin 
  and special eﬀects.
  Since Banishment involves a “stop sign” 
  power with a “stop sign” Advantage, it could 
  
  109 
  The Ultimate Speedster ■ Chapter Two
  easily cause game balance problems in many 
  campaigns. The GM must approve a character’s 
  purchase and use of it.
  Game Information:  Extra-Dimensional Move-
  ment (one location in one deﬁned dimension), 
  Usable As Attack (defenses are as described above; 
  +1), Ranged (+½). Total cost:  50 points.
  Options:
  1)  Expanded Banishment I:  As with regular Ban-
  ishment, but the character can send victims to 
  any location in that one dimension. Total cost:  
  62 points.
  2)  Expanded Banishment II:  As with Expanded 
  Banishment I, but the character can send victims to 
  any location in a related group of dimensions (such 
  as the Nine Hells or the Elemental Planes). Total 
  cost:  87 points.
  3)  Expanded Banishment III:  As with Expanded Ban-
  ishment II, but the character can send victims to any 
  location in any dimension. Total cost:  112 points.
   DANGER PORTAL
  Effect: 
  Energy Blast 8d6, Variable Special Effects
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Dimensional Travel Tricks Roll Penalty: 
  -6
  Description:  This power allows a character to open 
  a portal to a dimension or place containing some 
  dangerous substance or phenomena. The substance 
  or phenomena gushes out onto or toward the char-
  acter’s opponent, causing injury upon impact. For 
  example, the character could open a portal above 
  a target’s head that connects to a dimension where 
  a rockslide is occurring, causing his enemy to be 
  smashed by falling rocks that come through the 
  portal. Other possibilities include portals into pools 
  of lava, portals deep underwater to create high-
  pressure water blasts, portals into freezing dimen-
  sions to create blasts of cold and ice, and so forth.
  Game Information:  Energy Blast 8d6, Variable 
  Special Eﬀects (any; +½). Total cost:  60 points.
  Options:
  1)  Powerful Portals:  Increase to Energy Blast 10d6. 
  Total cost:  75 points.
  2)  Lesser Portals:  Decrease to Energy Blast 6d6. 
  Total cost:  45 points.
  3)  Danger Portal Variant:  To simulate the wide 
  variety of phenomena and effects the character 
  can call on, decrease to Energy Blast 6d6 and add 
  Variable Advantages (+½ Advantages; +1). Total 
  cost: 75 points.
  4)  Gateway Of Destruction I:  The character opens 
  a portal so wide that he has little diﬃculty hitting 
  his target. Add Area Of Eﬀect (One Hex; +½). Total 
  cost:  80 points.
  5)  Gateway Of Destruction II:  A character with this 
  option can open a Danger Portal large enough to 
  attack many people at once. Decrease to Energy 
  Blast 6d6 and add Area Of Eﬀect (5”; +1). Total 
  cost:  75 points.
  6)  Lasting Portal:  The character can hold his portal 
  open indeﬁnitely, moving it so that it continues to 
  dump harmful substances onto the target. Decrease 
  to Energy Blast 6d6 and add Continuous (+1). Total 
  cost:  75 points.
  7)  Deadly Portal:  Substitute RKA 2½d6 for Energy 
  Blast 8d6. Total cost:  60 points.
  8)  Slow Portal:  The character has to take the time 
  to make sure he positions his portal just right, and 
  opens it into the right alternate dimension. Add 
  Extra Time (Full Phase; -½). 60 Active Points; total 
  cost 40 points.
  9)  Searching Portal:  The character lacks an instinc-
  tive knowledge of which planes and locations to 
  use for speciﬁc phenomena. Instead, he must search 
  his mind, combing through his knowledge of 
  alternate realities to determine just the right one to 
  use. Add Requires A KS: Dimensions Roll (-¼). 60 
  Active Points; total cost 48 points.
  10)  Multidirectional Portal:  The basic power 
  assumes that, regardless of how it’s described, the 
  portal has the eﬀect of opening up and attacking 
  someone as if the character blasted that person 
  directly (for example, Knockback always occurs in 
  the direction away from the character). With this 
  option, that doesn’t have to be so — the character 
  can open a portal up from any direction, making 
  it easy to surprise foes, bypass Force Walls, and so 
  forth. Decrease to Energy Blast 6d6 and add Indi-
  rect (+¾). Total cost:  67 points.
   DIMENSIONAL RIP
  Effect: 
  Energy Blast 12d6, No Knockback
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Dimensional Travel Tricks Roll Penalty: 
  -6
  Description:  The character can cause a “rip,” 
  warp, or point of destabilization in the dimen-
  sional fabric right where another person stands. 
  The resulting effect on space-time causes dimen-
  sional energies to tear at and buffet that person, 
  inflicting significant injury.
  Game Information:  Energy Blast 12d6 (60 
  Active Points); No Knockback (-¼). Total cost:  
  48 points.
  Options:
  1)  Stronger Rip:  Increase to Energy Blast 15d6. 75 
  Active Points; total cost 60 points.
  2)  Weaker Rip:  Decrease to Energy Blast 9d6. 45 
  Active Points; total cost 36 points.
  3)  Larger Rip:  The character creates a rip large enough 
  to hit a target easily. Add Area Of Eﬀect (One Hex; 
  +½). 90 Active Points; total cost 72 points.
  
  110 ■ Speed Powers
  Hero System 5th Edition
  4)  Line Of Destabilization:  The character creates 
  a long rip in the fabric of the dimensions, aﬀect-
  ing not only his end target but anyone standing 
  between them. Decrease to Energy Blast 8d6, add 
  Area Of Eﬀect (16” Line; +1), and add No Range 
  (-½). 80 Active Points; total cost 46 points.
  5)  Short-Range Rip:  The character has limited con-
  trol over his Dimensional Rips; he cannot create 
  one more than 20” away from himself. Add Limited 
  Range (20”; -¼). Total cost:  40 points.
  6)  Precise Rip:  The character exerts enough control 
  over his dimensional powers that he can open a rip 
  wherever he wants, even bypassing walls and the 
  like. Decrease to Energy Blast 10d6 and add Indi-
  rect (+½). 75 Active Points; total cost 60 points.
  7)  Deadly Rip:  Substitute RKA 4d6 for Energy Blast 
  12d6. 60 Active Points; total cost 48 points.
   DIMENSIONAL TRAP
  Effect: 
  Entangle 6d6, 6 DEF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Dimensional Travel Tricks Roll Penalty: 
  -6
  Description:  The character can trap an enemy in a 
  bubble of transdimensional space. When the char-
  acter tries to step outside the bubble, it immediately 
  teleports him right back inside. Additionally, the 
  ﬂuctuating nature of “reality” within the bubble 
  prevents Accessible Foci (such as guns or magic 
  wands) from functioning properly, so trapped 
  characters cannot use them to break free. Only by 
  straining the fabric of the bubble with personal 
  strength or personal attacks can a victim shatter it 
  and go free.
  Game Information:  Entangle 6d6, 6 DEF (60 
  Active Points); Cannot Form Barriers (-¼), 
  Vulnerable (dimensional attacks; -¼). Total 
  cost:  40 points.
  Options:
  1)  Stronger Trap:  Increase to Entangle 8d6, 8 DEF. 
  80 Active Points; total cost 53 points.
  2)  Weaker Trap:  Decrease to Entangle 4d6, 4 DEF. 
  40 Active Points; total cost 27 points.
  3)  Dimensional Trap Variant:  This form of transdi-
  mensional bubble is harder to damage, but once 
  damaged is more easily broken. Change to Entangle 
  4d6, 8 DEF. 60 Active Points; total cost 40 points.
  4)  Precise Trap:  The character can create a trap 
  wherever he wants, even bypassing walls and other 
  obstacles in his way. Decrease to Entangle 5d6, 5 
  DEF and add Indirect (+½). 75 Active Points; total 
  cost 50 points.
  5)  Wide-Flung Trap:  The character can create an 
  area of transdimensional space big enough to trap 
  many people. Decrease to Entangle 4d6, 4 DEF 
  and add Area Of Eﬀect (4” Radius; +1). 80 Active 
  Points; total cost 53 points.
  6)  Protected Trap:  The transdimensional nature 
  of the trap protects itself from other dimensional 
  attacks. Remove the Vulnerable (-¼). 60 Active 
  Points; total cost 48 points.
   DISTANCE DISTORTION ZONE
  Effect: 
  Change Environment (increase the seem-
  ing scale of distance within the deﬁned 
  area), additional -6 to Range Modiﬁer
  Target: 
  8” radius
  Duration: 
  Constant
  Range: 
  100”
  END Cost: 0
  Dimensional Travel Tricks Roll Penalty: 
  -25
  Description:  The character can manipulate the fabric 
  of reality to create a zone 8” across that seems like it’s 
  actually 80” across to those within it. This aﬀects how 
  long it takes people to cross the area, the Range Modi-
  ﬁer they suﬀer for making Ranged attacks into or 
  through the distance distortion zone, and the like.
  This power requires the GM’s permission to buy, 
  since it’s built using Change Environment in a some-
  what unorthodox way. The primary combat eﬀect is to 
  increase the Range Modiﬁer, which costs 4 Character 
  Points for each additional -1 added to the standard 
  Range Modiﬁer. The normal Range Modiﬁer for 8” 
  is -2; that for 80” is -8, so the power adds -6 to the 
  Range Modiﬁer. Of course, the exact modiﬁer suﬀered 
  by a character ﬁring into, out of, or through the ﬁeld 
  depends on the relative distance between him and his 
  target; it’s not necessarily always going to be -8.
  The eﬀect on movement is somewhat more dif-
  ﬁcult, since the power’s supposed to have an absolute 
  eﬀect regardless of the number of inches of move-
  ment a character has — the zone basically reduces 
  anyone’s ability to move through it to one-tenth of 
  normal. To simulate this, the power imposes -5” on all 
  physical modes of movement (Flight, Gliding, Leap-
  ing, Running, Swimming, Swinging, Teleportation, 
  and Tunneling). Following Rule #6 on page 543 of 
  the HERO System 5th Edition, Revised core rulebook, 
  the GM should apply this combat eﬀect not as a strict 
  reduction in the inches of movement of anyone in the 
  zone, but as a requirement to cross 80” rather than 8” 
  to get across the zone.
  Game Information:  Change Environment (create 
  distance distortion zone making it seem as if 8” 
  is 80”) 8” radius, Multiple Combat Eﬀects, addi-
  tional -6 to Range Modiﬁer, -5” of Flight, Gliding, 
  Leaping, Running, Swimming, Swinging, Tele-
  portation, and Tunneling, Reduced Endurance 
  (0 END; +½) (247 Active Points); Limited Range 
  (100”; -¼). Total cost:  198 points.
  Options:
  1)  Strong Zone:  Increase to 16” radius. 255 Active 
  Points; total cost 204 points.
  2)  Weak Zone:  Decrease to 4” radius. 232 Active 
  Points; total cost 186 points.
  3)  Safe Zone:  The character doesn’t suﬀer the dis-
  tortion eﬀect due to his ability to warp the dimen-
  sional fabric. Add Personal Immunity (+¼). 289 
  Active Points; total cost 231 points.
  
  111 
  The Ultimate Speedster ■ Chapter Two
   GATE RAZOR
  Effect: 
  RKA 2d6, Indirect, Penetrating (x2)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Dimensional Travel Tricks Roll Penalty: 
  -6
  Description:  Similar to Dimensional Rip (and often 
  bought in a Multipower with it), this power gives 
  a character the ability to open small dimensional 
  portals next to or inside a target, such that the 
  opening edge of the portal cuts through the target 
  like a hot knife through butter. Even strong armor 
  or similar defenses usually can’t completely with-
  stand the eﬀect of a Gate Razor.
  Game Information:  RKA 2d6, Indirect (+½), 
  Penetrating (x2; +1) (75 Active Points); No 
  Knockback (-¼). Total cost:  60 points.
  Options:
  1)  Larger Gate Razor:  Increase to RKA 3d6. 112 
  Active Points; total cost 90 points.
  2)  Smaller Gate Razor:  Decrease to RKA 1d6+1. 50 
  Active Points; total cost 40 points.
  3)  Multi-Razor:  Instead of just creating one large 
  Gate Razor, the character can create multiple small 
  Gate Razors to cut a foe to ribbons. The character 
  can only use the attack against a single target, how-
  ever. Decrease to RKA 1d6, and add Autoﬁre (5 
  shots; +½), Reduced Endurance (½ END; +½), and 
  All Shots Must Be Used Against One Target (-0). 52 
  Active Points; total cost 42 points.
   PENETRATING THE VEIL
  Effect: 
  Apply Transdimensional (+½) to attacks
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 7
  Dimensional Travel Tricks Roll Penalty: 
  -7
  Description:  Thanks to his knowledge of dimensional 
  manipulation and dimensional structure, the charac-
  ter can make an attack breach dimensional barriers to 
  strike someone in a single other dimension (the char-
  acter must choose which dimension when he buys 
  this power). Of course, if he cannot perceive through 
  the dimensional barrier (perhaps by using Perspective 
  Of The Dimensions, described below), he won’t be 
  particularly accurate with the attack.
  Game Information:  Indirect (+½) for any attack 
  of up to 60 points (30 Active Points); Only To 
  Allow Attack To Be Transdimensional (-1) 
  (total cost:  15 points) plus Transdimensional 
  (any one dimension; +½) for any attack of up 
  to 90 points (total cost:  45 points). Total cost:  
  60 points.
  Options:
  1)  Multi-Dimensional Attack:  The character can 
  attack targets in a group of related dimensions 
  deﬁned when he buys the power, such as the Thir-
  teen Heavens or the Brialic Planes. Increase Trans-
  dimensional to +¾ (total cost:  67 points). Total 
  cost:  82 points.
  2)  Omnidimensional Attack:  The character can 
  attack targets in any dimension. Increase Transdi-
  mensional to +1 (total cost:  90 points). Total cost:  
  105 points.
  3)  Transdimensional Touch:  By touching another 
  character, the character can grant this ability to 
  him. Add Usable By Other (+¼) to both naked 
  Advantages. 37 + 56 = 93 Active Points; total cost 
  18 + 56 = 74 points.
  4)  Penetrating The Veil Variant:  The character’s abil-
  ity to use this power depends on his knowledge of 
  the “spatial relationship” between the dimension 
  he’s currently in, and the dimension where he can 
  attack targets with this power. If he doesn’t have the 
  “orientation” correct in his mind, the power won’t 
  work. Add Requires A Navigation (Dimensional) 
  Roll (-½) to both naked Advantages. 30 + 45 = 75 
  Active Points; total cost 12 + 30 = 42 points.
  5)  Dimensional Breaching:  The character can only 
  attack targets in other dimensions by focusing on 
  making the attack to the exclusion of events and 
  dangers around him. Add Concentration (½ DCV; 
  -¼) to both naked Advantages. 30 + 45 = 75 Active 
  Points; total cost 13 + 36 = 49 points.
   REACH TUNNEL
  Effect: 
  Stretching 8”, Does Not Pass Through 
  Intervening Space
  Target: 
  One object/character
  Duration: 
  Instant
  Range: 
  8”
  END Cost: 4/3
  Dimensional Travel Tricks Roll Penalty: 
  -5
  Description:  The character has the ability to open 
  two portals large enough for his hand — one 
  right next to him, one right next to some object 
  or person. He can then grab the object and bring 
  it to himself through the dimensional “tunnel,” or 
  throw a punch. 
  Game Information:  Stretching 8”, Does Not Pass 
  Through Intervening Space (+¼) (50 Active 
  Points); No Velocity Damage (-¼), Range Mod-
  iﬁer Applies (-¼). Total cost:  33 points.
  
  112 ■ Speed Powers
  Hero System 5th Edition
  SENDING
  Effect: 
  Teleportation 8” Usable As Attack
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Dimensional Travel Tricks Roll Penalty: 
  -4
  Description:  The character’s knowledge of how 
  to use alternate dimensions to travel quickly also 
  provides a way for him to attack characters. He can 
  Teleport a target against the target’s will — a partic-
  ularly deadly attack when used to move an enemy 
  oﬀ the side of a cliﬀ or tall building.
  Game Information:  Teleportation 8”, Usable As 
  Attack (defense is Teleportation, Extra-Dimen-
  sional Movement, or Force Wall; +1), Ranged 
  (+½). Total cost:  40 points.
  Options:
  1)  Far Sending I:  Increase to Teleportation 12”. 
  Total cost:  60 points.
  2)  Far Sending II:  Increase to Teleportation 20”. 
  Total cost:  100 points.
  3)  Far Sending III:  The character can send a victim 
  far away. The GM should review this power care-
  fully before allowing it in the game; it may prove 
  unbalancingly eﬀective. Add MegaScale (1” = 1 km; 
  +¼). Total cost:  44 points.
  4)  Short Sending:  Decrease to Teleportation 6”. 
  Total cost:  30 points.
  5)  Look That Way!:  The character cannot only move 
  the target, he can cause him to change facing. This is 
  particularly eﬀective as an attack when used to cause 
  a character performing a Move By/Through to hit one 
  of his allies (or a wall) instead of the intended target. 
  Add Position Shift. Total cost:  52 points.
  DEFENSIVE POWERS
   BLINK DIMENSION-WALKING
  Effect: 
  +6 DCV
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Dimensional Travel Tricks Roll Penalty: 
  -3
  Description:  The character has the ability to shift 
  himself back and forth between this dimension and 
  another dimension rapidly, resulting in micro-sec-
  onds of time when he’s not present in this dimen-
  sion. This makes it much harder for an attacker to 
  strike him successfully; many attacks that would 
  otherwise hit him miss because he shifts into 
  another dimension at the point in time when they 
  would impact.
  Game Information:  +6 DCV (30 Active Points); 
  Costs Endurance (-½). Total cost:  20 points.
   DIMENSIONAL POINT DEFENSE
  Effect: 
  Missile Deﬂection
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Dimensional Travel Tricks Roll Penalty: 
  -2
  Description:  The character can open up small 
  portals to other, uninhabited, dimensions right 
  in front of incoming attacks, thus keeping them 
  from striking him.
  Game Information:  Missile Deﬂection (all 
  ranged attacks) (20 Active Points); Costs 
  Endurance (-½). Total cost:  13 points.
  Options:
  1)  Ranged Point Defense:  The character can use his 
  micro-portals to defend other people as well. Add 
  Range (adjacent hexes; +½). 30 Active Points; total 
  cost 20 points.
  2)  Dimensional Point Offense:  Instead of merely 
  sending an attack away to another dimension, the 
  character opens up two linked dimensional portals. 
  The attack goes in one and emerges from the other, 
  thus allowing him to redirect the attack at whom-
  ever he chooses. Add Reﬂection (any target). 50 
  Active Points; total cost 33 points.
  
  113 
  The Ultimate Speedster ■ Chapter Two
  DIMENSIONAL SHUNT FIELD
  Effect: 
  Force Field (25 PD/25 ED)
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Dimensional Travel Tricks Roll Penalty: 
  N/A
  Description:  The character establishes a ﬁeld 
  around himself that is an interface between this 
  dimension and another, uninhabited one. The force 
  and energy of incoming attacks intersects with 
  this interface, causing much (if not all) of it to get 
  shunted to the other dimension, leaving the charac-
  ter unharmed (or less harmed). Attacks that are too 
  powerful overwhelm the interface, bypassing it and 
  causing damage to “leak” through to the character.
  Game Information:  Force Field (25 PD/25 ED). 
  Total cost:  50 points.
  Options:
  1)  Tighter Field:  Increase to Force Field (32 PD/32 
  ED). Total cost:  64 points.
  2)  Looser Field:  Decrease to Force Field (20 PD/20 
  ED). Total cost:  40 points.
  3)  Universal Shunt Field:  This form of shunt ﬁeld 
  aﬀects all types of attacks, not just those that have 
  force or energy. Substitute Force Field (15 PD/15 
  ED/Mental Defense 10/Power Defense 10/Sight 
  Group Flash Defense 10). Total cost:  60 points.
  4)  Dimensional Shunt Barrier:  Instead of creating a 
  personal shunt ﬁeld around himself, the character 
  can establish the shunt ﬁeld as a wall-like barrier. 
  Substitute Force Wall (10 PD/10 ED; 3” long). Total 
  cost:  54 points.
  5)  Dimensional Shunt Field Variant:  Substitute Phys-
  ical and Energy Damage Reduction, Resistant, 50%, 
  Costs Endurance (-½). 30 + 30 = 60 Active Points; 
  total cost 20 + 20 = 40 points.
   MULTI-DIMENSIONAL FORM
  Effect: 
  Mental Defense (15 points) plus Power 
  Defense (15 points)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Dimensional Travel Tricks Roll Penalty: 
  N/A
  Description:  The character’s body and mind exist at 
  least partly in more than one dimension simultane-
  ously, making it diﬃcult for certain types of attacks 
  (including psionic ones) to aﬀect him. 
  Game Information:  Mental Defense (15 points 
  plus EGO/5) plus Power Defense (15 points). 
  Total cost:  30 points.
  MOVEMENT POWERS
   DIMENSIONAL TRANSIT
  Effect: 
  Teleportation 20”
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 4
  Dimensional Travel Tricks Roll Penalty: 
  -4
  Description:  The character can travel instantly from 
  one place to another in this dimension by travel-
  ing through an alternate dimension where points 
  in space are “closer together.” The character opens 
  a portal to this other dimension, takes but a single 
  step, and then exits through another portal back 
  into this dimension, now as much as 260 feet from 
  where he was just standing.
  Game Information:  Teleportation 20”. Total 
  cost:  40 points.
  Options:
  1)  Better Portal I:  Increase to Teleportation 30”. 
  Total cost:  60 points.
  2)  Better Portal II:  Add x8 Noncombat. Total cost:  
  50 points.
  3)  Better Portal III:  The character can open 
  dimensional portals that allow him to travel for 
  miles, though he may need a way to see where 
  he’s going (such as Dimensional Window, below) 
  if he’s never been there before. Add MegaScale 
  (1” = 100 km, can scale down to 1” = 1 km; +1). 
  Total cost:  80 points.
  4)  Weaker Portal:  Decrease to Teleportation 10”. 
  Total cost:  20 points.
  5)  Group Portal:  The character can open a portal 
  large enough to take several friends with him. Add 
  x8 Increased Mass. Total cost:  55 points.
  6)  True Dimensional Portal I:  The character’s portal 
  remains open between two points. People can 
  travel either way through the portal, or ﬁre attacks 
  through it. Change to Teleportation 10”, Area Of 
  Eﬀect (One Hex; +½), Continuous (+1), Usable On 
  Others (+¼) (55 Active Points); Gate (-½). Total 
  cost:  37 points. 
  7)  True Dimensional Portal II:  Like True Dimen-
  sional Portal I, but add MegaScale (1” = 1 km; +¼). 
  60 Active Points; total cost 40 points.
  
  114 ■ Speed Powers
  Hero System 5th Edition
  SENSORY POWERS
  DIMENSIONAL WINDOW
  Effect: 
  Clairsentience (Sight and Hearing Group)
  Target: 
  Special
  Duration: 
  Constant
  Range: 
  150”
  END Cost: 3
  Dimensional Travel Tricks Roll Penalty: 
  -3
  Description:  The character can open a “window” 
  through alternate dimensions that allows him 
  to see and hear what other people are doing and 
  saying far away. However, the people he’s “spying” 
  upon may detect the window if he’s not careful 
  or unlucky.
  Game Information:  Clairsentience (Sight and 
  Hearing Group) (30 Active Points); Visible 
  (-¼). Total cost:  24 points.
  Options:
  1)  Expanded Range I:  The character can open a 
  Dimensional Window much further away. Add 
  16x Range (2,400”, or about three miles). 50 Active 
  Points; total cost 40 points.
  2)  Expanded Range II:  The character can open a 
  Dimensional Window dozens of miles away. Add 
  MegaScale (1” = 10 km, can scale down to 1” = 1 
  km; +¾). 52 Active Points; total cost 42 points.
  3)  Hidden Window:  The character can make his 
  window small enough that the people he’s looking 
  at can’t normally perceive it. Remove Visible. Total 
  cost:  30 points.
  4)  Flying Window:  The character can move his 
  window, allowing him to follow a particular target 
  as that person moves. Add Mobile Perception 
  Points. 35 Active Points; total cost 28 points.
   HYPERPERCEPTION
  Effect: 
  Detect Physical Objects
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Dimensional Travel Tricks Roll Penalty: 
  -2
  Description:  The character can extend his senses 
  through a higher dimension (or has a body that at 
  least partly exists in such dimensions), thus allow-
  ing him to see through/around mere three-dimen-
  sional objects.
  Game Information:  Detect Physical Objects 
  (INT Roll +2) (Sight Group), Increased Arc 
  Of Perception (360 Degrees), Telescopic (+10 
  versus Range Modiﬁer). Total cost:  22 points.
  PERSPECTIVE OF THE DIMENSIONS
  Effect: 
  Clairsentience (Sight and Hearing Group), 
  Dimensional
  Target: 
  Special
  Duration: 
  Constant
  Range: 
  200”
  END Cost: 4
  Dimensional Travel Tricks Roll Penalty: 
  -4
  Description:  The character can see and hear what’s 
  occuring in a group of related dimensions. The GM 
  must determine what point in the other dimen-
  sion corresponds to the character’s location in this 
  dimension; the character determines the range of 
  his Clairsentience from that point.
  Game Information:  Clairsentience (Sight and 
  Hearing Group), Dimensional (related group 
  of dimensions, chosen when character buys 
  power). Total cost:  40 points.
  Option:
  1)  True Dimensional Perspective:  The character can 
  see and hear into any dimension. Increase to Dimen-
  sional (any dimension). Total cost:  45 points.
  MISCELLANEOUS POWERS
  DIMENSIONAL ARMY
  Effect: 
  Duplication (creates 8 350-point Dupli-
  cates)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Dimensional Travel Tricks Roll Penalty: 
  -9
  Description:  The character can “summon” versions 
  of himself from alternate Earths and other such 
  dimensions. The various selves may look slightly 
  diﬀerently — perhaps they wear diﬀerent clothing, 
  or have diﬀerent hairstyles, or the like — but they’re 
  otherwise identical.
  This write-up assumes the original character 
  is built on 350 points. For other point totals, adjust 
  the cost accordingly.
  Game Information:  Duplication (creates 8 350-
  point Duplicates), Easy Recombination (Zero-
  Phase Action, full DCV). Total cost 95 points.
  Options:
  1)  Large Army:  Increase to 250 350-point Dupli-
  cates. Total cost:  120 points.
  2)  Diverse Army:  The character can “summon” 
  versions of himself from realities so diﬀerent that 
  his abilities diﬀer as well. Add Altered Duplicates 
  (100%; +1). Total cost:  190 points.
  3)  Fall Back!:  The character can quickly and easily 
  merge his Duplicates with himself. Add Ranged 
  Recombination (+½). Total cost:  142 points.
  
  115 
  The Ultimate Speedster ■ Chapter Two
  DIMENSIONAL BYPASS
  Effect: 
  Desolidiﬁcation
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Dimensional Travel Tricks Roll Penalty: 
  -4
  Description:  The character can shift his body 
  into higher dimensions, allowing him to pass 
  through three-dimensional objects and attacks as 
  if they did not exist.
  Game Information:  Desolidiﬁcation (aﬀected 
  by dimensional attacks, any attack with the 
  Transdimensional Advantage, or magic). Total 
  cost:  40 points.
  Option:
  1)  Higher Dimension Form:  The character’s body 
  exists at least partly in a higher dimension at all 
  times. He must apply the Aﬀects Physical World 
  Advantage to any attacks he wants to use on normal 
  three-dimensional objects and people (i.e., on any 
  attack that aﬀects non-Desolidiﬁed things). Change 
  to Desolidiﬁcation (aﬀected by dimensional attacks, 
  any attack with the Transdimensional Advantage, or 
  magic), Reduced Endurance (0 END; +½), Persis-
  tent (+½), Inherent (+¼) (90 Active Points); Always 
  On (-½). Total cost:  60 points.
   DIMENSIONAL VAULT
  Effect: 
  Extra-Dimensional Movement (to pocket 
  dimension)
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 2
  Dimensional Travel Tricks Roll Penalty: 
  N/A
  Description:  The character controls a “pocket 
  dimension” or other small section of interdimen-
  sional space that only he can access and use. Mostly 
  it’s just good for storing things, but occasionally it’s 
  worth spending time there when he really wants to 
  be alone.
  Game Information:  Extra-Dimensional Move-
  ment (to a single physical location in pocket 
  dimension). Total cost:  20 points.
  PLANAR REACH
  Effect: 
  Stretching 1”, Transdimensional
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Dimensional Travel Tricks Roll Penalty: 
  -1
  Description:  The character has the ability to 
  reach into other dimensions and touch, punch, or 
  grab things in them. (He can’t necessarily grasp 
  something and “pull” it back into his current 
  dimension, though, unless the GM chooses to 
  allow this.) However, he can’t perceive into the 
  other dimension to see what he’s touching; that 
  would require a power like Perspective Of The 
  Dimensions.
  Game Information:  Stretching 1”, Transdimen-
  sional (any dimension, one at a time; +1). Total 
  cost:  10 points.
  
  116 ■ Speed Powers
  Hero System 5th Edition
  ‘F
  light Powers” are special speedster tricks 
  and abilities for characters who can ﬂy at 
  extremely high velocities. (This category 
  also includes powers based on Gliding, 
  though characters rarely glide at high speeds.) In 
  many cases a ﬂying speedster is no diﬀerent than a 
  running speedster, so many powers in the Speedster 
  Powers from pages 61-106 are perfectly appropriate 
  for ﬂying speedsters and are not repeated here.
  BASIC POWERS
   HYPER-FLIGHT
  Effect: 
  Flight 25”, also MegaScale (1” = 1 km)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6/6
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can ﬂy faster than the 
  fastest bird — or, for that matter, the fastest jetﬁght-
  ers, if he has to.
  Game Information:
  Cost Power
  62 
  Hyper-Flight:  Multipower, 62-point reserve
  6u 
  1)  Super-Flight:  Flight 25”, x8 Noncombat
  6u 
  2)  Machspeed Flight:  Flight 25”, MegaScale 
  (1” = 1 km; +¼)
  Total cost:  74 points.
  Options:
  1)  Faster Flight:  Increase Multipower to 87-
  point reserve, slot one to Flight 35” x8 Noncom-
  bat, and slot two to Flight 35” MegaScale. Total 
  cost:  104 points.
  2)  Slower Flight:  Decrease Multipower to 50-
  point reserve and both slots to Flight 20”. Total 
  cost:  60 points.
  3)  Agile Flight:  The character’s such a skilled ﬂyer 
  that he can turn on a dime. Increase Multipower 
  reserve to 75 points and add No Turn Mode (+¼) 
  to both slots. Total cost:  89 points.
  4)  Extreme Acceleration I:  The character can reach 
  top speed much faster than other ﬂying characters. 
  Increase Multipower reserve to 75 points and add 
  Rapid Noncombat Movement (+¼) to both slots. 
  Total cost:  89 points.
  5)  Extreme Acceleration II:  The character can 
  accelerate and decelerate much faster than other 
  ﬂying characters. Increase Multipower reserve to 75 
  points and add Combat Acceleration/Deceleration 
  (+¼) to both slots. Total cost:  89 points.
  6)  Extreme Acceleration III:  The character’s accelera-
  tion and deceleration are practically instantaneous. 
  Increase Multipower reserve to 124 points and add 
  Noncombat Acceleration/Deceleration (+1) to both 
  slots. Total cost:  147 points.
  7)  Too Fast To Breathe:  The character can actually 
  ﬂy so fast he can’t breathe properly. He can only 
  attain top speeds for as long as he can hold his 
  breath (and, if necessary, is willing to expend STUN 
  as END). Add to the Machspeed Flight slot Side 
  Eﬀects (character cannot breath when using power, 
  always occurs; -½). Total cost of slot 4 points; total 
  cost of overall power 72 points.
  8)  Aqua-Flight:  The character can use his ability to 
  ﬂy to “swim” as well. Increase Multipower reserve to 
  75 points and add Usable Underwater (+¼) to both 
  slots. Total cost:  89 points.
  9)  Relaxed Flight:  The character can use his ability 
  to ﬂy to glide eﬀortlessly, thus helping him to con-
  serve energy (END). Increase Multipower reserve 
  to 75 points and add Usable As Gliding (+¼) to Slot 
  #1. Total cost:  88 points.
  10)  Outer Space Flight:  The character can ﬂy par-
  ticularly fast in the vacuum of space. Increase Mul-
  tipower reserve to 75 points and add Usable As FTL 
  Travel (+¼) to Slot #1. Total cost:  88 points.
  11)  Slient Flight:  The character makes no sound 
  when he moves. Increase Multipower reserve to 75 
  points and add Invisible to Hearing Group (+¼) to 
  both slots. Total cost:  89 points.
  12)  Easy Flight I:  The character can ﬂy without 
  tiring himself much. Increase Multipower reserve 
  to 75 points and add Reduced Endurance (½ END; 
  +¼) to both slots. Total cost:  89 points.
  13)  Easy Flight II:  The character can ﬂy without 
  tiring himself at all. Increase Multipower reserve 
  to 93 points and add Reduced Endurance (0 END; 
  +½) to both slots. Total cost:  111 points.
  14)  Nonrestricted Flight:  The character’s ability to 
  ﬂy isn’t constrained by gravity. Increase Multipower 
  reserve to 93 points and add No Gravity Penalty 
  (+½) to both slots. Total cost:  111 points.
  FLIGHT  
  POWERS
  
  117 
  The Ultimate Speedster ■ Chapter Two
  WINGS
  Effect: 
  Flight 12”, Restrainable
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  Some aerial speedsters’ ﬂying powers 
  derive from wings.
  Game Information:  Flight 12” (24 Active Points); 
  Restrainable (-½). Total cost:  16 points.
  Options:
  1)  Stronger Wings:  Increase Flight to 20”. 40 Active 
  Points; total cost 27 points.
  2)  Weaker Wings:  Decrease Flight to 8”. 16 Active 
  Points; total cost 11 points.
  3)  Gliding I:  Substitute Gliding 12” for Flight 12”. 12 
  Active Points; total cost 8 points.
  4)  Gliding II:  Some characters who can fly can 
  also glide, allowing them to conserve END. Add 
  Usable As Gliding (+¼). 30 Active Points; total 
  cost 20 points.
  5)  Water-Wings:  The character has taught himself 
  to use his wings to push himself through the water 
  like a manta ray. Add Usable Underwater (+¼). 30 
  Active Points; total cost 20 points.
  6)  Easy Flight:  The character is such an accomplished 
  ﬂyer that he can remain aloft indeﬁnitely without 
  tiring himself out. Add Reduced Endurance (0 END; 
  +½). 36 Active Points; total cost 24 points.
  7)  Silent Flight:  The character’s wings make no 
  sound when used. Add Invisible to Hearing Group 
  (+¼). 30 Active Points; total cost 20 points.
  8)  Arm-Wings:  The character’s wings aren’t a sepa-
  rate set of limbs growing out of his back; instead, 
  they attach to his arms, meaning he can’t do 
  anything with his arms but move his wings if he 
  wants to stay aloft. Substitute Gestures (both hands 
  throughout; -1) for Restrainable. 24 Active Points; 
  total cost 12 points.
  9)  Stooping:  The character is particularly skilled 
  at dive-bombing targets. Add Flight +20”, Reduced 
  Endurance (0 END; +½) (60 Active Points); 
  Restrainable (-½), Only To Dive At Targets For 
  Move Bys (-1). Total cost:  24 points.
  
  118 ■ Speed Powers
  Hero System 5th Edition
  OFFENSIVE POWERS
   CLOUD CONTAINMENT
  Effect: 
  Telekinesis (10 STR), Affects Porous
  Target: 
  12” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  By ﬂying in a tight sphere around a 
  cloud of gas, mist, smoke, or the like, the speed-
  ster compresses the air waves, thus keeping the 
  cloud from spreading and allowing him to move it 
  around at will.
  Game Information:  Telekinesis (10 STR), 
  Affects Porous (only versus gases/mists/
  smokes and the like), Area Of Effect (12” 
  Radius; +1½) (62 Active Points); No Range 
  (-½), Must Pass Through Intervening Space 
  (-¼), Only Works Against Gases/Mists/
  Smokes (-1). Total cost:  22 points.
  Options:
  1)  Skillful Compression:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  19 points.
   COMPRESSION WAVE
  Effect: 
  Energy Blast 6d6, NND (defense is Life 
  Support [Safe Environment:  High Pres-
  sure])
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  By ﬂying in a tight sphere around a 
  target, the speedster creates a ﬁeld of pressure so 
  high that it weakens and knocks out most people.
  Game Information:  Energy Blast 6d6, NND 
  (defense is Life Support [Safe Environment:  
  High Pressure]; +1) (60 Active Points); No 
  Range (-½), Must Pass Through Intervening 
  Space (-¼). Total cost:  34 points.
  Options:
  1)  Strong Compression:  Increase to Energy Blast 
  8d6. 80 Active Points; total cost 46 points.
  2)  Weak Compression:  Decrease to Energy Blast 
  4d6. 40 Active Points; total cost 23 points.
  3)  Larger Compression:  The character’s fast enough 
  to create compression over a much larger area. 
  Decrease to Energy Blast 4d6 and add Area Of 
  Eﬀect (8” Radius; +1¼). 65 Active Points; total cost 
  37 points.
  4)  Ongoing Compression:  The compression 
  effect lasts as long as the speedster keeps moving 
  around the target. Decrease to Energy Blast 4d6 
  and add Continuous (+1). 60 Active Points; total 
  cost 34 points.
  5)  Injurious Compression:  The compression the 
  character creates is so intense it can inflict actual 
  injuries. Change to Energy Blast 12d6 and add 
  No Knockback (-¼). 60 Active Points; total cost 
  30 points.
  6)  Skillful Compression:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  27 points.
   JAM RADIO SIGNALS
  Effect: 
  Darkness to Radio Group 1” radius
  Target: 
  One Hex, MegaScale (10 km)
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  By ﬂying at incredible speeds through 
  the ionosphere, the speedster can disrupt radio 
  waves over a wide area.
  Game Information:  Darkness to Radio Group 
  1” radius, MegaScale (hex is 10 km wide, deep, 
  and broad; +½) (7 Active Points); No Range 
  (-½), Must Pass Through Intervening Space 
  (-¼). Total cost:  4 points.
  Options:
  1)  Strong Jamming:  Increase to 5” radius. 37 Active 
  Points; total cost 21 points.
  2)  Larger Disruption Zone:  Change to MegaScale 
  (hex is 100 km wide, deep, and broad; +¾). 9 Active 
  Points; total cost 5 points.
  3)  Global Disruption Zone:  The speedster can dis-
  rupt radio waves throughout the planet! Change to 
  MegaScale (hex is 10,000 km wide, deep, and broad; 
  +1¼). 11 Active Points; total cost 6 points.
  4)  Skillful Jamming:  Add Requires A Speedster 
  Tricks Roll (-½) (or, if preferred, a Systems Opera-
  tion Roll). Total cost:  3 points.
   WING BUFFET
  Effect: 
  HA +3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 1
  Speedster Tricks Roll Penalty: N/A
  Description:  Flying speedsters with wings are often 
  particularly adept at using their wings to smash 
  and bash their foes.
  Game Information:  HA +3d6 (15 Active 
  Points); Hand-To-Hand Attack (-½). Total 
  cost:  10 points.
  Options:
  1)  Strong Buffet:  Increase to HA +4d6. 20 Active 
  Points; total cost 13 points.
  2)  Weak Buffet:  Decrease to HA +2d6. 10 Active 
  Points; total cost 7 points.
  3)  Skillful Buffet:  Add Requires A DEX Roll 
  (assumes a DEX Roll of 12- or 13-; -¾). Total 
  cost:  7 points.
  DEFENSIVE POWERS
  
  119 
  The Ultimate Speedster ■ Chapter Two
  BRACING FLIGHT
  Effect: 
  Knockback Resistant -4”; Linked (to Flight)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  The character’s such a skilled ﬂyer, or 
  his Flight is so “strong,” that he has a much easier 
  time resisting Knockback than most ﬂyers.
  Game Information:  Knockback Resistant -4” 
  (8 Active Points); Linked (to Flight; -½). Total 
  cost:  5 points.
  Options:
  1)  Strong Bracing:  Increase to Knockback Resistant 
  -6”. 12 Active Points; total cost 8 points.
  2)  Weak Bracing:  Decrease to Knockback Resistant 
  -2”. 4 Active Points; total cost 3 points.
  WING BLOCK
  Effect: 
  +5 PD, Activation Roll 14-
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  Flying speedsters with wings are often 
  particularly adept at using their wings to protect 
  themselves from physical attacks.
  Game Information:  +5 PD (5 Active Points); 
  Activation Roll 14- (-½). Total cost:  3 points.
  Options:
  1)  Strong Block:  Increase to +8 PD. 8 Active Points; 
  total cost 5 points.
  2)  Weak Block:  Decrease to +3 PD. 3 Active Points; 
  total cost 2 points.
  MOVEMENT POWERS
  COSMIC FLYING
  Effect: 
  FTL Travel (1 LY per minute)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Description:  When in outer space, the character can 
  ﬂy at up to ﬁve hundred thousand times the speed 
  of light.
  Game Information:  FTL Travel (250,000 LY/year, 
  or about 1 LY/minute). Total cost:  46 points.
  Options:
  1)  Faster Cosmic Flying:  Increase to FTL Travel 
  (1,000,000 Light-Years/year, or about 1 LY/1 Turn). 
  Total cost:  50 points.
  2)  Slower Cosmic Flying:  Decrease to FTL Travel 
  (64,000 Light-Years/year, or about 1 LY/7 minutes). 
  Total cost:  42 points.
  3)  Come Fly With Me:  Add Usable Simultaneously 
  (Carried, up to eight people at once; +¾). Total 
  cost:  80 points.
  4)  Tiring Cosmic Fying:  Add Costs Endurance (-½). 
  Total cost:  31 points.
  MISCELLANEOUS POWERS
   ALTER THE WEATHER
  Effect: 
  Change Environment (alter weather)     
  Target: 
  2 kilometer Radius
  Duration: 
  Long-Lasting (see text)
  Range: 
  No Range
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  A ﬂying speedster can move through 
  the atmosphere so quickly, or in so speciﬁc a pat-
  tern, that he can make some alterations to the 
  weather. He can increase or decrease areas of pres-
  sure, create or redirect winds, and possibly even 
  “herd” clouds from one area to another. The eﬀects 
  last until the weather changes normally (thus, usu-
  ally hours, or a few days at most).
  Alter The Weather generally has no combat 
  eﬀect. At most the speedster might be able to 
  impose a -1 on Sight Group PER Rolls by whipping 
  up winds or moving clouds and fog around.
  Game Information:  Change Environment (alter 
  weather) 2” radius, MegaScale (every 1” = 1 km 
  wide, deep, and broad; +¼), Long-Lasting (see 
  text), Varying Eﬀect (see text; +1) (56 Active 
  Points); Extra Time (minimum of 1 Turn, and 
  often longer; -1¼), Must Pass Through Inter-
  vening Space (-¼), No Range (-½), Restrain-
  able (-¼). Total cost:  17 points.
  
  120 ■ Speed Powers
  Hero System 5th Edition
  Options:
  1)  Major Weather Alteration:  Increase to Change 
  Environment (alter weather) 4” radius. 67 Active 
  Points; total cost 21 points.
  2)  Minor Weather Alteration:  Decrease to Change 
  Environment (alter weather) 1” radius. 45 Active 
  Points; total cost 14 points.
  GLIDING POWERS
  ACCURATE GLIDING
  Effect: 
  +5 to DEX Rolls, Only Work With Gliding 
  Landing Rolls
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character has particularly ﬁne 
  control over his Gliding, making it much easier 
  than normal for him to hit the exact landing spot 
  he’s aiming for.
  Game Information:  +5 to DEX Rolls (15 Active 
  Points); Only Work With Gliding Landing Rolls 
  (-2). Total cost:  5 points.
  Options:
  1)  Greater Accuracy:  Increase to +7 to DEX Rolls. 
  21 Active Points; total cost 7 points.
  2)  Lesser Accuracy:  Decrease to +3 to DEX Rolls. 9 
  Active Points; total cost 3 points.
   GLIDER WINGS
  Effect: 
  Gliding 12”, Restrainable
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character has wings that allow him 
  to glide, but not truly ﬂy.
  Game Information:  Gliding 12” (12 Active 
  Points); Restrainable (-½). Total cost:  8 points.
  Options:
  1)  Fast Gliding:  Increase to Gliding 15”. 15 Active 
  Points; total cost 10 points.
  2)  Slow Gliding:  Decrease to Gliding 8”. 8 Active 
  Points; total cost 5 points.
  3)  Arm-Wings:  The character’s wings aren’t a 
  separate set of limbs growing out of his back; 
  instead, they attach to his arms, meaning he can’t 
  do anything with his arms but move his wings if 
  he wants to stay aloft. Substitute Gestures (both 
  hands throughout; -1) for Restrainable. Total 
  cost:  5 points.
  LIGHTER THAN AIR
  Effect: 
  Gliding 8”, No Conscious Control
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character’s ability to Glide derives 
  from his power to make himself lighter than air. He 
  can increase or decrease his weight at will, and thus 
  determines when the power activates or stops func-
  tioning, but otherwise has very little control over 
  where he travels — he’s largely at the mercy of the 
  prevailing winds, much like a hot air balloon. The 
  GM may also adjust the character’s Gliding speed 
  up or down a little depending on the wind.
  Game Information:  Gliding 8” (8 Active Points); 
  No Conscious Control (character controls acti-
  vation and deactivation of power, but not where 
  he goes or how fast; -1). Total cost:  4 points.
  
  121 
  The Ultimate Speedster ■ Chapter Two
  S
  ome speedsters’ ability to move at great 
  speed, or in unusual ways, derives from 
  their power to control or manipulate such 
  forces and phenomena as kinetic energy, 
  inertia, momentum, and friction. Although these 
  terms have precise scientiﬁc meanings, those mean-
  ings have little or no eﬀect on how the powers are 
  built and used in game terms, except to provide a 
  “special eﬀect” (see Champions, page 163, for more 
  on comic book physics).
  Because manipulating such fundamental 
  forces often requires absolute, or nearly absolute, 
  eﬀects, some of the powers described below have 
  high Active Point and Real Point costs. If neces-
  sary, the GM can adjust them downward, and then 
  address the “absoluteness” of eﬀect as part of a dra-
  matic sense interpretation of game events.
  OFFENSIVE POWERS
  FRICTION CONTROL
  Effect: 
  Telekinesis (30 STR), Only For Frictionless-
  ness Effects 
  Target: 
  One Hex Accurate
  Duration: 
  Constant
  Range: 
  335”
  END Cost: 7
  Kinetic Energy Tricks Roll Penalty: 
  -7
  Description:  The character can render an object or 
  surface frictionless (or nearly so), making it dif-
  ﬁcult for someone to keep hold of, remain standing 
  or seated on, or the like. This eﬀect is simulated 
  with Telekinesis. When the character uses the 
  power successfully, he engages in a Strength versus 
  Strength Contest with the target. If the character 
  wins, the victim loses his grip on held objects 
  (which fall to the ﬂoor), suddenly slides right oﬀ his 
  chair (taking telekinetic STR damage from hitting 
  the ﬂoor unexpectedly), and so forth.
  Game Information:  Telekinesis (30 STR), Area 
  Of Eﬀect (One Hex Accurate; +½) (67 Active 
  Points); Aﬀects Whole Object (-¼), Only For 
  Frictionlessness Eﬀects (-¾), Limited Range 
  (20”; -¼). Total cost:  30 points.
  Options:
  1)  Greater Frictionlessness:  Increase to Telekinesis 
  (40 STR). 90 Active Points; total cost 40 points.
  2)  Lesser Frictionlessness:  Decrease to Telekinesis 
  (20 STR). 45 Active Points; total cost 20 points.
  3)  Butterfingers All ’Round:  The character can 
  affect a group of people with frictionlessness. He 
  must apply the same affect to all of them — they 
  all lose hold of held objects, all slip and fall, or 
  the like. Replace Area Of Effect (One Hex) with 
  Area Of Effect (5” Radius; +1). 90 Active Points; 
  total cost 40 points.
   FRICTIONLESS FIELD
  Effect: 
  Change Environment (frictionlessness), -5 
  to DEX Rolls
  Target: 
  8” Radius
  Duration: 
  Constant
  Range: 
  225”
  END Cost: 4
  Kinetic Energy Tricks Roll Penalty: 
  -4
  Description:  The character creates a ﬁeld where 
  friction becomes less eﬀective or non-existent. 
  Characters moving on the ground through the ﬁeld 
  must make a DEX Roll at -5 each Phase to keep 
  from falling down; characters using other DEX-
  Based Skills suﬀer a similar penalty to their rolls if 
  the GM rules that friction is involved in the task.
  Game Information:  Change Environment 8” 
  radius, -5 to all DEX Rolls and DEX-Based 
  Skill Rolls, Personal Immunity (+¼). Total cost:  
  45 points.
  Options:
  1)  Greater Frictionlessness:  Increase to -9 to DEX 
  Rolls. Total cost:  65 points.
  2)  Lesser Frictionlessness:  Decrease to -3 to DEX 
  Rolls. Total cost:  35 points.
  3)  Larger Field:  Increase to 32” radius. Total cost:  
  57 points.
  4)  Smaller Field:  Decrease to 4” radius. Total cost:  
  39 points.
  KINETIC ENERGY 
  POWERS
  
  122 ■ Speed Powers
  Hero System 5th Edition
  FRICTION MANIPULATION
  Effect: 
  Entangle 4d6, 4 DEF, Takes No Damage 
  From Attacks
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Kinetic Energy Tricks Roll Penalty: 
  -6
  Description:  The character reduces the frictional 
  forces around a target to the extent the target 
  cannot move — all he can do is ﬂail around help-
  lessly. Unless he has enough strength to overcome 
  the eﬀect, or he has some physical phenomena to 
  grab hold of, he can’t get enough traction to move.
  Game Information:  Entangle 4d6, 4 DEF, Takes 
  No Damage From Attacks (+½) (60 Active 
  Points); Cannot Form Barriers (-¼), Vulner-
  able (to any attack that creates a physical eﬀect 
  which gives the victim something to grab hold 
  of; -½). Total cost:  34 points.
  Options:
  1)  Heightened Friction Manipulation:  Increase to 
  Entangle 6d6, 6 DEF. 90 Active Points; total cost 
  51 points.
  2)  Reduced Friction Manipulation:  Decrease to 
  Entangle 3d6, 3 DEF. 45 Active Points; total cost 
  26 points.
  3)  Friction Manipulation Variant:  The character so 
  vastly increases the friction inherent in another 
  character’s movement that the target cannot move 
  unless he has the strength to overcome the friction 
  and break free. Remove Vulnerable (-½). Total cost:  
  48 points.
  4)  Wide-Area Friction Manipulation I:  The character 
  can negate friction over a wide area, potentially 
  rendering many people unable to move. Decrease 
  to Entangle 3d6, 3 DEF and add Area Of Eﬀect (5” 
  Radius; +1). 75 Active Points; total cost 43 points.
  5)  Wide-Area Friction Manipulation II:  As Wide-
  Area Friction Manipulation I, but the charac-
  ter can selectively negate friction, leaving his 
  enemies trapped but his friends able to move 
  normally. Add Selective (+¼). 82 Active Points; 
  total cost 47 points.
   INERTIA MANIPULATION
  Effect: 
  Entangle 6d6, 6 DEF, Takes No Damage 
  From Attacks; Succor Movement 10d6, 
  Only To Maintain Motion
  Target: 
  One character
  Duration: 
  Instant/Constant
  Range: 
  450”/435”
  END Cost: 9/9
  Kinetic Energy Tricks Roll Penalty: 
  -9
  Description:  The character can control another 
  character’s inertia (or in some cases, his own). If 
  the target is at rest, the character can force him to 
  remain at rest by increasing his inertia, making it 
  diﬃcult (if not impossible) for him to move. If the 
  target is in motion, the character can help to negate 
  forces that might tend to hinder or halt that motion 
  (he can also apply this eﬀect to himself).
  In game terms, the ﬁrst eﬀect is an Entangle 
  that Takes No Damage From Attack, a relatively 
  easy eﬀect to adjudicate. The second eﬀect — main-
  tenance of motion — involves boosting the target’s 
  inertia-based movement (typically Running or 
  Flight). The recipient can only use the extra inches 
  of movement to keep himself in motion; they do 
  not increase his actual speed. Examples include 
  enhancing his velocity for purposes of smashing 
  through obstacles (performing a Move Through, 
  whether intentional or not), withstanding the 
  eﬀects of Drains against Movement Powers, or 
  resisting Knockback. In the latter case, the GM 
  may choose to allow the extra movement from this 
  power to “brace” the character against Knockback 
  even if he doesn’t declare that he’s bracing (see page 
  421 of the HERO System 5th Edition, Revised for 
  more information).
  Game Information:
  Cost Power
  90 
  Inertia Manipulation:  Multipower, 90-point 
  reserve
  6u 
  1)  Bodies At Rest Tend To Remain At Rest:  
  Entangle 6d6, 6 DEF, Takes No Damage 
  From Attacks (+½); Vulnerable (to any attack 
  that causes Knockback; -½)
  4u 
  2)  Bodies In Motion Tend To Remain In 
  Motion:  Succor Movement 10d6, any one 
  kinetic energy-based Movement Power at 
  once (+¼), Ranged (+½); Only To Maintain 
  Motion (-1)
  Total cost:  100 points.
  
  123 
  The Ultimate Speedster ■ Chapter Two
  KINETIC ABSORPTION
  Effect: 
  Absorption 4d6 (half to STR, half to PD), 
  Varying Effect
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Kinetic Energy Tricks Roll Penalty: 
  -3
  Description:  This power gives a character the innate 
  ability to absorb the kinetic force of any attack 
  — whether physical or energy — and use it to aug-
  ment his own strength and resilience. However, he 
  must be prepared for the category of energy he has 
  to Absorb; if he expects and prepares for a physical 
  attack and gets hit with an energy bolt, his Absorp-
  tion doesn’t work.
  Game Information:  Absorption 4d6 (half to 
  STR, half to PD), Varying Eﬀect (+¾). Total 
  cost:  35 points.
  Options:
  1)  Improved Absorption I:  Increase to Absorption 
  6d6. Total cost:  52 points.
  2)  Improved Absorption II:  Increase to Absorption 
  8d6. Total cost:  70 points.
  3)  Improved Absorption III:  Add Can Absorb 
  Maximum Of 48 Points’ Worth Of Energy. Total 
  cost:  56 points.
  4)  Improved Absorption IV:  Add Delayed Return 
  Rate (points fade at the rate of 5 per Minute; +¼). 
  Total cost:  40 points.
  5)  Improved Absorption V:  Add Variable Eﬀect 
  (adds to STR and PD simultaneously; +½). Total 
  cost:  45 points.
  6)  Weaker Absorption:  Decrease to Absorption 3d6. 
  Total cost:  26 points.
  7)  Heightened Physical Absorption:  The character’s 
  ability to Absorb energy from physical blows is 
  greater. Add Absorption +4d6 (physical) (total cost:  
  20 points). Total cost:  35 + 20 = 55 points.
  8)  Energy Conversion:  The character can Absorb 
  energy from just about any phenomena, and can 
  vary from Phase to Phase what it adds to. Change 
  to Variable Power Pool (Absorption Pool), 50 base 
  + 25 control cost; Only For Absorption (-1½). Total 
  cost:  50 + 10 = 60 points.
  9)  Greater Energy Conversion:  As Energy Conver-
  sion, but the character has a much easier time shift-
  ing the allocation of his VPP. Add Powers Can Be 
  Changed As A Zero-Phase Action (+1), No Skill 
  Roll Required (+1). Total cost:  50 + 30 = 80 points.
   KINETIC BOOST
  Effect: 
  Aid Movement Powers 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  260”
  END Cost: 5
  Kinetic Energy Tricks Roll Penalty: 
  -5
  Description:  The character’s control over kinetic 
  energy, momentum, and similar forces allows him 
  to enhance the velocity of objects or people cur-
  rently in motion. The eﬀect dissipates the instant 
  the person/object stops moving (voluntarily or 
  involuntarily). The power does not aﬀect Teleporta-
  tion, Extra-Dimensional Movement, or some forms 
  of Faster-Than-Light Travel, which do not involve 
  kinetic motion.
  Game Information:  Aid Movement Powers 3d6, 
  any kinetic energy-based Movement Power 
  one at a time (+¼), Ranged (+½) (52 Active 
  Points); Only Works On People/Objects Cur-
  rently In Motion (-¼), Points Fade Immediately 
  When Person/Object Stops Moving (-½), Costs 
  Endurance (-½). Total cost:  23 points.
  Options:
  1)  Big Boost:  Increase to Aid 4d6. 70 Active Points; 
  total cost 31 points.
  2)  Little Boost:  Decrease to Aid 2d6. 35 Active 
  Points; total cost 15 points.
  3)  Long-Term Boost:  Add Delayed Return Rate 
  (points fade at the rate of 5 per Minute; +¼). 60 
  Active Points; total cost 27 points.
  4)  Enhanced Boost:  Through repeated applications 
  of the power, the character can boost a Movement 
  Power to high velocities. Add Can Add Maximum 
  Of 40 Points’ Worth Of Power. 72 Active Points; 
  total cost 32 points.
  5)  Kinetic Drain:  To simulate a character’s ability to 
  hinder movement, substitute Drain for Aid in any 
  of these powers and remove Costs Endurance.
  KINETIC MISSILE
  Effect: 
  Energy Blast 8d6/RKA 2½d6, OIF (objects 
  of opportunity) 
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  30”
  END Cost: 4
  Kinetic Energy Tricks Roll Penalty: 
  -4
  Description:  The character can impart kinetic 
  energy into small objects (pebbles, eating utensils, 
  ball bearings, salt shakers, marbles, pencils...) and 
  cause them to ﬂy toward the target with such speed 
  and force that they inﬂict severe injuries. Blunt 
  objects do Normal Damage; sharp or pointed ones 
  Killing Damage. The GM may, at his discretion, 
  reduce the damage caused by larger, softer, or more 
  fragile objects.
  
  124 ■ Speed Powers
  Hero System 5th Edition
  Game Information:
  Cost Power
  20 
  Kinetic Missile:  Multipower, 40-point 
  reserve; all slots OIF (objects of opportunity; 
  -½), Limited Range (30”; -¼), Beam (-¼)
  2u 
  1)  Blunt Objects:  Energy Blast 8d6; OIF 
  (objects of opportunity; -½), Limited Range 
  (30”; -¼), Beam (-¼)
  2u 
  2)  Sharp Objects:  RKA 2½d6; OIF (objects 
  of opportunity; -½), Limited Range (30”; -¼), 
  Beam (-¼)
  Total cost:  24 points
  Options:
  1)  Faster Missiles:  Increase Multipower reserve to 
  60 points, Slot 1 to Energy Blast 12d6, and Slot 2 to 
  RKA 4d6. Total cost:  36 points.
  2)  Slower Missiles:  Decrease Multipower reserve 
  to 30 points, Slot 1 to Energy Blast 6d6, and Slot 2 
  to RKA 2d6. Total cost:  17 points.
  3)  Kinetic Volley:  Provided he has enough objects 
  to impart kinetic energy to, the character can ﬁre 
  multiple shots at his target. Increase Multipower 
  reserve to 60 points and add Autoﬁre (5 shots; +½) 
  to both slots. Total cost:  36 points.
   KINETIC REDIRECTION
  Effect: 
  Absorption 4d6 (physical, goes to Running)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Kinetic Energy Tricks Roll Penalty: 
  N/A
  Description:  The speedster absorbs kinetic energy 
  and temporarily converts it for his own use. The 
  more things collide with him, the more kinetic 
  energy he absorbs, and the faster he can move. 
  (This particular version of the power redirects the 
  energy into Running, but it could be bought to 
  redirect it to DEX, Flight, or anything else the GM 
  deems appropriate.)
  Game Information:  Absorption 4d6 (physical, 
  goes to Running), Delayed Return Rate (points 
  fade at the rate of 5 per 5 Minutes; +½). Total 
  cost:  30 points.
  Options:
  1)  Strong Redirection:  Increase to Absorption 6d6. 
  Total cost:  45 points.
  2)  Weak Redirection:  Decrease to Absorption 2d6. 
  Total cost:  15 points.
  MOMENTUM COMPENSATION
  Effect: 
  Telekinesis (50 STR), Only To Throw
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  375”
  END Cost: 7
  Kinetic Energy Tricks Roll Penalty: 
  N/A
  Description:  The character’s control over 
  momentum, inertia, friction, and kinetic and 
  potential energy allows him to neutralize a 
  person’s or object’s movement with respect to 
  the movement of the Earth itself. In other words, 
  Earth keeps rotating but the target doesn’t keep 
  moving with it, effectively “flinging” the target 
  away in a direction opposite that of the planet’s 
  rotation (westward, on Earth).
  Game Information:  Telekinesis (50 STR) (75 
  Active Points); Instant (-½), Only To Throw 
  Target Opposite Planet’s Rotation (westward, 
  on Earth; -1). Total cost:  30 points.
   MOMENTUM ENHANCEMENT
  Effect: 
  Succor Movement Powers 6d6, Only For 
  Move Throughs
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  260”
  END Cost: 5
  Kinetic Energy Tricks Roll Penalty: 
  -5
  Description:  The character’s control over kinetic 
  energy, momentum, and similar forces allows 
  him to enhance the velocity of objects or people 
  to increase the force with which they impact 
  objects. In game terms, this counts as extra 
  movement only for performing Move Throughs 
  (increasing both the damage done, and the OCV 
  penalty, but not the actual inches of movement 
  the character travels). The power does not affect 
  Teleportation, Extra-Dimensional Movement, or 
  some forms of Faster-Than-Light Travel, which 
  do not involve kinetic motion.
  Game Information:  Succor Movement Powers 
  6d6, any kinetic energy-based Movement 
  Power one at a time (+¼), Ranged (+½) (52 
  Active Points); Only Works On People/Objects 
  Currently In Motion (-¼), Only For Calculating 
  Damage And OCV Penalty For Move Throughs 
  (-1). Total cost:  23 points.
  Options:
  1)  Greater Enhancement:  Increase to Succor 8d6. 70 
  Active Points; total cost 31 points.
  2)  Lesser Enhancement:  Decrease to Succor 4d6. 
  35 Active Points; total cost 15 points.
  
  125 
  The Ultimate Speedster ■ Chapter Two
  MOMENTUM SUBTRACTION
  Effect: 
  Suppress Movement Powers 6d6
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  185”
  END Cost: 4
  Kinetic Energy Tricks Roll Penalty: 
  -4
  Description:  The character’s control over kinetic 
  energy, momentum, and similar forces allows 
  him to reduce the velocity of objects or people to 
  decrease the force with which they impact objects. 
  The power does not aﬀect Teleportation, Extra-
  Dimensional Movement, some forms of Faster-
  Than-Light Travel, or any other form of movement 
  that doesn’t involve kinetic motion.
  Game Information:  Suppress Movement Powers 
  6d6, any kinetic energy-based Movement 
  Power one at a time (+¼) (37 Active Points); 
  Only Works On People/Objects Currently In 
  Motion (-¼). Total cost:  30 points.
  Options:
  1)  Greater Subtraction:  Increase to Suppress 8d6. 50 
  Active Points; total cost 40 points.
  2)  Lesser Subtraction:  Decrease to Suppress 4d6. 25 
  Active Points; total cost 20 points.
  3)  Momentum-Subtracting Field:  The character 
  can decrease characters’ ability to move through a 
  particular area. The character must aﬀect the same 
  type of movement for all targets with any given use 
  of the power, but from use to use he can change the 
  type of Movement Power he can aﬀect. Change to 
  Change Environment 32” radius, -10” movement, 
  Varying Combat Eﬀect (only to change mode of 
  movement power aﬀects) (67 Active Points); Only 
  Works On People/Objects Currently In Motion 
  (-¼). Total cost:  54 points.
  SIPHONED PUNCH
  Effect: 
  Energy Blast 12d6 (physical), Only If Some-
  one Is Punching
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  20”
  END Cost: 6
  Kinetic Energy Tricks Roll Penalty: 
  -6
  Description:  The character uses his control over 
  kinetic energy and momentum to tap into the force 
  of a punch being thrown nearby and direct that 
  force injure someone else. He himself could be the 
  target of the punch, but his intended victim cannot 
  be. The target of the punch still takes damage from 
  it; the character’s power merely siphons oﬀ some 
  of the force of the punch, it doesn’t drain it away 
  entirely. The victim takes damage up to 12d6 or the 
  dice of damage in the punch, whichever is less.
  Game Information:  Energy Blast 12d6 (physi-
  cal) (60 Active Points); Only If Someone Is 
  Punching Another Person Within 10” Of Char-
  acter And Target (-1), Extra Time (character 
  must Hold his Phase and act on same DEX 
  as person throwing the punch; -0), Only Does 
  12d6 Or Damage Equal To Punch, Whichever 
  Is Less (-0), Limited Range (20”; -¼). Total cost:  
  27 points.
  Options:
  1)  Strong Siphoning:  Increase to Energy Blast 14d6. 
  70 Active Points; total cost 31 points.
  2)  Weak Siphoning:  Decrease to Energy Blast 10d6. 
  50 Active Points; total cost 22 points.
   STOP DEAD
  Effect: 
  Energy Blast 18d6, Double Knockback
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  785”
  END Cost: 16
  Kinetic Energy Tricks Roll Penalty: 
  N/A
  Description:  This unusual power allows a character 
  to alter the inertia and momentum of a moving 
  object to make it instantly stop moving, just as 
  if it had hit an immovable wall. To determine 
  whether the power works, the character makes 
  his Attack Roll. If that succeeds, he rolls damage 
  and determines the Knockback. If the power does 
  no Knockback (taking into account both the rolls 
  and any ability the target has, or action he takes, to 
  resist Knockback), it has no eﬀect whatsoever on 
  the target, just as if the character had missed. If it 
  does Knockback, then the target takes damage (see 
  below) and stops dead in his tracks. The Knockback 
  does not move him in any direction; it simply stops 
  him from moving further — again, just as if he’d hit 
  a wall. He will, however, fall to the ground (which 
  may cause ﬂying characters additional damage). 
  In the event the inches of Knockback do not equal 
  or exceed the inches of movement the target’s cur-
  rently using, he takes no damage and keeps moving.
  Although the Knockback eﬀect is determined 
  by the Energy Blast dice, the damage from this 
  attack depends more on the target’s velocity than 
  on the Energy Blast dice. After the attack succeeds, 
  the GM should roll dice equal to the target’s veloc-
  ity divided by 3 (just as if he’d performed a Move 
  Through, but without using any STR). He then 
  compares the STUN and BODY of that roll to the 
  damage rolled on the Energy Blast dice. The target 
  takes the lesser of the two rolls (determined from 
  the STUN). (For the sake of simplicity and swift 
  game play, the GM can just apply the Energy Blast 
  damage outright.)
  Game Information:  Energy Blast 18d6, Double 
  Knockback (+¾) (157 Active Points); Only 
  Works On Moving Characters (-½), Damage 
  Based On Move Through Velocity Damage 
  (-½), Does Not Work If Does No Knockback 
  (-½), Knockback Only Causes Character To 
  Stop Moving (-0). Total cost:  63 points.
  Options:
  1)  Improved Stoppage:  Increase to Energy Blast 
  21d6. 184 Active Points; total cost 74 points.
  2)  Weaker Stoppage:  Decrease to Energy Blast 
  12d6. 105 Active Points; total cost 42 points.
  
  126 ■ Speed Powers
  Hero System 5th Edition
   STOP WHERE YOU ARE
  Effect: 
  Teleportation 1”, No Relative Velocity, 
  Usable As Attack, Only To Stop A Moving 
  Character From Moving
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  120”
  END Cost: 3
  Kinetic Energy Tricks Roll Penalty: 
  N/A
  Description:  This power is similar to Stop Dead 
  (see above) but without the harmful eﬀects. The 
  character simply bleeds oﬀ all of the kinetic energy, 
  momentum, and/or inertia that keeps a moving 
  character moving, causing him to stop moving 
  completely in 1” of distance no matter how fast he 
  was moving.
  Game Information:  Teleportation 1”, No 
  Relative Velocity, Usable As Attack (does 
  not work on characters with Teleporta-
  tion or dimensional manipulation powers; 
  +1), Ranged (+½) (30 Active Points); Only 
  To Stop A Moving Character From Moving 
  (-¼). Total cost:  24 points.
  Options:
  1)  Disorienting Stop:  The sudden stop disorients 
  the target.  Add Energy Blast 2d6, NND (defense is 
  Teleportation or dimensional manipulation powers; 
  +1) (20 Active Points); Linked (-½) (total cost:  13 
  points). 30 + 20 = 50 Active Points total; total cost 
  24 + 13 = 37 points.
  2)  Damaging Stop:  The sudden stop inﬂicts injury 
  on the target due to the sudden absorption of 
  momentum. Add Energy Blast 8d6, NND (defense 
  is Teleportation or dimensional manipulation 
  powers; +1) (80 Active Points); Linked (-¼) (total 
  cost:  64 points). 30 + 80 = 110 Active Points total; 
  total cost 24 + 64 = 88 points.
  3)  Vehicle Stop:  The power can aﬀect enough mass 
  to stop most small vehicles. Add x64 mass (6,400 
  kg). 105 Active Points; total cost 84 points.
  
  127 
  The Ultimate Speedster ■ Chapter Two
  TURNABOUT
  Effect: 
  Change Environment (impose Turn Mode)
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  140”
  END Cost: 3
  Kinetic Energy Tricks Roll Penalty: 
  -3
  Description:  A character with this power can use 
  his control over inertia to make it diﬃcult for 
  persons or vehicles to turn or maneuver while 
  moving. If the target (be it a person or vehicle) tries 
  to turn more frequently or sharply than allowed 
  by the Turn Mode rules (page 213), he must make 
  a DEX Roll at -4. If he fails, either he cannot turn, 
  he doesn’t turn far enough, or some other result 
  applies (he slips and falls, he skids out of control, 
  or the like). This applies regardless of the mode of 
  movement used, and even if the mode of move-
  ment has the No Turn Mode Advantage.
  Game Information:  Change Environment 1” 
  radius (impose Turn Mode), -4 to DEX Rolls, 
  Usable As Attack (+1) (28 Active Points); Only 
  Applies If Target Tries To Turn More Fre-
  quently/Sharply Than Allowed By Turn Mode 
  Rules (-1), Only Aﬀects One Person (-½). Total 
  cost:  11 points.
  Options:
  1)  Strong Turnabout:  Increase to -6 to DEX Rolls. 
  40 Active Points; total cost 16 points.
  2)  Weak Turnabout:  Decrease to -2 to DEX Rolls. 16 
  Active Points; total cost 6 points.
  DEFENSIVE POWERS
   KINETIC CANCELLATION
  Effect: 
  Knockback Resistance -10”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Kinetic Energy Tricks Roll Penalty: 
  -2
  Description:  The character’s control over momen-
  tum and inertia allows him to prevent attacks from 
  knocking him around.
  Game Information:  Knockback Resistance -10” 
  (20 Active Points); Costs Endurance (-½). Total 
  cost:  13 points.
  Options:
  1)  Subconscious Cancellation:  The character 
  doesn’t even have to think about cancelling out 
  Knockback; it happens automatically. Remove 
  Costs Endurance (-½). Total cost:  20 points.
  KINETIC SHIELD
  Effect: 
  Force Field (25 PD/15 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Kinetic Energy Tricks Roll Penalty: 
  N/A
  Description:  The character uses his control over 
  kinetic energy, potential energy, and other forces 
  to establish a protective ﬁeld around himself that 
  deﬂects attacks. The ﬁeld provides more protection 
  against physical attacks than energy attacks.
  Game Information:  Force Field (25 PD/15 ED). 
  Total cost:  40 points.
  Options:
  1)  Strong Shield:  Increase to Force Field (35 PD/25 
  ED). Total cost:  60 points.
  2)  Weak Shield:  Decrease to Force Field (20 PD/10 
  ED). Total cost:  30 points.
   KINETIC THEFT
  Effect: 
  Missile Deﬂection (all physical attacks)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Kinetic Energy Tricks Roll Penalty: 
  -1
  Description:  The character robs incoming missiles 
  of their kinetic energy, inertia, and momentum, 
  causing them to drop harmlessly to the ground.
  Game Information:  Missile Deﬂection (all phys-
  ical missiles) (15 Active Points); Costs Endur-
  ance (-½). Total cost:  10 points.
  Options:
  1)  Improved Theft:  Character also buys +5 with 
  Missile Deﬂection (total cost:  10 points). 15 + 10 = 
  25 Active Points; total cost 10 + 10 = 20 points.
  2)  Far Theft:  The character can protect both him-
  self and his friends from incoming missiles. Add 
  Range (+1). 30 Active Points; total cost 20 points.
  3)  Kinetic Reversal:  The character can reverse 
  a missile’s kinetic energy, sending it back at the 
  person who ﬁred it. Add Reﬂection. 35 Active 
  Points; total cost 23 points.
  
  128 ■ Speed Powers
  Hero System 5th Edition
  MOVEMENT SHIELD
  Effect: 
  Force Field (40 PD), Hardened, Only While 
  Moving
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Kinetic Energy Tricks Roll Penalty: 
  N/A
  Description:  The character harnesses the power of 
  his own motion to create an energy shield around 
  himself that’s nearly impenetrable to physical 
  forces. He has to move each Phase to maintain the 
  Shield; otherwise it stops working immediately.
  Game Information:  Force Field (40 PD), Hard-
  ened (+¼), Reduced Endurance (0 END; +½) 
  (70 Active Points); Only While Moving (see 
  text; -¼). Total cost:  56 points.
  Options:
  1)  Strong Shield:  Increase to Force Field (50 PD). 
  87 Active Points; total cost 70 points.
  2)  Weak Shield:  Decrease to Force Field (30 PD). 
  52 Active Points; total cost 42 points.
  3)  Variant Shield:  The character’s Shield also 
  protects him against energy attacks. Change to 
  Force Field (20 PD/20 ED). 70 Active Points; 
  total cost 56 points.
   PERSONAL FRICTIONLESSNESS
  Effect: 
  +40 STR, Only To Escape Entangles/Grabs
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Kinetic Energy Tricks Roll Penalty: 
  -6
  Description:  The character can reduce the friction 
  acting on his body so that he slips out of Entangles 
  and Grabs like a greased pig.
  Game Information:  +40 STR, Reduced Endur-
  ance (0 END; +½) (60 Active Points); Only To 
  Escape Entangles And Grabs (-1½). Total cost:  
  24 points.
  Options:
  1)  Improved Frictionlessness:  Increase to +60 STR. 
  90 Active Points; total cost 36 points.
  2)  Weak Frictionlessness:  Decrease to +30 STR. 45 
  Active Points; total cost 18 points.
  3)  Frictionless Friends:  The character can make 
  another person frictionless instead of himself. Add 
  Usable By Other (+¼) and Ranged (+½). 90 Active 
  Points; total cost 36 points.
  MOVEMENT POWERS
  ADHERENCE
  Effect:  
  Clinging
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost:  1
  Kinetic Energy Tricks Roll Penalty: 
  -1
  Description: The character uses his powers of fric-
  tion control to stick to walls. Because he’s using 
  friction to hold himself up, he can’t stick to surfaces 
  with more than ninety degree slopes (such as ceil-
  ings) unless there are handholds or some similar 
  way around the problem.
  Game Information:  Clinging (normal STR) (10 
  Active Points); Cannot Cling To Surfaces With 
  More Than Ninety Degree Slopes (-1), Cannot 
  Resist Knockback (-¼), Costs Endurance (-½). 
  Total cost: 4 points.
  Options:
  1)  Strong Adherence:  Increase Clinging STR to 
  normal STR +15. 15 Active Points; total cost 5 points.
  2)  Very Strong Adherence:  Increase Clinging STR to 
  normal STR +30. 20 Active Points; total cost 7 points.
   FRICTION NEGATION
  Effect: 
  Running +20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Kinetic Energy Tricks Roll Penalty: 
  N/A
  Description:  The character minimizes the friction 
  between his feet and the ground, allowing him to 
  “skate” or “slide” at tremendous speeds.
  Game Information:  Running +20”. Total cost:  
  40 points.
  Options:
  1)  Enhanced Friction Negation:  Increase to Running 
  +30”. Total cost:  60 points.
  2)  Reduced Friction Negation:  Decrease to Running 
  +15”. Total cost:  30 points.
  3)  Sliding Friction Negation:  This version uses the 
  optional Sliding rules from Chapter Four. Add Slid-
  ing (-¼). 40 Active Points; total cost 32 points.
  
  129 
  The Ultimate Speedster ■ Chapter Two
  MOMENTUM TELEPORTATION
  Effect: 
  Teleportation 20”/200 km
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 4/6
  Kinetic Energy Tricks Roll Penalty: 
  -6 
  Description:  The character’s control over momen-
  tum, inertia, friction, and kinetic and potential 
  energy allows him to neutralize his movement 
  with respect to the movement of the Earth itself. In 
  other words, Earth keeps rotating but the character 
  doesn’t keep moving with it, eﬀectively “ﬂinging” 
  him in a direction opposite that of the planet’s rota-
  tion (westward, on Earth). The drawback to this 
  is that if the character doesn’t have a clear ﬁeld of 
  travel (which he would typically have if he is, for 
  example, up in the air), there’s a chance he’ll smash 
  into some obstacle as the Earth rotates that obstacle 
  through the point where he’s standing.
  Game Information:
  Cost Power
  17 
  Momentum Teleportation:  Multipower, 
  60-point reserve; all Requires A Kinetic 
  Energy Tricks Roll (-½), Side Effects (takes 
  velocity-based Move Through damage; -1), 
  and Only Westward (-1)
  1u 
  1)  Short-Range Teleportation:  Teleporta-
  tion 20”; Requires A Kinetic Energy Tricks 
  Roll (-½), Side Effects (takes velocity-
  based Move Through damage; -1), Only 
  Westward (-1)
  2u 
  2)  Long-Range Teleportation:  Teleporta-
  tion 20”, MegaScale (1” = 10 km; +½); 
  Requires A Kinetic Energy Tricks Roll (-
  ½), Side Effects (takes velocity-based Move 
  Through damage; -1), Only Westward (-1)
  Total cost:  20 points.
  Options:
  1)  Enhanced Momentum Teleportation:  Increase 
  Multipower reserve to 90 points and the slots to 
  Teleportation 30”/300 km. Total cost:  31 points.
  2)  Shorter Momentum Teleportation:  Decrease Mul-
  tipower reserve to 45 points and both slots to Tele-
  portation 15”/150 km. Total cost:  15 points.
  
  130 ■ Speed Powers
  Hero System 5th Edition
  L
  eaping is a relatively uncommon choice as 
  primary movement power for a speedster 
  — its only semi-controlled nature and 
  relative slowness make it a less attractive 
  choice than Running, Flight, or Teleportation. 
  Nevertheless there are some interesting and fun 
  abilities characters can build that involve or 
  focus on Leaping.
  BASIC POWER
   SUPER-LEAPING
  Effect: 
  Leaping +20”, also MegaScale (1” = 1 km)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Leaping Tricks Roll Penalty: 
  N/A
  Description:  The character’s legs are so strong, 
  or so springy, that he can make prodigious leaps 
  — sometimes covering miles at a time!
  This power’s write-up assumes the charac-
  ter has no more than 20 STR; if he has more you 
  should adjust it (and if he has less, you may be able 
  to save a point or two by recalculating the cost).
  Game Information: 
  Cost Power
  35 
  Super-Leaping:  Multipower, 35-point reserve
  3u 
   1)  Super-Leaping:  Leaping +20”, x16 Non-
  combat
  3u 
   2)  Mega-Leaping:  Leaping +20”, MegaScale 
  (1” = 1 km, also applies to base 4” Leaping; 
  +¼)
  Total cost:  41 points.
  Options:
  1)  Far Leaping:  Increase Multipower reserve to 45 
  points and each slot to Leaping +30”. Total cost:  52 
  points.
  2)  Shorter Leaping:  Decrease Multipower reserve 
  to 30 points and each slot to Leaping +15”. Total 
  cost:  35 points.
  3)  Accurate Leaping:  Increase Multipower reserve 
  to 40 points and add the Accurate Adder to each 
  slot. Total cost:  47 points.
  4)  Easy Leaping:  Increase Multipower reserve to 44 
  points and add Reduced Endurance (½ END; +¼) 
  to each slot. Total cost:  52 points.
  5)  Tireless Leaping:  Increase Multipower reserve 
  to 52 points and add Reduced Endurance (0 END; 
  +½) to each slot. Total cost:  61 points.
  6)  Up, Up, And Away:  The character can leap as far 
  upward as he can forward. Increase Multipower 
  reserve to 52 points and add No Gravity Penalty 
  (+½) to each slot. Total cost:  61 points.
  OFFENSIVE POWERS
   BOUNCE KICK
  Effect: 
  HA +6d6, Only When Moving
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 3
  Leaping Tricks Roll Penalty: 
  -3
  Description:  The character has practiced using his 
  leaping to improve his ability to hit hard in combat. 
  He can make a short spring forward (usually a Half 
  Move) and then use the momentum to kick an 
  opponent particularly hard.
  Game Information:  HA +6d6 (30 Active 
  Points); Hand-To-Hand Attack (-½), Only 
  When Moving (-¼). Total cost:  17 points.
  Options:
  1)  Strong Kick:  Increase to HA +8d6. 40 Active 
  Points; total cost 23 points.
  2)  Weak Kick:  Decrease to HA +4d6. 20 Active 
  Points; total cost 11 points.
  3)  Skillful Kick:  Add Requires A Leaping Tricks 
  Roll (-½). Total cost:  13 points.
  4)  Ricochet Kick:  The character’s kick is so strong it 
  tends to send the target ﬂying. Add Double Knock-
  back (+¾). 52 Active Points; total cost 30 points.
  LEAPING
  POWERS
  
  131 
  The Ultimate Speedster ■ Chapter Two
   HANGTIME ACCURACY
  Effect: 
  +8 OCV, Only When Making Noncombat 
  Leaps
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Leaping Tricks Roll Penalty: 
  -4
  Description:  As noted on page 37, a character 
  who Leaps for Noncombat distances spends 
  some “hang time” in the air while he travels 
  toward his target. During these Phases he’s at ½ 
  DCV, 0 OCV, like any other character moving at 
  Noncombat velocities. But leapers who buy this 
  ability have learned who to maintain their accu-
  racy even when they’re in mid-leap.
  The number of Combat Skill Levels chosen 
  for this power represents a guideline. The character 
  should buy as many CSLs as he wants to increase 
  his OCV from 0 to what it would normally be 
  based on his DEX and any Levels or other modi-
  ﬁers he typically applies.
  If the GM allows a character to buy this 
  power, he should modify the standard rules for 
  calculating OCV. In this case, these Combat 
  Skill Levels (and only these) apply last, after the 
  reduction of OCV to 0 for Noncombat Leaping. 
  Otherwise the last step on the OCV Checklist 
  would render these Levels useless. However, the 
  GM may, in his discretion, wait to apply any 
  OCV penalties for the Combat/Martial Maneu-
  ver used last, after these Levels.
  Leapers who buy this power may also want 
  to consider Hangtime Protection in the “Defensive 
  Powers” section or the Leaping Warrior option 
  listed below.
  Game Information:  +8 with Ranged Combat 
  (40 Active Points); Costs Endurance (-½), Only 
  When Making Noncombat Leaps (-½), Can 
  Only Be Used To Increase OCV (-¼). Total 
  cost:  18 points.
  Options:
  1)  Greater Accuracy:  Increase to +10 with Ranged 
  Combat. 50 Active Points; total cost 22 points.
  2)  Lesser Accuracy:  Decrease to +6 with Ranged 
  Combat. 30 Active Points; total cost 13 points.
  3)  Skillful Accuracy:  Add Requires A Leaping 
  Tricks Roll (-½). Total cost:  14 points.
  4)  Expanded Accuracy:  The character’s accuracy 
  applies to all attacks, not just Ranged Combat. 
  Change to +8 with All Combat. 64 Active Points; 
  total cost 28 points.
  5)  Leaping Warrior:  The CSLs the character buys 
  can aﬀect his OCV or DCV, as he chooses. Remove 
  Can Only Be Used To Increase OCV (-¼). Total 
  cost:  20 points.
  PINBALL ATTACK
  Effect: 
  Energy Blast 8d6, Only Works In Enclosed 
  Spaces
  Target: 
  12” Radius
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 10
  Leaping Tricks Roll Penalty: 
  -10
  Description:  The character can leap into an 
  enclosed area — such as a room — and bounce all 
  around, using his skill as a leaper to make sure he 
  lands and springs oﬀ appropriate surfaces. As he 
  does so he can hit anyone in that area that he wants 
  to with a devastating attack.
  A leaper can only use this power in an appro-
  priate enclosed area. Not only does the area have 
  to be reasonably enclosed, it has to be large enough 
  for him to be able to twist and turn so he can get 
  his feet underneath him and continue leaping 
  (that’s what the Required Skill Roll is for, in part). 
  Typically the area must be at least as long in at least 
  one dimension as the character’s full Half Move 
  with Leaping, but the ﬁnal decision is up to the 
  GM. The GM might also allow the leaper to use this 
  ability in an area that’s not actually fully enclosed 
  (for example, an old-growth forest where he could 
  pinball oﬀ tree trunks and thick tree branches).
  Game Information:  Energy Blast 8d6, Area Of 
  Eﬀect (10” Radius; +1¼), Selective (+¼) (100 
  Active Points); No Range (-½), Only Works In 
  Enclosed Spaces (see text; -½), Requires A Leap-
  ing Tricks Roll (-½). Total cost:  40 points.
  Options:
  1)  Power Pinball:  Increase to Energy Blast 10d6. 
  125 Active Points; total cost 50 points.
  2)  Weak Pinball:  Decrease to Energy Blast 6d6. 75 
  Active Points; total cost 30 points.
  3)  Ongoing Pinball:  The character can go on rico-
  cheting around as long as he’s got the stamina (i.e., 
  END) to keep ﬁghting. Decrease to Energy Blast 
  6d6 and add Continuous (+1). 105 Active Points; 
  total cost 42 points.
  4)  Bigger Area:  Increase to Area Of Eﬀect (20” Radius; 
  +1½). 110 Active Points; total cost 44 points.
  
  132 ■ Speed Powers
  Hero System 5th Edition
  DEFENSIVE POWERS
   HANGTIME PROTECTION
  Effect: 
  +8 DCV, Only When Leaping At Noncombat 
  Velocity
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Leaping Tricks Roll Penalty: 
  -5
  Description:  Under the standard HERO System 
  rules, a character making a Noncombat veloc-
  ity Leap is automatically at ½ DCV — he’s just 
  hanging there in mid-air, preparing to land. But 
  a character with this ability knows how to dodge 
  attacks while he’s in mid-Leap without interfer-
  ing with his landing.
  The number of Combat Skill Levels chosen 
  for this power represents a guideline. The character 
  should buy as many CSLs as he wants to increase 
  his DCV from half to what it would normally be 
  based on his DEX and any Levels or other modi-
  ﬁers he typically applies.
  If the GM allows a character to buy this power, 
  he should consider modifying the standard rules 
  for calculating DCV. In this case, these Combat 
  Skill Levels (and only these) apply last, after the 
  halving of DCV for Noncombat Leaps. Otherwise 
  the last step on the DCV Checklist will make this a 
  very expensive power, since it will halve the eﬀec-
  tiveness of the purchased Levels. However, the GM 
  may, in his discretion, wait to apply any DCV pen-
  alties for the Combat/Martial Maneuver used last, 
  after these Levels.
  Leapers who buy this power may also want 
  to consider Hangtime Accuracy in the “Oﬀensive 
  Powers” section.
  Game Information:  +8 DCV (40 Active Points); 
  Costs Endurance (-½), Only When Making 
  Noncombat Leaps (-¼). Total cost:  23 points.
  Options:
  1)  Greater Defense:  Increase to +10 DCV. 50 Active 
  Points; total cost 29 points.
  2)  Lesser Defense:  Decrease to +6 DCV. 30 Active 
  Points; total cost 17 points.
  3)  Skillful Defense:  Add Requires A Leaping Tricks 
  Roll (-½). Total cost:  18 points.
  MOVEMENT POWERS
   FAST CLIMB
  Effect: 
  Leaping +10”, Only Up Appropriate Vertical 
  Surfaces
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Leaping Tricks Roll Penalty: 
  -1
  Description:  The character has practiced using his 
  leaping abilities to quickly scale vertical surfaces (typi-
  cally the sides of buildings, but also cliﬀs, large trees, 
  and the like). With mountain goat-like assuredness, he 
  can spring from one tiny toehold, outcropping, ledge, 
  or cornice to another, scaling the surface faster even 
  than a character with Clinging.
  Game Information:  Leaping +10” (10 Active 
  Points); Only Up Appropriate Vertical Surfaces 
  (-1½). Total cost:  4 points.
  Options:
  1)  Faster Climb:  Increase to Leaping +20”. 20 Active 
  Points; total cost 8 points.
  2)  Slower Climb:  Decrease to Leaping +5”. 5 Active 
  Points; total cost 2 points.
  3)  Skillful Power:  Add Requires A Leaping Tricks 
  Roll (-½). Total cost:  3 points.
   RE-BOUND
  Effect: 
  Leaping 5”, Trigger (after Full Move Leaps)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Leaping Tricks Roll Penalty: 
  -1
  Description:  Some leapers feel vulnerable after 
  making long leaps (i.e., Full Moves or Noncombat 
  Moves with Leaping), since it’s often easy for an 
  attacker to predict where they’re going to land and 
  they can’t move away from that spot immediately. 
  To counteract that danger, they sometimes develop 
  this ability, which lets them make a small (up to 5”) 
  additional leap at the end of a long leap so they can 
  get behind cover or away from an attacker.
  The inches of Leaping bought for this power 
  don’t add to the character’s base inches of Leaping 
  from STR or any other inches he’s bought; they’re a 
  discrete power that functions on their own.
  Game Information:  Leaping 5”, Trigger (when-
  ever character wants to after performing a Full 
  Move Leap, activating Trigger takes no time, 
  resetting Trigger is a Zero Phase Action; +¾). 
  Total cost:  9 points.
  Options:
  1)  Strong Re-Bound:  Increase to Leaping 8”. Total 
  cost:  14 points.
  2)  Weak Re-Bound:  Decrease to Leaping 3”. Total 
  cost:  5 points.
  3)  Skillful Re-Bound:  Add Requires A Leaping 
  Tricks Roll (-½). 9 Active Points; total cost 6 points.
  
  133 
  The Ultimate Speedster ■ Chapter Two
  S
  wimming Powers involve moving at fast 
  speeds or in unusual ways through the 
  water or other liquids. To a limited extent 
  this category also includes some powers 
  that don’t strictly relate to movement but which 
  are commonly possessed by swimming speedsters 
  (such as Underwater Adaptation and I Can Talk 
  To Fish); for more such powers please refer to the 
  Animal Powers and Water Powers sections of The 
  UNTIL Superpowers Databases.
  Many of the Speedster Powers on pages 61-106 
  or the Flight Powers on pages 116-20 can easily be 
  adapted for use by Swimming characters. If appro-
  priate, add Limitations like Only Works Underwater 
  (typically with a value of -½, though it depends on 
  how much time the character spends underwater 
  during the game). For example, the Backdraft power 
  (page 64) could be re-worked as Strong Wake — as 
  the character swims, the speed of his passing drags 
  people and objects along (or knocks them around). 
  Similarly, the Water Pulse ability listed below is 
  largely the same as Compressed Air Punch (page 67) 
  reworked for an aquatic environment.
  See Hidden Lands, pages 30-42, or The 
  HERO System Combat Handbook, pages 152-64, 
  for general information about adventuring in 
  underwater environments.
  BASIC POWER
   HYPER-SWIMMING
  Effect: 
  Swimming +25”, also MegaScale (1” = 1 
  km)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can swim so fast he 
  leaves the best speedboats bobbing in his wake.
  Game Information:
  Cost Power
  35 
  Hyper-Swimming:  Multipower, 35-point 
  reserve
  3u 
  1)  Super-Swimming:  Swimming +25”, x8 
  Noncombat
  3u 
  2)  Overdrive Swimming:  Swimming +25”, 
  MegaScale (1” = 1 km, also applies to base 2” 
  Swimming; +¼)
  Total cost:  41 points.
  Options:
  1)  Faster Swimming:  Increase Multipower reserve 
  to 45 points and both slots to Swimming +35”. Total 
  cost:  53 points.
  2)  Slower Swimming:  Decrease Multipower reserve 
  to 30 points and both slots to Swimming +20”. Total 
  cost:  35 points.
  3)  Extreme Acceleration I:  The character can reach 
  top speed much faster than other swimmers. 
  Increase Multipower reserve to 46 points and add 
  Rapid Noncombat Movement (+¼) to both slots. 
  Total cost:  55 points.
  4)  Extreme Acceleration II:  The character can accel-
  erate and decelerate much faster than other swim-
  mers. Increase Multipower reserve to 46 points and 
  add Combat Acceleration/Deceleration (+¼) to 
  both slots. Total cost:  55 points.
  5)  Extreme Acceleration III:  The character’s accel-
  eration and deceleration underwater are practically 
  instantaneous. Increase Multipower reserve to 74 
  points and add Noncombat Acceleration/Decelera-
  tion (+1) to both slots. Total cost:  87 points.
  6)  Easy Swimming:  The character can swim a long 
  time before he gets tired. Increase Multipower 
  reserve to 46 points and add Reduced Endurance 
  (½ END; +¼) to both slots. Total cost:  55 points.
  7)  Tireless Swimming:  The character can swim 
  all day without getting tired. Increase Multipower 
  reserve to 55 points and add Reduced Endurance (0 
  END; +½) to both slots. Total cost:  65 points.
  8)  Up As Well As Forward:  The character can swim 
  upward as fast as he can forward — in other words, 
  gravity doesn’t slow him down when he’s swim-
  ming. Increase Multipower reserve to 55 points and 
  add No Gravity Penalty (+½) to both slots. Total 
  cost:  65 points.
  SWIMMING 
  POWERS
  
  134 ■ Speed Powers
  Hero System 5th Edition
  OFFENSIVE POWERS
   AQUA-STRENGTH
  Effect: 
  +20 STR, Only Works Underwater
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: N/A
  Description:  The character’s much stronger under-
  water than he is on the surface or in the air.
  You can use this ability as a template for other 
  powers that only manifest underwater. Alternately, 
  you could give a swimming speedster high STR all 
  the time but a Dependence on water that results in 
  Weakness (and thus loss of STR).
  Game Information:  +20 STR (20 Active 
  Points); Only Works Underwater (-½). Total 
  cost:  13 points.
  Options:
  1)  Greater Aqua-Strength:  Increase to +30 STR. 30 
  Active Points; total cost 20 points.
  2)  Lesser Aqua-Strength:  Decrease to +10 STR. 10 
  Active Points; total cost 7 points. 
   NARCOSIS ATTACK
  Effect: 
  Drain EGO 2d6, Only Versus Characters 
  Breathing Compressed Air Underwater
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  If a swimming speedster is ﬁght-
  ing characters who are breathing compressed air 
  — such as divers wearing SCUBA equipment — he 
  can swim around them at tremendous speeds, 
  building up enough pressure to induce tempo-
  rary nitrogen narcosis even if his targets aren’t at 
  a depth where that would ordinarily occur. (See 
  Hidden Lands, page 31, for more information on 
  nitrogen narcosis.)
  Game Information:  Drain EGO 2d6 (20 Active 
  Points); Only Versus Characters Breathing 
  Compressed Air Underwater (-1½), Must 
  Pass Through Intervening Space (-¼). Total 
  cost:  7 points.
  Options:
  1)  Strong Narcosis:  Increase to Drain EGO 3d6. 30 
  Active Points; total cost 11 points.
  2)  Weak Narcosis:  Decrease to Drain EGO 1d6. 10 
  Active Points; total cost 4 points.
  3)  Skillful Narcosis:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  6 points.
  WATER PULSE
  Effect: 
  Energy Blast 6d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The speedster punches the water so 
  quickly and with such speed-driven force that he 
  compresses it forward as a pulse to hit his target 
  at range.
  Game Information:  Energy Blast 6d6 (30 Active 
  Points); Limited Range (10”; -¼), Only Works 
  Underwater (-½). Total cost:  17 points.
  Options:
  1)  Strong Pulse:  Increase to Energy Blast 8d6. 40 
  Active Points; total cost 23 points.
  2)  Weak Pulse:  Decrease to Energy Blast 5d6. 25 
  Active Points; total cost 14 points.
  3)  Jackhammer Pulse:  By “jackhammering” his ﬁst, 
  the speedster can hit the same target with multiple 
  water pulses or hit several targets at once. Add 
  Autoﬁre (5 shots; +½). 45 Active Points; total cost 
  26 points.
  4)  Skillful Pulse:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  13 points.
  DEFENSIVE POWERS
   AQUATIC COLD RESISTANCE
  Effect: 
  Life Support (Safe Environment:  Intense 
  Cold)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  Characters who spend a lot of time in 
  the water are often exposed to frigid temperatures, 
  especially if they swim deep or in northern climes. 
  Speedsters with this power can ignore icy weather 
  and water.
  Game Information:  Life Support (Safe Environ-
  ment:  Intense Cold). Total cost:  2 points.
   PRESSURE RESISTANCE
  Effect: 
  Life Support (Safe Environment:  High 
  Pressure)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  Swimming speedsters often descend to 
  depths where the water pressure would crush any 
  normal man. Fortunately, their sturdy bodies can 
  resist such forces.
  Game Information:  Life Support (Safe Envi-
  ronment:  High Pressure). Total cost:  1 point.
  
  135 
  The Ultimate Speedster ■ Chapter Two
   UNDERWATER ADAPTATION
  Effect: 
  Environmental Movement:  Aquatic Move-
  ment
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character spends so much time in 
  the water that he can ﬁght and move there without 
  any penalties.
  Game Information:  Environmental Movement:  
  Aquatic Movement (no penalties underwater). 
  Total cost:  3 points.
   UNDERWATER RESILIENCE
  Effect: 
  Armor (10 PD/10 ED)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The toughness of the character’s body, 
  necessary to resist the friction of moving through 
  the water and the pressure of the deeps, helps him 
  resist the eﬀects of attacks.
  Game Information:  Armor (10 PD/10 ED). 
  Total cost:  30 points.
  Options:
  1)  Greater Resilience:  Increase to Armor (12 PD/12 
  ED). Total cost:  36 points.
  2)  Lesser Resilience:  Decrease to Armor (8 PD/8 
  ED). Total cost:  24 points.
  3)  Physical Resilience:  The character has greater 
  resistance to physical attacks than energy attacks. 
  Change to Armor (14 PD/8 ED). Total cost:  33 
  points.
  
  136 ■ Speed Powers
  Hero System 5th Edition
  MOVEMENT POWERS
   BREACH-LEAPING
  Effect: 
  Flight 20”, Only When Breaching, Limited 
  Use (see text)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character’s adept at using his 
  hyper-swimming to create a “backdraft” that sucks 
  a large column of water up after him when he 
  breaches (see page 39). This in eﬀect allows him to 
  “ﬂy” for a few seconds by continuing to “swim” on 
  top of the column of water. In game terms, this is 
  simulated with heavily-Limited Flight. The char-
  acter can only Fly for three Phases after breaching. 
  He cannot do anything while Flying but make Full 
  Moves with his Flight; if he stops moving, attacks 
  with any attack other than Move By/Through 
  (or similar attacks allowed by the GM), or does 
  anything else that would disrupt the column of 
  water, the column collapses back into the body of 
  water it came from. The character’s Flight works 
  like Leaping — he can’t change direction and 
  basically travels in a ballistic arc deﬁned by the 
  angle he breached out of the water at (and if he’s 
  smart, he’ll be sure to use his third Phase of Flight 
  to land; otherwise he falls). This power should be 
  bought with inches of Flight no greater than the 
  character’s Combat Movement with Swimming 
  (and often less).
  Game Information:  Flight 20” (40 Active 
  Points); Only When Breaching (-1), Limited 
  Use (see text; -2). Total cost:  10 points.
  Options:
  1)  Strong Breach-Leaping:  Increase to Flight 30”. 60 
  Active Points; total cost 15 points.
  2)  Weak Breach-Leaping:  Decrease to Flight 10”. 20 
  Active Points; total cost 5 points.
  3)  Skillful Breach-Leaping:  Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  9 points.
  ENHANCED DIVING
  Effect: 
  Swimming +30”, Only To Dive Safely
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The character can dive enormous dis-
  tances safely. (See page 212 for rules about Diving.)
  Game Information:  Swimming +30” (30 
  Active Points), Only To Dive Safely (-2). 
  Total cost:  10 points.
  Options:
  1)  Strong Diving:  Increase to Swimming +40”. 40 
  Active Points; total cost 13 points.
  2)  Weak Diving:  Decrease to Swimming +20”. 20 
  Active Points; total cost 7 points.
  3)  Skillful Diving:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  9 points.
   SUPER-BREACHING
  Effect: 
  Swimming +20”, Only For Breaching
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  When using the breaching rules (page 
  39), the character’s particularly talented at “leaping” 
  a long way out of the water.
  Game Information:  Swimming +20” (20 
  Active Points); Only For Breaching (-2). Total 
  cost:  7 points.
  Options:
  1)  Strong Breaching:  Increase to Swimming +30”. 
  30 Active Points; total cost 10 points.
  2)  Weak Breaching:  Decrease to Swimming +10”. 
  10 Active Points; total cost 3 points.
  3)  Skillful Breaching:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  6 points.
  
  137 
  The Ultimate Speedster ■ Chapter Two
  SENSORY POWERS
   UNDERWATER SENSES
  Effect: 
  Various Enhanced Senses
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character has the senses he needs 
  to perceive things underwater. He may purchase as 
  many of these as he wishes.
  Game Information:
  Cost Power
  5 
  Underwater Eyes:  Nightvision
  5 
  Underwater Eyes:  Infrared Perception  
  (Sight Group)
  5 
  Underwater Eyes:  Ultraviolet Perception 
  (Sight Group)
  5 
  Shark’s Nose:  Tracking for Normal Smell
  28 
  Water Currents Sense:  Detect Physical 
  Vibrations (INT Roll) (Touch Group), Dis-
  criminatory, Increased Arc Of Perception 
  (360 Degrees), Range, Targeting (35 Active 
  Points); Only When In Contact With The 
  Water (-¼)
  MISCELLANEOUS POWERS
   AQUA-VITALITY
  Effect: 
  Endurance Reserve (200 END) plus (20 
  REC), Limited Recovery (only when in 
  water)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character has a lot of energy... but 
  he tires quickly when out of water. Only when he’s 
  in the water can he truly relax and restore himself.
  Game Information:  Endurance Reserve (200 
  END) (total cost:  20 points) plus Endurance 
  Reserve (20 REC) (20 Active Points); Limited 
  Recovery (only when in water; -½) (total cost:  
  13 points). Total cost:  33 points.
  Options:
  1)  Strong Aqua-Vitality:  Increase to Endurance 
  Reserve (300 END) plus (30 REC). 30 + 30 = 60 
  Active Points; total cost 30 + 20 = 50 points.
  2)  Weak Aqua-Vitality:  Decrease to Endurance 
  Reserve (100 END) plus (10 REC). 10 + 10 = 20 
  Active Points; total cost 10 + 7 = 17 points.
  BREATHE UNDERWATER
  Effect: 
  Life Support (Expanded Breathing:  Breathe 
  Underwater)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  If one spends a lot of time underwater, 
  it helps to be able to breathe there unaided.
  Game Information:  Life Support (Expanded 
  Breathing:  Breathe Underwater). Total cost:  
  5 points.
  CALL TO THE FISH
  Effect: 
  Summon 100-point aquatic animal
  Target: 
  One aquatic animal
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 3
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can call aquatic animals 
  to his location. This basic power calls one animal 
  of the approximate power level of a swordﬁsh (he 
  could also summon a swarm of animals deﬁned 
  as a single unit, such as a school of piranha). You 
  can easily adjust the cost to Summon more or less 
  expensive animals.
  For speciﬁc animal write-ups, see The HERO 
  System Bestiary, pages 132-188.
  Game Information:  Summon one Aquatic 
  Animal built on up to 100 Character Points, 
  Expanded Class (any aquatic animal; +¼), 
  Loyal (+½) (35 Active Points); Arrives Under 
  Own Power (-½), Summoned Being Must 
  Inhabit Locale (-½). Total cost:  17 points.
  Options:
  1)  A Big One:  Increase to Summon one 250-point 
  animal (enough to summon a shark or whale; alter-
  nately, the character could take a 100-point animal 
  and give it 150 points’ worth of special abilities and 
  powers). 87 Active Points; total cost 43 points.
  2)  Call The School I:  Increase to up to four aquatic 
  animals. 52 Active Points; total cost 26 points.
  3)  Call The School II:  Increase to up to 16 aquatic 
  animals. 70 Active Points; total cost 35 points.
  4)  Call The School III:  Increase to up to four aquatic 
  animals for Option #1. 105 Active Points; total cost 
  52 points.
  
  138 ■ Speed Powers
  Hero System 5th Edition
  FISH CONTROL
  Effect: 
  Mind Control 8d6 (Animal class of minds), 
  Telepathic, Aquatic Creatures Only
  Target: 
  One aquatic animal
  Duration: 
  Constant
  Range: 
  LOS
  END Cost: 5
  Speedster Tricks Roll Penalty: N/A
  Description:  A character with this power can men-
  tally take control of aquatic creatures. With a mere 
  thought he can hold a shark at bay or order a whale 
  to join him in an attack.
  Game Information:  Mind Control 8d6 (Animal 
  class of minds), Telepathic (+¼) (50 Active 
  Points);  Limited Class Of Minds (aquatic crea-
  tures; -½). Total cost:  33 points.
  Options:
  1)  Strong Fish Control:  Increase to Mind Control 
  12d6. 75 Active Points; total cost 50 points.
  2)  Weak Fish Control:  Decrease to Mind Control 
  6d6. 37 Active Points; total cost 25 points.
  3)  Control The School:  The character may con-
  trol many ﬁsh at once, though he must issue the 
  same orders to all of them. Add Area Of Eﬀect (5” 
  Radius; +1). 90 Active Points; total cost 60 points.
  I CAN TALK TO FISH
  Effect: 
  Telepathy 5d6 (Animal class of minds)
  Target: 
  One ﬁsh
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 2
  Speedster Tricks Roll Penalty: N/A
  Description:  The character can speak telepathi-
  cally with fish and other aquatic creatures, and 
  they can speak to him. However, he cannot 
  compel fish to talk to him, to give him informa-
  tion, to treat him politely, or to do as he asks. 
  The GM decides how any given fish reacts to a 
  character’s efforts to speak to him.
  Game Information:  Telepathy 5d6 (Animal 
  class of minds) (25 Active Points); Limited 
  Class Of Minds (aquatic creatures; -½), No 
  Range (-½), Communication Only (-¼). 
  Total cost:  11 points.
  Options:
  1)  Strong Talking:  Increase to Telepathy 7d6. 35 
  Active Points; total cost 15 points.
  2)  Weak Talking:  Decrease to Telepathy 3d6. 15 
  Active Points; total cost 7 points.
  3)  Motor Mouth:  Instead of ascertaining only a 
  single piece of information in his Phase, a char-
  acter with this option can get several answers at 
  once. Add Autofire (+1½). 62 Active Points, total 
  cost 27 points.
  4)  Long-Range Talking:  The character’s Telepathy 
  works over the standard LOS range for Mental 
  Powers. Remove No Range (-½). Total cost:  14 points.
  5)  Actual Talking:  The character literally has to talk 
  to the ﬁsh. They respond back in ﬁshspeak; only he 
  can understand them. Add Incantations (through-
  out; -½). Total cost:  9 points.
  6)  Do Your Friends Know Anything?:  Besides talking 
  to the ﬁsh that are present, the character can ask 
  them to go and check with other aquatic animals. 
  The GM can assume that an animal can freely com-
  municate with other animals of the same species; 
  this power allows the animals to talk to diﬀerent 
  species as well. Add Usable Simultaneously (char-
  acter and one animal; +½), Persistent (to remove 
  need to maintain LOS; +½), Extra Time (it may 
  take a while for the animals to ﬁnd other animals to 
  talk to and report back; -0). 50 Active Points; total 
  cost 22 points.
  7)  Under The Sea:  The character can communicate 
  with all the local aquatic life at once. Add Area Of 
  Eﬀect (6” Radius; +1¼). 56 Active Points; total cost 
  25 points.
   REFRESHING WATER
  Effect: 
  +10 REC, Only Works Underwater
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: N/A
  Description:  The character remains more vital, and 
  heals more quickly, when he’s underwater instead 
  of on the surface or in the air.
  Game Information:  +10 REC (20 Active 
  Points); Only Works Underwater (-½). Total 
  cost:  13 points.
  Options:
  1)  Greater Refreshment:  Increase to +15 REC. 30 
  Active Points; total cost 20 points.
  2)  Lesser Refreshment:  Decrease to +5 REC. 10 
  Active Points; total cost 7 points. 
  3)  Marine Refreshment:  The character’s vitality 
  depends on being in salt water; fresh water won’t 
  do. Change to Only Works In Salt Water (-1). Total 
  cost:  10 points.
  
  139 
  The Ultimate Speedster ■ Chapter Two
  W
  hile few speedsters rely on Swinging 
  as their sole (or even primary) form of 
  movement, there are a few Swinging-
  related abilities characters can use.
  BASIC POWER
   SWINGING
  Effect: 
  Swinging 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: N/A
  Description:  Through whatever means — energy 
  control, the ability to spin webs, stretcheable limbs, 
  or the like — the character can generate a swingline 
  and travel by swinging through the air.
  Game Information:  Swinging 20”. Total cost:  
  20 points.
  Options:
  1)  Strong Swinging:  Increase to Swinging 30”. Total 
  cost:  30 points.
  2)  Weak Swinging:  Decrease to Swinging 10”. Total 
  cost:  10 points.
  3)  Long-Range Swinging:  The character’s got 
  enough swingline to swing a long distance, if neces-
  sary. Add x8 Noncombat. Total cost:  30 points.
  4)  Physical Swingline:  The character’s swinglines 
  don’t depend on a Focus, but they are physical 
  objects that other characters can attack. Add Physi-
  cal Manifestation (-¼). 20 Active Points; total cost 
  16 points.
  OFFENSIVE POWERS
   SWING ATTACK
  Effect: 
  Energy Blast 6d6, Extra Time (Full Phase), 
  Must Pass Through Intervening Space
  Target: 
  16” Any Area
  Duration: 
  Instant
  Range: 
  See text
  END Cost: 8
  Speedster Tricks Roll Penalty: -8
  Description:  The character attaches his swingline to 
  an appropriate point and swings through an area, 
  punching, kicking, and bashing targets as he passes 
  through. The starting hex must be within charac-
  ter’s full Half Move using Swinging of where he’s 
  standing when he begins the attack, and the Any 
  Area must conform to a path of attack he could 
  reasonably and at least semi-realitistically follow 
  using Swinging and which lets him end up (either 
  via Swinging or some other ability) back in the hex 
  he started in. Thus, the Any Area will usually con-
  form to an arc or ring shape.
  Game Information:  Energy Blast 6d6, Area Of 
  Eﬀect (16” Any Area, see text; +1½), Personal 
  Immunity (+¼) (82 Active Points); Extra Time 
  (Full Phase; -½), Limited Range (see text; -¼), 
  Must Pass Through Intervening Space (-¼). 
  Total cost:  41 points.
  Options:
  1)  Strong Attack:  Increase to Energy Blast 8d6. 110 
  Active Points; total cost 55 points.
  2)  Weak Attack:  Decrease to Energy Blast 4d6. 55 
  Active Points; total cost 27 points.
  3)  Trail Attack:  This version of the power uses the 
  optional Trail form of Area Of Eﬀect. Change to:  
  Energy Blast 6d6, Area Of Eﬀect (Trail; +1) (60 
  Active Points); Extra Time (Full Phase; -½). Total 
  cost:  40 points.
  4)  Skillful Attack:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  33 points.
  SWINGING 
  POWERS
  
  140 ■ Speed Powers
  Hero System 5th Edition
  SWASHBUCKLING FLAIR 
  Effect: 
  +20 PRE, Linked (to Swinging)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -2
  Description:  “Man, doesn’t that guy look cool, swin-
  gin’ around on buildings like that?”
  Game Information:  +20 PRE (20 Active Points); 
  Linked (to Swinging; -½), Cannot Be Used 
  Defensively (-½). Total cost:  10 points.
  Options:
  1)  Incredible Flair:  Increase to +30 PRE. 30 Active 
  Points; total cost 15 points.
  2)  Less Flair:  Decrease to +10 PRE. 
  3)  Skillful Power:  Add Requires A DEX Roll (assumes 
  a DEX Roll of 14-; -½). Total cost:  8 points.
  DEFENSIVE POWERS
  SWASHBUCKLING PROTECTION
  Effect: 
  +4 DCV, Linked (to Swinging)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -2
  Description:  The character’s so agile when Swinging 
  that it’s diﬃcult for attackers to hit him.
  Game Information:  +4 DCV (20 Active 
  Points); Linked (to Swinging; -½). Total cost:  
  13 points.
  Options:
  1)  Greater Protection:  Increase to +6 DCV. 30 
  Active Points; total cost 20 points.
  2)  Weak Protection:  Decrease to +2 DCV. 10 Active 
  Points; total cost 7 points.
  3)  Skillful Protection I:  Add Requires An Acrobatics 
  Roll (-½). Total cost:  10 points.
  4)  Skillful Protection II:  What protects the character 
  is that he looks so damn impressive that everyone 
  stands around watching in awe instead of shooting 
  at him. Add Requires A Presence Roll (assumes a 
  PRE Roll of 12- or 13-; -¾). Total cost:  9 points.
  MOVEMENT POWERS
   IMPROVISED SWINGING
  Effect: 
  Swinging 12”, OIF (swinglines of opportu-
  nity)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Speedster Tricks Roll Penalty: -1
  Description:  The character has a knack for ﬁnding 
  seemingly ordinary objects — ropes, cables, vines, 
  sashes, tubes, and the like — that he can use as 
  improvised swinglines, thus allowing him to travel 
  quickly and easily through many environments. 
  The GM may limit the number of inches of Swing-
  ing he can us based on the quality of his improved 
  swinglines.
  Game Information:  Swinging 12” (12 Active 
  Points), OIF (appropriate swinglines of oppor-
  tunity; -½). Total cost:  8 points.
  Options:
  1)  Strong Improvised Swinging:  Increase to Swing-
  ing 15”. 15 Active Points; total cost 10 points.
  2)  Weak Improvised Swinging:  Decrease to Swing-
  ing 8”. 8 Active Points; total cost 5 points.
  3)  Skillful Improvised Swinging I:  Add Requires An 
  Acrobatics Roll (-½). Total cost:  6 points.
  4)  Skillful Improvised Swinging II:  The charac-
  ter can’t swing on things he can’t perceive. Add 
  Requires A PER Roll (assumes a PER Roll of 12- or 
  13-; -¾). Total cost:  5 points.
  
  141 
  The Ultimate Speedster ■ Chapter Two
  I
  n some campaigns — particularly superhero 
  and Fantasy games — Teleportation is a popu-
  lar form of movement, one that can give rise 
  to a whole suite of ancillary abilities. There’s 
  something about the “magic” of instantly moving 
  from one place to another that inspires gamers and 
  GMs alike.
  Many of the Dimensional Travel Powers (page 
  107) and Speedster Powers (page 61) are closely 
  related to Teleportation Powers. You may want to 
  review those categories when building a teleporting 
  character.
  BASIC POWERS
   TELEPORTATION
  Effect: 
  Teleportation 20”
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 4
  Teleportation Tricks Roll Penalty: 
  N/A
  Description:  The basic power for this category 
  allows a character to Teleport himself from one 
  location to another.
  Game Information:  Teleportation 20”. Total 
  cost:  40 points.
  Options:
  1)  Improved Teleportation I:  Increase to Teleporta-
  tion 30”. Total cost:  60 points.
  2)  Improved Teleportation II:  Add x8 Noncombat. 
  Total cost:  50 points.
  3)  Improved Teleportation III:  The character can 
  Teleport anywhere on Earth, though he may need 
  a way to see where he’s going (such as Teleporta-
  tion Sense, below) if he’s never been there before. 
  Decrease to Teleportation 15” and add MegaScale 
  (1” = 1,000 km, can scale down to 1” = 1 km; +1¼). 
  Total cost:  67 points. Buying this ability and the 
  main power as a two-slot Multipower would cost 
  78 points.
  4)  Shorter Teleportation:  Decrease to Teleportation 
  10”. Total cost:  20 points.
  5)  Focused Teleportation:  The character’s teleporta-
  tion ability is so powerful he can Teleport through 
  even substances designed to stop Teleportation. 
  Add Armor Piercing (+½). Total cost:  60 points.
  6)  Group Teleportation:  The character can Teleport 
  several friends, or one or more large objects weigh-
  ing no more than 800 kg total, with him. Add x8 
  Increased Mass. Total cost:  55 points.
  7)  Home Base:  The character has a special location 
  he can always return to if it’s within his Teleporta-
  tion range, even if he cannot perceive it. Add one 
  Fixed Location. Total cost:  40 + 1 = 41 points.
  8)  Home Away From Home:  The character can 
  establish a ﬂoating “return point” that he can Tele-
  port to if it’s in range, even if he cannot perceive it. 
  Add one Floating Fixed Location. Total cost:  40 + 
  5 = 45 points.
  9)  Dimensional Teleportation:  The character can 
  Teleport to other dimensions as well as through 
  his native plane. Add Usable As Extra-Dimensional 
  Movement (+¼). Total cost:  50 points.
  10)  Cosmic Teleportation:  In outer space, the char-
  acter’s Teleportation allows him to move far faster 
  than the speed of light. Add Usable As FTL Travel 
  (+¼). Total cost:  50 points.
  11)  Versatile Teleportation:  This form of Teleporta-
  tion allows a character to mix-and-match to obtain 
  just the right combination of distance, weight 
  carried, and other abilities for every situation. It 
  requires the GM’s permission because it has naked 
  Advantages and Adders as slots in a Multipower.
  Cost Power
  60 
  Versatile Teleportation:  Multipower, 60-point 
  reserve
  12m 1)  Basic Teleportation:  Teleportation 30”
  8m 
  2)  Longer-Range Teleportation I:  up to x250 
  Noncombat (in addition to basic x2)
  8m 
  3)  Longer-Range Teleportation II:  Teleporta-
  tion 5”, MegaScale (1” = 10 billion km, can 
  scale down to 1” = 1 km; +3)
  8m 
  4)  Greater Mass Teleportation:  up to x250 
  Increased Mass
  1u 
  5)  Controlled Teleportation:  No Relative 
  Velocity
  1u 
  6)  Shifting Teleportation:  Position Shift
  Total cost:  98 points.
  TELEPORTATION 
  POWERS
  
  142 ■ Speed Powers
  Hero System 5th Edition
  TELEPORTATION GATE
  Effect: 
  Teleportation 15”, Gate
  Target: 
  One Hex
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 8
  Teleportation Tricks Roll Penalty: 
  N/A
  Description:  The character can open up a “tele-
  portation portal” that anyone can move through. 
  People can travel either way through the portal, or 
  ﬁre attacks through it.
  Game Information:  Teleportation 15”, Area Of 
  Eﬀect (One Hex; +½), Continuous (+1), Usable 
  On Others (+¼) (82 Active Points); Gate (-½). 
  Total cost:  55 points. 
  Options:
  1)  Improved Gate:  Increase to Teleportation 20”. 
  110 Active Points; total cost 73 points.
  2)  MegaGate:  Decrease to Teleportation 8” and add 
  MegaScale (1” = 1,000 km, can scale down to 1” = 1 
  km; +1¼). 64 Active Points; total cost 43 points.
  3)  Greater Capacity:  The character’s Gate can handle 
  loads of up to 1,600 kg. Increase to x16 Increased 
  Mass. 137 Active Points; total cost 91 points.
  4)  Greater Size:  The character’s Gate can handle 
  objects or persons up to 13” wide and weighing up 
  to 1,600 kg.  Increase to x16 Increased Mass and 
  add Area Of Eﬀect (13” Radius; +1). 162 Active 
  Points; total cost 108 points.
  5)  Ranged Gate:  With the GM’s permission, a 
  character could buy the ability to create a Gate at a 
  distance from himself. Add Ranged (+½). 97 Active 
  Points; total cost 65 points (or 90 Active Points, 
  total cost 60 points for Limited Range (+¼)).
  OFFENSIVE POWERS
   APORTATION
  Effect: 
  Teleportation 10” Usable As Attack
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 5
  Teleportation Tricks Roll Penalty: 
  -5
  Description:  The character can aport another person 
  — teleport him against his will, a particularly danger-
  ous form of attack when used against targets on roof-
  tops, space stations, bridges, or the like.
  Game Information:  Teleportation 10”, Usable 
  As Attack (defense is Teleportation, Extra-
  Dimensional Movement, or Force Wall; +1), 
  Ranged (+½). Total cost:  50 points.
  Options:
  1)  Increased Aportation I:  Increase to Teleportation 
  15”. Total cost:  75 points.
  2)  Increased Aportation II:  Increase to Teleportation 
  20”. Total cost:  100 points.
  3)  Far Aportation I:  The character can send a victim 
  far away. The GM should review this power care-
  fully before allowing it in the game; it may prove 
  unbalancingly eﬀective. Add MegaScale (1” = 1 km; 
  +¼). Total cost:  55 points.
  4)  Far Aportation II:  With this power, a character 
  can teleport a target from the surface of the Earth 
  directly into outer space. The GM should be even 
  warier of allowing this form of Aportation into the 
  game. Add MegaScale (1” = 50 km; +¾). Total cost:  
  65 points.
  5)  Shortened Aportation:  Decrease to Teleportation 
  7”. Total cost:  35 points.
  6)  Altered Positioning:  The character cannot only 
  move the target, he can cause him to change facing. 
  This is particularly eﬀective as an attack when 
  used to make a character performing a Move By/
  Through hit one of his allies (or a wall) instead of 
  his intended target. Add Position Shift. Total cost:  
  62 points.
  7)  Long-Range Aportation:  If the character can see 
  his target, he can easily hit him with this attack. 
  Add Line Of Sight (+½). Total cost:  60 points.
  8)  Short-Range Aportation:  The character can 
  only attack targets within 30” with this power. 
  Change to Limited Range (30”; +¼). Total cost:  
  45 points.
  9)  Aportation Touch:  The character has to touch his 
  target to aport him. Remove Ranged (+½). Total 
  cost:  40 points.
  10)  Multiple Aportation:  The character can aport a 
  large number of objects or persons at once. Using 
  this power he could, for example, disarm a large 
  number of enemies at once by aporting their weap-
  ons to him. Add Area Of Eﬀect (6” Radius; +1) and 
  Selective (+¼). Total cost:  75 points.
  
  143 
  The Ultimate Speedster ■ Chapter Two
  11)  Deadly Aportation:  The character has the power 
  to aport people into solid objects, inﬂicting severe 
  injuries. (At the GM’s option, instead of using the 
  straightforward RKA damage of this attack, the 
  character can roll on the Teleportation Damage 
  Table on page 218 to determine the eﬀects.) Char-
  acter also buys RKA 2d6, NND (defense is Tele-
  portation, Extra-Dimensional Movement, or Force 
  Wall; +1), Does BODY (+1) (90 Active Points); 
  Linked (-¼). Total cost 72 points; total cost of over-
  all power 122 points.
   APORTIVE BLINDING
  Effect: 
  Major Transform 7d6 (sighted person into 
  blind person)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  30”
  END Cost: 10
  Teleportation Tricks Roll Penalty: 
  -10
  Description:  The character aports the target’s eyes 
  right out of their sockets, leaving the victim totally 
  blind.
  Game Information:  Major Transform 7d6 
  (sighted person into blind person; heals back 
  through eye transplantation) (105 Active 
  Points); Limited Target (beings with eyes; -¼), 
  All Or Nothing (-½), Limited Range (30”; -¼). 
  Total cost:  52 points.
  Options:
  1)  Aportive Mutilation:  The character can do more 
  than just aport a target’s eyes away; he can also 
  inﬂict other crippling changes, such as aporting 
  away the ears (deafness), the hands (impose a 
  Physical Limitation), the feet (permanent loss of 
  inches of Running), and so forth. Add Improved 
  Results Group (fully capable human into human 
  suﬀering from various handicaps; +¼) and change 
  to Limited Target (living beings, may only inﬂict 
  one change at a time; -¼). 131 Active Points; total 
  cost 65 points.
  Swinging, Page 139
  
  144 ■ Speed Powers
  Hero System 5th Edition
  APORT ENTANGLE
  Effect: 
  Entangle 4d6, up to 4 DEF, OIF (appropriate 
  materials)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  20”
  END Cost: 4
  Teleportation Tricks Roll Penalty: 
  -4
  Description:  The teleporter aports nearby chains, 
  ropes, or other convenient material around a target 
  to tie him up and keep him from moving. The DEF 
  of the Entangle depends on the materials the char-
  acter uses — for example, rope might be DEF 2, 
  chains DEF 4 — with a maximum of DEF 4.
  Game Information:  Entangle 4d6, up to 4 DEF 
  (40 Active Points); OIF (appropriate materi-
  als of opportunity; -½), Limited Range (20”; 
  -¼), Defense Depends On Materials Used 
  (-½), Cannot Form Barriers (-¼). Total cost:  
  16 points.
  Options:
  1)  Strong Aporting:  Increase to Entangle 6d6, up to 
  6 DEF. 60 Active Points; total cost 24 points.
  2)  Weak Aporting:  Decrease to Entangle 3d6, up to 
  3 DEF. 30 Active Points; total cost 12 points.
  3)  Skillful Aporting:  Add Requires A Teleportation 
  Tricks Roll (-½). Total cost:  13 points.
   APORT MISSILES
  Effect: 
  RKA 2d6, Penetrating (x2), OIF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Teleportation Tricks Roll Penalty: 
  -6
  Description:  The character can aport a small object 
  into the target, disrupting his body/form and caus-
  ing grievous damage.
  Game Information:  RKA 2d6, Penetrating (x2; 
  +1) (60 Active Points); OIF (small objects of 
  opportunity; -½). Total cost:  40 points.
  Options:
  1)  More Accurate Missiles:  Increase to RKA 3d6. 90 
  Active Points; total cost 60 points.
  2)  Less Accurate Missiles:  Decrease to RKA 1d6. 30 
  Active Points; total cost 20 points.
  3)  Aport Barrage:  The character can aport multiple 
  objects into the target. Decrease to RKA 1½d6 and 
  add Autoﬁre (5 shots; +½). 62 Active Points; total 
  cost 41 points.
  4)  Accurate Aport Missiles:  If the character can see 
  a target, he can hit it, regardless of the intervening 
  distance. Add Line Of Sight (+½). 75 Active Points; 
  total cost 50 points.
  APORT PUNCH
  Effect: 
  Teleport 5” Usable As Attack plus HA +4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  6”/Touch
  END Cost: 4
  Teleportation Tricks Roll Penalty: 
  -4
  Description:  The character winds up for a punch, 
  teleports a target right into the path of his ﬁst, and 
  then wallops him.
  Game Information:  Teleportation 5”, Usable As 
  Attack (defense is Teleportation, Extra-Dimen-
  sional Movement, or Force Wall; +1), Limited  
  Range (6”; +¼) (total cost:  22 points) plus HA 
  +4d6 (20 Active Points); Hand-To-Hand Attack 
  (-½), Linked (-½) (total cost:  10 points). Total 
  cost:  32 points.
  Options:
  1)  Longer Aportation:  Increase to Teleportation 8” 
  and Limited Range to 9”. 36 + 20 = 56 Active Points; 
  total cost 36 + 10 = 46 points.
  2)  Harder Punch:  Increase to HA +5d6. 22 + 25 = 
  47 Active Points; total cost 22 + 12 = 34 points.
  3)  Longer And Harder, Baby:  Increase to Teleporta-
  tion 8”, Limited Range to 9”, and HA +5d6. 36 + 25 
  = 61 Active Points; total cost 36 + 12 = 48 points.
  4)  Shorter And Weaker:  Decrease to Teleportation 
  3”, Limited Range to 4”, and HA +3d6. 13 + 15 = 28 
  Active Points; total cost 13 + 7 = 20 points.
  5)  Skillful Aport Punch:  The character has to time 
  the aportation and punch just right or the attack 
  doesn’t work. Add Requires A Teleportation Tricks 
  Roll (-½) to both powers. 22 + 20 = 42 Active 
  Points; total cost 15 + 8 = 23 points.
   COMBAT APORTATION
  Effect: 
  Energy Blast 4d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Teleportation Tricks Roll Penalty: 
  -4
  Description:  The character aports a person in and 
  out of existence dozens or hundreds of times in the 
  space of a second, wreaking havoc with the victim’s 
  metabolism and often causing him to pass out.
  Game Information:  Energy Blast 4d6, NND 
  (defense is Teleportation, Extra-Dimensional 
  Movement, or Force Wall; +1). Total cost:  40 
  points.
  Options:
  1)  Strong Combat Aportation:  Increase to Energy 
  Blast 6d6. Total cost:  60 points.
  2)  Weak Combat Aportation:  Decrease to Energy 
  Blast 3d6. Total cost:  30 points.
  3)  Short-Range Combat Aportation:  The character 
  can only use this attack on targets within 20”. Add 
  Limited Range (20”; -¼). 40 Active Points; total cost 
  32 points.
  
  145 
  The Ultimate Speedster ■ Chapter Two
  4)  Long-Range Combat Aportation:  If the character 
  can see his target, he can easily hit him with this 
  attack. Decrease to Energy Blast 3d6 and add Line 
  Of Sight (+½). Total cost:  37 points.
  5)  Combat Aportation Touch:  The character has to 
  touch his target to attack him with this power. Add 
  No Range (-½). Total cost:  27 points.
  6)  Sickening Combat Aportation:  The eﬀect of rapid 
  teleportation sickens the victim. Add Drain CON 
  2d6, Ranged (+½) (30 Active Points); Linked (-½) 
  (total cost:  20 points). 40 + 30 = 70 Active Points; 
  total cost 40 + 20 = 60 points.
  7)  Ongoing Combat Aportation:  The character can 
  keep aporting the target until the target passes out. 
  Decrease to Energy Blast 3d6 and add Continuous 
  (+1). Total cost:  45 points.
   DEADLY APORTATION
  Effect: 
  RKA 1d6, NND, Does BODY
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Teleportation Tricks Roll Penalty: 
  -4
  Description:  The character can aport away bits of 
  the character’s body and internal organs, inﬂicting 
  terrible, and generally irresistible, wounds.
  Game Information:  RKA 1d6, NND (defense is 
  Teleportation, Extra-Dimensional Movement, 
  or Force Wall; +1), Does BODY (+1). Total 
  cost:  45 points.
  Options:
  1)  Deadlier Aportation:  Increase to RKA 2d6. Total 
  cost:  90 points.
  2)  Less Deadly Aportation:  Decrease to RKA ½d6. 
  Total cost:  30 points.
  3)  Aport Into Walls:  The character causes injury 
  not by aporting away parts of the target’s body, but 
  by aporting him into solid objects, such as walls. 
  There must be a solid object within 8” of the target 
  for this attack to work. This doesn’t trap the target, 
  but does cause signiﬁcant injury. Add Teleporta-
  tion 8”, Usable As Attack (defense is Teleportation, 
  Extra-Dimensional Movement, or Force Wall; +1), 
  Ranged (+½) (40 Active Points); Linked (-½) (total 
  cost:  27 points). 45 + 40 = 85 Active Points; total 
  cost 45 + 27 = 72 points.
  4)  Ongoing Deadly Aportation:  The character can 
  keep aporting bits of the target away until he dies. 
  Add Continuous (+1). Total cost:  60 points.
  5)  Short-Range Deadly Aportation:  The character 
  can only use this attack on targets within 30”. Add 
  Limited Range (30”; -¼). 45 Active Points; total cost 
  36 points.
  6)  Long-Range Deadly Aportation:  If the charac-
  ter can see a target, he can easily attack him with 
  this power. Add Line Of Sight (+½). Total cost:  
  52 points.
  DROPPED OBJECTS
  Effect: 
  EB 8d6/RKA 2d6, Indirect, OIF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  185”
  END Cost: 5/4
  Teleportation Tricks Roll Penalty: 
  -5/-4
  Description:  The character can aport a nearby 
  heavy object over the target and drop it on him. 
  Blunt, heavy objects do Normal Damage; sharp, 
  pointed, or spiked ones do Killing Damage.
  Game Information:
  Cost Power
  33 
  Dropped Objects:  Multipower, 50-point 
  reserve; all OIF (-½)
  3u 
  1)  Blunt Objects:  Energy Blast 8d6, Indirect 
  (always from above target; +¼); OIF (heavy 
  blunt objects of opportunity; -½), Limited 
  Range (185”; -¼)
  2u 
  2)  Sharp/Pointed Objects:  RKA 2d6, Indirect 
  (always from above target; +¼); OIF (heavy 
  sharp objects of opportunity; -½)
  Total cost:  38 points.
  DUST APORTATION
  Effect: 
  Change Environment (-3 to Sight Group 
  PER Rolls), Only In Appropriate Environ-
  ments
  Target: 
  8” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 3
  Teleportation Tricks Roll Penalty: 
  -3
  Description:  When he’s near a dusty or dirty area, 
  a teleporter can aport enough of the dust into one 
  area to create a blinding cloud. (He could also do 
  this if he has access to a lot of powdery material, 
  such as sacks of ﬂour.) To maintain the cloud, he 
  has to remain in the area and keep teleporting 
  the dust back up in the air... which may be tricky, 
  since he can’t see through the cloud any better than 
  anyone else.
  You can use this power as a model for many 
  others that involve teleporting some object or 
  substance into a particular area (see also Dropped 
  Objects, above, and Danger Portal on page 109).
  Game Information:  Change Environment 8” 
  radius, -3 to Sight Group PER Rolls (26 Active 
  Points); OIF (requires appropriate powder or 
  dust of opportunity; -½), Easy To Dispel (-¼). 
  Total cost:  15 points.
  Options:
  1)  Bigger Cloud:  Increase to 16” radius. 31 Active 
  Points; total cost 18 points.
  2)  Smaller Cloud:  Decrease to 4” radius. 21 Active 
  Points; total cost 12 points.
  3)  Skillful Cloud:  Add Requires A Teleportation 
  Tricks Tricks Roll (-½). Total cost:  11 points.
  
  146 ■ Speed Powers
  Hero System 5th Edition
   FLOAT LIKE A TELEPORTER,  
  STING LIKE A BEE
  Effect: 
  Stretching 8”
  Target: 
  Self
  Duration: 
  Instant
  Range:  
  Self
  END Cost: 5
  Teleportation Tricks Roll Penalty: 
  -5
  Description:  The character has mastered the ability to 
  teleport to a target within 8”, strike, and teleport right 
  back to where he was before the target has a chance 
  to respond. (Another possible special eﬀect is that the 
  teleporter opens up a “mini-gate” linking himself and 
  his target, punches the target through the gate, and 
  then shuts the gate.) Alternately, the character could 
  teleport to some object within 8”, pick it up, and tele-
  port back to where he was standing.
  Game Information:  Stretching 8”, Does Not 
  Cross Intervening Space (+¼) (50 Active 
  Points); No Noncombat Stretching (-¼), No 
  Velocity Damage (-¼), Instant (-½). Total cost:  
  25 points
  Options:
  1)  Long Combat Teleport:  Increase to 12” Stretching. 
  75 Active Points; total cost 37 points.
  2)  Short Combat Teleport:  Decrease to 4” Stretching. 
  25 Active Points; total cost 12 points.
  3)  Easy Combat Teleport:  Add Reduced Endurance 
  (0 END; +½). 70 Active Points; total cost 35 points.
   SPACE-TIME SPIKE
  Effect: 
  Suppress Teleportation 12d6
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  300”
  END Cost: 6
  Teleportation Tricks Roll Penalty: 
  -6
  Description:  The character’s control over the 
  mechanisms and/or energies of teleportation allow 
  him to interfere with other characters’ ability to 
  Teleport.
  Game Information:  Suppress Teleportation 
  12d6. Total cost:  60 points.
  Options:
  1)  Strong Spike:  Increase to Suppress Teleportation 
  15d6. Total cost:  75 points.
  2)  Weak Spike:  Decrease to Suppress Teleportation 
  9d6. Total cost:  45 points.
  3)  Short-Range Spike:  The character can only aﬀect 
  teleporters close to him. Add Limited Range (20”; 
  -¼). 60 Active Points; total cost 48 points.
  4)  Variant Spike:  This form of Spike doesn’t require 
  constant maintenance, but wears oﬀ fairly quickly. 
  Change to Drain Teleportation 4d6, Ranged (+½). 
  Total cost:  60 points.
  5)  Skillful Spike:  Add Requires A Teleportation Tricks 
  Roll (-½). 60 Active Points; total cost 40 points.
  TELEPORTATION BOXING
  Effect: 
  Energy Blast 6d6
  Target: 
  6” Radius
  Duration: 
  Instant
  Range: 
  See text
  END Cost: 7
  Teleportation Tricks Roll Penalty: 
  -7
  Description:  The character teleports in and around 
  a group of people, brieﬂy appearing next to each 
  one he’s ﬁghting to punch, kick, or otherwise smash 
  him, never staying in one place long enough for 
  anyone to block his attack or strike back. When it’s 
  all done, the character teleports right back to where 
  he was when he began the attack.
  Game Information:  Energy Blast 6d6, Area Of 
  Eﬀect (6” Radius; +1¼), Selective (+¼) (75 
  Active Points); Extra Time (Full Phase; -½), 
  Limited Range (center of Area must be within 
  the character’s Half Move using Teleportation 
  at Combat velocity; -¼). Total cost:  43 points.
  Options:
  1)  Tougher Punches, Stronger Kicks:  Increase to 
  Energy Blast 8d6 and Area Of Eﬀect (8” Radius). 
  100 Active Points; total cost 57 points.
  2)  Punier Punches, Weaker Kicks:  Decrease to 
  Energy Blast 5d6. Total cost:  62 Active Points; total 
  cost 35 points.
  3)  I’ll Just Be Going Now...:  Instead of having to 
  Teleport back to where he was standing when he 
  started the attack, the character can Teleport him-
  self somewhere else within 5” of the center of the 
  Area, provided that location is within the range of 
  his Combat move with Teleportation of the point 
  where he began the attack. Character also buys 
  Reﬂex Teleportation (see below).
  4)  Wide-Area Boxing:  Increase to Area Of Eﬀect (12” 
  Radius; +1½). 82 Active Points; total cost 47 points.
  5)  Close-In Boxing:  Decrease to Area Of Eﬀect (3” 
  Radius; +1). 67 Active Points; total cost 38 points.
  
  147 
  The Ultimate Speedster ■ Chapter Two
   TELEPORTATION BY
  Effect: 
  Energy Blast 6d6, Indirect, Trigger (by Tele-
  porting)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Limited Range (see text)
  END Cost: 8
  Teleportation Tricks Roll Penalty: 
  -8
  Description:  Ordinarily characters can’t perform 
  Move Bys/Throughs with Teleportation. A char-
  acter with this power has perfected the trick of 
  Teleporting from one point to another and in the 
  process “stopping” in mid-Teleportation just long 
  enough to punch a single target. To other charac-
  ters he seems to manifest just for a split-second and 
  hit the target, then vanishes again and appears at 
  his Teleportation destination. The target has to be 
  in roughly a straight line between the Teleporter’s 
  starting and ending hexes.
  Game Information:  Energy Blast 6d6, Indirect 
  (can hit target from any angle; +¾), Trig-
  ger (when using Teleportation and chooses 
  to, activating Trigger takes no time, Trigger 
  immediately automatically resets; +1) (82 
  Active Points); Limited Range (target must 
  be somewhere between character’s starting 
  hex and destination hex, see text; -¼), Target 
  Must Be In Proper Position (see text; -½). 
  Total cost:  47 points.
  Options:
  1)  Strong Teleportation By:  Increase to Energy Blast 
  8d6. 110 Active Points; total cost 63 points.
  2)  Weak Teleportation By:  Decrease to Energy Blast 
  4d6. 55 Active Points; total cost 31 points.
  3)  Skillful Teleportation By:  Add Requires A Tele-
  portation Tricks Roll (-½). Total cost:  36 points.
   TRADING SPACES
  Effect: 
  Teleportation 15”, Usable As Attack plus 
  Teleportation 15”, both Only To Trade 
  Places
  Target: 
  Self and one other character
  Duration: 
  Instant
  Range: 
  15”
  END Cost: 10
  Teleportation Tricks Roll Penalty: 
  -10
  Description:  The character teleports a target to his 
  own location, and himself to the target’s location. 
  While this “translocation” power has a wide vari-
  ety of uses, in combat it’s most often used when 
  something bad is about to happen to the character 
  — he “trades places” with the target right before the 
  “something” occurs, thus escaping harm by putting 
  his enemy in harm’s way.
  With the GM’s permission, this power may 
  be used to switch the places of two targets at range 
  using Rapid Fire.
  Game Information: Teleportation 15”, Usable 
  As Attack (does not aﬀect characters with tele-
  portation or dimensional powers; +1), Limited 
  Range (15”; +¼) (67 Active Points); Only To 
  Trade Places (-1) (total cost:  33 points) plus 
  Teleportation 15” (30 Active Points); Only To 
  Trade Places (-1), Linked (-½) (total cost:  12 
  points). 75 + 30 = 105 Active Points; total cost 
  33 + 12 = 45 points.
  Options:
  1)  Long Trade I:  Increase both powers to Teleporta-
  tion 30” and Limited Range to (30”; +¼). 130 + 60 
  = 210 Active Points; total cost 67 + 24 = 91 points.
  2)  Long Trade II:  The character can trade position 
  with virtually anyone he can see. Add  MegaScale 
  (1” = 1 km; +¼) to both the inches and the Range 
  of the ﬁrst power and the inches of the second 
  power. 82 + 37 = 127 Active Points; total cost 41 + 
  16 = 57 points. 
  3)  Position Trading:  The character and target not 
  only exchange places, but also physical poses and 
  even velocity. Add No Relative Velocity and Posi-
  tion Shift to both powers. 101 + 45 = 146 Active 
  Points; total cost 50 + 18 = 68 points.
  4)  Easy Trade:  The switch takes relatively little 
  energy. Add Reduced Endurance (½ END; +¼) to 
  both powers. 75 + 37 = 119 Active Points; total cost 
  37 + 15 = 52 points.
   TRANSLOCATING PUNCH
  Effect: 
  Teleport 10”, Usable As Attack, Trigger
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 5
  Teleportation Tricks Roll Penalty: 
  -5
  Description:  The character has mastered the abil-
  ity to teleport a target away immediately after 
  striking him. When the target hits someone with 
  a HTH attack (such as a punch or kick) he may, 
  if he wishes, aport that person up to 10” away in 
  any direction. The aportation occurs before the 
  determination and occurrence of Knockback (if 
  any), and so may enhance the Knockback effect 
  in some way.
  Game Information:  Teleport 10”, Usable As 
  Attack (+1), Trigger (when character suc-
  ceeds with a HTH Combat attack and chooses 
  to Teleport target, activating Trigger takes no 
  time, Trigger requires a Zero Phase Action to 
  reset; +¾) (55 Active Points); No Noncombat 
  Teleport (-¼). Total cost:  44 points.
  Options:
  1)  Longer Translocating Punch:  Increase to Telepor-
  tation 15”. 82 Active Points; total cost 66 points.
  2)  Shorter Translocating Punch:  Decrease to Tele-
  portation 5”. 27 Active Points; total cost 22 points.
  3)  Easy Translocating Punch:  Add Reduced 
  Endurance (0 END; +½). 65 Active Points; total 
  cost 52 points.
  
  148 ■ Speed Powers
  Hero System 5th Edition
   WARP PRISON
  Effect: 
  Entangle 6d6, 6 DEF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Dimensional Travel Tricks Roll Penalty: 
  -6
  Description:  The character can trap a target in a 
  “teleportation ﬁeld” that prevents him from leav-
  ing a particular spot unless he (or someone else) 
  can apply enough physical force to break the ﬁeld. 
  Until the ﬁeld breaks, any eﬀort the victim makes 
  to move outside the area simply teleports him right 
  back inside.
  Game Information:  Entangle 6d6, 6 DEF (60 
  Active Points); Cannot Form Barriers (-¼), 
  Vulnerable (teleportation or dimensional 
  attacks; -¼). Total cost:  40 points.
  Options:
  1)  Stronger Prison:  Increase to Entangle 8d6, 8 
  DEF. 80 Active Points; total cost 53 points.
  2)  Weaker Prison:  Decrease to Entangle 4d6, 4 DEF. 
  40 Active Points; total cost 27 points.
  3)  Warp Prison Variant:  This form of teleportation 
  ﬁeld is harder to damage, but once damaged is 
  more easily broken. Change to Entangle 4d6, 8 DEF. 
  60 Active Points; total cost 40 points.
  4)  Precise Prison:  The character can create a trap 
  wherever he wants, even bypassing walls and other 
  obstacles in his way. Decrease to Entangle 5d6, 5 
  DEF and add Indirect (+½). 75 Active Points; total 
  cost 50 points.
  5)  Large Prison:  The character can create a warp 
  space big enough to trap many people. Decrease 
  to Entangle 4d6, 4 DEF and add Area Of Eﬀect (4” 
  Radius; +1). 80 Active Points; total cost 53 points.
  DEFENSIVE POWERS
   APORTATION POINT DEFENSE
  Effect: 
  Missile Deﬂection (all physical attacks)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Teleportation Tricks Roll Penalty: 
  -1
  Description:  The character reﬂexively aports physi-
  cal missiles away so that they don’t hit him.
  Game Information:  Missile Deﬂection (all phys-
  ical missiles) (15 Active Points); Costs Endur-
  ance (-½). Total cost:  10 points.
  Options:
  1)  Ranged Point Defense:  The character can use his 
  aportive powers to defend other people as well. Add 
  Ranged (+1). 30 Active Points; total cost 20 points.
  2)  Aportation Point Offense:  Instead of merely send-
  ing a missile away, the character aports it so that it 
  will hit someone else. Add Reﬂection (any target). 
  45 Active Points; total cost 30 points.
   BLINK TELEPORTATION
  Effect: 
  +8 DCV
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Teleportation Tricks Roll Penalty: 
  -4
  Description:  The character can reﬂexively teleport 
  himself out of harm’s way. This makes it much 
  harder for an attacker to strike him successfully; 
  many attacks that would otherwise hit him miss 
  because he winks out of existence right before they 
  hit him, then reappears a micro-second later.
  Game Information:  +8 DCV (40 Active Points); 
  Costs Endurance (-½). Total cost:  27 points.
   COHERENT FORM
  Effect: 
  Armor (30 PD/0 ED), Only Versus Mistele-
  portation Damage
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Teleportation Tricks Roll Penalty: 
  N/A
  Description:  According to the rules on pages 41 and 
  218, a character who accidentally Teleports into 
  a solid object can suﬀer severe injury — and no 
  defense applies. However, if the GM wishes, he can 
  allow characters with Teleportation Powers to buy 
  this power as a speciﬁc defense that applies only 
  against damage incurred by rolling on the Telepor-
  tation Damage Table.
  Game Information:  Armor (30 PD/0 ED) (45 
  Active Points); Only Versus Misteleportation 
  Damage (-2). Total cost:  15 points.
  
  149 
  The Ultimate Speedster ■ Chapter Two
   PROTECTIVE APORT FIELD
  Effect: 
  Force Field (20 PD/10 ED), Only Versus 
  Ranged Attacks
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Teleportation Tricks Roll Penalty: 
  -3
  Description:  The character can maintain around his 
  body a ﬁeld of “teleportation energy” that aports 
  damaging substances and phenomena — bullets, 
  energy bolts, thrown rocks, you name it — partly or 
  wholly away from him so that they don’t hurt him 
  (or hurt him less than they otherwise would). The 
  ﬁeld’s more eﬀective against physical attacks.
  Game Information:  Force Field (20 PD/10 ED) 
  (30 Active Points); Only Works Against Limited 
  Type Of Attack (ranged attacks; -¼). Total cost:  
  24 points.
  Options:
  1)  Strong Field:  Increase to Force Field (25 PD/15 
  ED). 40 Active Points; total cost 32 points.
  2)  Weak Field:  Decrease to Force Field (15 PD/5 
  ED). 20 Active Points; total cost 16 points.
   PROTECTIVE APORT WALL
  Effect: 
  Force Wall (8 PD/8 ED), Only Versus 
  Ranged Attacks
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Teleportation Tricks Roll Penalty: 
  -3
  Description:  This is a wall-shaped ﬁeld similar to 
  the Protective Aport Field (see above).
  Game Information:  Force Wall (8 PD/8 ED) (40 
  Active Points); Only Works Against Limited 
  Type Of Attack (ranged attacks; -¼). Total cost:  
  32 points.
  Options:
  1)  Strong Wall:  Increase to Force Wall (12 PD/12 
  ED). 60 Active Points; total cost 48 points.
  2)  Weak Wall:  Decrease to Force Wall (6 PD/6 ED). 
  30 Active Points; total cost 24 points.
  3)  Longer Wall:  Increase to Force Wall (8 PD/8 ED, 
  up to 5” long and 2” tall) and add Cannot Englobe 
  (-¼). 50 Active Points; total cost 33 points.
  RETURN TO SENDER
  Effect: 
  Teleportation 10”, Trigger (when Thrown or 
  Knocked Back)
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 3
  Teleportation Tricks Roll Penalty: 
  -5
  Description:  This form of defensive teleportation 
  activates automatically whenever another person 
  Throws the character or does Knockback to him. 
  It Teleports him to any place of his choice with 10” 
  of the hex into which he was Thrown or Knocked 
  Back; this may even put him in a tactically advanta-
  geous position (such as right behind his attacker). 
  In doing so it instantly re-orients him, allowing him 
  to get back to his feet without wasting any time.
  Game Information:  Teleportation 10”, Position 
  Shift, Trigger (when Thrown or Knocked Back, 
  activating Trigger takes no time, Trigger auto-
  matically immediately resets; +1). Total cost:  
  50 points.
  Options:
  1)  Farther Return:  Increase to Teleportation 20”. 
  Total cost:  90 points.
  2)  Shorter Return:  Decrease to Teleportation 5”. 
  Total cost:  30 points.
  3)  Easy Return:  Add Reduced Endurance (0 END; 
  +½). Total cost:  62 points.
  4)  Restricted Return:  This form of Return To 
  Sender only compensates for the Throw or Knock-
  back — it returns him to the hex he was in when 
  attacked. Change Trigger to (returns character to 
  starting hex when he’s Thrown or Knocked Back, 
  Trigger automatically immediately resets; +1). Total 
  cost:  50 points.
  5)  Velocity Cancellation:  The character’s Teleporta-
  tion is powerful enough to counteract the force of 
  the Throw or Knockback, which usually means he 
  won’t take any damage from it. This could poten-
  tially be a powerful eﬀect with signiﬁcant game 
  implications, so characters must have the GM’s per-
  mission to take this power. Add No Relative Veloc-
  ity. Total cost:  70 points.
  
  150 ■ Speed Powers
  Hero System 5th Edition
  MOVEMENT POWERS
   REFLEX TELEPORTATION
  Effect: 
  Teleportation 5”, Trigger (after Teleporting 
  or using a Teleportation Trick)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Teleportation Tricks Roll Penalty: 
  -2
  Description:  To give himself some extra combat 
  ﬂexibility, the teleporter has learned how to activate 
  a short-range Teleport at the end of other uses of 
  Teleportation or various Teleportation tricks. This 
  is particularly handy for (a) getting away from 
  opponents in HTH Combat range, and (b) not 
  having to return to the character’s starting hex with 
  powers like Teleportation Boxing.
  Game Information:  Teleportation 5”, Trigger 
  (whenever character wants to after after Tele-
  porting or using a Teleportation Trick, activat-
  ing Trigger takes no time, Trigger immediately 
  automatically resets; +1). Total cost:  20 points.
  Options:
  1)  Strong Reﬂex Teleport:  Increase to Teleportation 
  10”. Total cost:  40 points.
  2)  Weak Reﬂex Teleport:  Decrease to Teleportation 
  3”. Total cost:  12 points.
  3)  Skillful Reﬂex Teleport:  Add Requires A Telepor-
  tation Tricks Roll (-½). 20 Active Points; total cost 
  13 points.
  4)  Easy Reﬂex Teleport:  Add Reduced Endurance 
  (½ END; +¼). Total cost:  22 points.
  5)  Tireless Reﬂex Teleport:  Add Reduced Endur-
  ance (0 END; +½). Total cost:  25 points.
  SENSORY POWERS
   TELEPORTATION SENSE
  Effect: 
  Clairsentience (Sight Group)
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  1,600”/100,000 km
  END Cost: 4
  Teleportation Tricks Roll Penalty: 
  N/A
  Description:  The character has an innate sense for 
  where he can teleport to, thus ensuring that he tele-
  ports safely.
  Game Information:
  Cost Power
  27 
  Teleportation Sense:  Multipower, 67-point 
  reserve, all Only To Perceive Teleportation 
  Locations (-1), Instant (-½)
  2u 
  1)  Short-Range Sense:  Clairsentience (Sight 
  Group), Targeting, 16x Range (1,600”); Only 
  To Perceive Teleportation Locations (-1), 
  Instant (-½)
  3u 
  2)  Long-Range Sense:  Clairsentience 
  (Sight Group), Targeting, MegaScale (1” 
  = 1,000 km, can scale down to 1” = 1 km; 
  +1¼); Only To Perceive Teleportation 
  Locations (-1), Instant (-½)
  Total cost:  32 points.
   TELEPORTATION VIEWPOINTS
  Effect: 
  Clairsentience (Sight Group)
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  100”
  END Cost: 2
  Teleportation Tricks Roll Penalty: 
  -2
  Description:  If the speedster wants to get a clearer 
  view of, or better angle of perception on, something 
  far away, he teleports up to 100” closer, takes a look, 
  and then returns to where he was standing a split-
  second ago. To other people it doesn’t even appear 
  as if he’s moved it all. (Alternately, the teleporter 
  may open tiny viewport-like “gates” that teleport 
  the light from distant locations to his eyes so he can 
  see what’s happening there.)
  Game Information:  Clairsentience (Sight 
  Group) (20 Active Points); Instant (-½). Total 
  cost:  13 points.
  Options:
  1)  Strong Viewpoints:  Increase to x8 Range. 35 
  Active Points; total cost 23 points.
  2)  From Many Viewpoints:  The teleporter can Tele-
  port so quickly that he can look at the same thing 
  from multiple angles, or at several diﬀerent things. 
  Add Multiple Perception Points (8 points). 35 
  Active Points; total cost 23 points.
  3)  Skillful Viewpoints:  Add Requires A Teleporta-
  tion Tricks Roll (-½). Total cost:  10 points.
  
  151 
  The Ultimate Speedster ■ Chapter Two
  MISCELLANEOUS POWERS
   CHEATING APORTATION
  Effect: 
  Gambling (Card Games, Dice Games, Board 
  Games) (INT Roll +5)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Teleportation Tricks Roll Penalty: 
  -2
  Description:  The character knows how to use short-
  range aportation to re-arrange cards, dice, or game 
  pieces so that he can easily win games of chance.
  You can use this power as a template for creat-
  ing many others with a similar special eﬀect. For 
  example, a teleporter might have a high Fast Draw 
  roll deﬁned as aporting his weapon into his hand.
  Game Information:  Gambling (Card Games, 
  Dice Games, Board Games) (INT Roll +5) (16 
  Active Points); Costs Endurance (-½). Total 
  cost:  11 points.
  Options:
  1)  Strong Cheating:  Increase to INT Roll +8. Total 
  cost:  22 Active Points; total cost 15 points.
  2)  Weak Cheating:  Decrease to INT Roll +3. Total 
  cost:  12 Active Points; total cost 8 points.
  3)  Skillful Cheating:  Add Requires A Teleportation 
  Tricks Roll (-½). Total cost:  8 points.
   COME TO ME
  Effect:  
  Summon 350-point character
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Self
  END Cost:  19
  Teleportation Tricks Roll Penalty: 
  -19
  Description:  The character can teleport a speciﬁc 
  individual to himself from any location — even 
  other planes of existence.
  To use this power, a character must prepare by 
  memorizing the target’s “teleportation signature” 
  — his distinctive physical attributes (exact dimen-
  sions, molecular vibrations, spiritual “color,” or the 
  like). This takes time, and requires the character 
  with the power to be in the target’s presence and 
  have the target’s consent. Once the character has 
  made the necessary preparations, he can teleport 
  the character to him quickly. The power only works 
  on one speciﬁc person; to use it on other people, 
  the character has to buy it again.
  This write-up assumes the target is built 
  on no more than 350 Character Points. You can 
  adjust the target’s cost up or down by altering the 
  cost of the power.
  Game Information:  Summon one 350-point 
  character, Loyal (+½), Speciﬁc Being (+1), 
  Delayed Eﬀect (+¼) (192 Active Points); Con-
  centration (0 DCV throughout; totally unaware 
  of nearby events; -1½), Extra Time (1 Minute; 
  -1½). Total cost:  48 points.
  
  152 ■ Speed Powers
  Hero System 5th Edition
  T
  ime Powers represent a character’s ability 
  to travel through and manipulate time. This 
  is a common special eﬀect for speedsters 
  because by slowing down time as it per-
  tains to others, or speeding time up as it pertains 
  to himself, a character can make himself seem to 
  be moving at incredible speeds. He’s not — he’s 
  moving at normal speeds — but relative to others 
  his movements seem superhumanly fast.
  The ability to speed things up, slow them 
  down, and even stop time serves can also explain 
  many other powers and abilities. Not all of these 
  are necessarily appropriate for a “pure” speedster, 
  but they can make for interesting new aspects to 
  an otherwise predictable character type. But such 
  abilities can give a character great power combined 
  with great ﬂexibility, so GMs may want to evaluate 
  characters with chronal powers carefully before 
  allowing them into the game.
  Characters with Time Powers might also 
  want to look at the Speedster Powers and 
  Dimensional Travel Powers earlier in this chap-
  ter, or the Precognition Powers sections of The 
  UNTIL Superpowers Databases, for other ideas 
  for powers for chronomanipulator characters. 
  For example, a chronomanipulator might buy 
  Hyperspeed Cramming (page 102) defined as 
  putting himself in a bubble of “fast time” so he 
  can read more quickly, or Me First! (page 103) to 
  represent how he shifts himself forward in time a 
  split-second so he can act before anyone else.
  OFFENSIVE POWERS
   AGE MANIPULATION
  Effect: 
  Major Transform 8d6 (aging)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  750”
  END Cost: 15
  Time Manipulation Tricks Roll Penalty: 
  -15
  Description:  The character can advance a person 
  backward or forward through time, making him 
  into a younger or older version of himself. This may 
  cause related changes as well; for example, a mutant 
  whose powers manifested during puberty loses 
  those powers if he’s regressed to age 5, and a person 
  aged to the point of senility probably loses most (if 
  not all) of his abilities.
  Game Information:  Major Transform 8d6 
  (anything into older/younger/newer version of 
  itself; heals via the application of any chronal 
  manipulation power), Improved Result Group 
  (+¼). Total cost:  150 points.
  Options:
  1)  Weak Age Manipulation:  Decrease to Major 
  Transform 4d6. Total cost:  75 points.
  2)  Ongoing Age Manipulation:  The character can 
  keep accelerating/reversing the eﬀects of time on 
  the subject as long as he (the character) continues 
  to pay END. Decrease to Major Transform 3d6 and 
  add Continuous (+1). Total cost:  101 points.
  3)  Age Manipulation Touch:  The character must 
  touch the target to reverse or accelerate the target’s 
  ﬂow of time. Add No Range (-½). 150 Active Points; 
  total cost 100 points.
  4)  Aging Field:  The character can alter the age of 
  multiple objects within an area. He must apply 
  the same eﬀect (accelerating or reversing the ﬂow 
  of time) to all aﬀected objects. Decrease to Major 
  Transform 3d6 and add Area Of Eﬀect (6” Radius; 
  +1), Selective (+¼). Total cost:  112 points.
  TIME
  POWERS
  
  153 
  The Ultimate Speedster ■ Chapter Two
  FAST TIME BUBBLE
  Effect: 
  Aid SPD 5d6, Costs Recipient END
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  -7
  Description:  The character can put himself or another 
  person in a bubble of fast time, thus making it look 
  and act as if the subject is moving in “fast forward” 
  while the rest of the world moves at normal speed. This 
  tires the subject out quickly; he must spend 2 END per 
  point of SPD gained per Phase (every Phase, not just 
  the extra ones) while the Aid remains in eﬀect.
  Game Information:  Aid SPD 5d6, Ranged 
  (+½) (75 Active Points); Recipient Must Spend 
  2 END Per Point Of Extra SPD Gained Per 
  Phase While Aid Remains In Eﬀect (-½). Total 
  cost:  50 points.
  Options:
  1)  Faster Time Bubble:  Increase to Aid SPD 7d6. 
  105 Active Points; total cost 70 points.
  2)  Slower Fast Time Bubble:  Decrease to Aid SPD 
  3d6. 45 Active Points; total cost 30 points.
  3)  Fast Time Touch:  The character must touch the 
  subject to fast-forward him. Remove Ranged (-½). 
  50 Active Points; total cost 33 points.
  4)  Tiring Fast Time Bubble:  The character must 
  exert himself to maintain the fast time eﬀect. If he 
  uses the power on himself, he has to pay the stan-
  dard END cost and the cost indicated by the Limi-
  tation on the power. Add Costs Endurance (-½). 
  Total cost:  37 points.
  5)  Fast Time Field:  The character can make mul-
  tiple people move faster. Decrease to Aid SPD 3d6 
  and add Area Of Eﬀect (5” Radius; +1), Selective 
  (+¼). 82 Active Points; total cost 55 points.
   NO SLEEP ’TIL BROOKLYN
  Effect: 
  Energy Blast 8d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  400”
  END Cost: 8
  Time Manipulation Tricks Roll Penalty: 
  -8
  Description:  The character rapidly accelerates the 
  target through time for a day or more, until the 
  target is too sleepy to stay awake.
  Game Information:  Energy Blast 8d6, NND 
  (defense is temporal/dimensional manipula-
  tion powers or Life Support [Diminished Sleep]; 
  +1). Total cost:  80 points.
  Options:
  1)  Just Sleepy:  Decrease to Energy Blast 6d6. Total 
  cost:  60 points.
  2)  The Yawns:  Decrease to Energy Blast 4d6. Total 
  cost:  40 points.
  3)  Go To Sleep:  The character has to touch the 
  target to make him fall asleep. Add No Range (-½). 
  Total cost:  53 points.
  4)  Contagious Yawns:  The character can make 
  everyone in a given area sleepy. Decrease to Energy 
  Blast 5d6 and add Area Of Eﬀect (5” Radius; +1). 
  Total cost:  75 points.
  
  154 ■ Speed Powers
  Hero System 5th Edition
   THE ROUNDHOUSE OUT OF TIME
  Effect: 
  HA +4d6, Time Delay
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 2
  Time Manipulation  Tricks Roll Penalty:  -2
  Description:  The character “reaches through” time to 
  punch an opponent seconds, days, even years later. 
  He decides when the punch will land at the time he 
  throws it through time... and at the speciﬁed point in 
  time, the target receives a sock in the jaw.
  Game Information:  HA +4d6, Time Delay (+¼) 
  (25 Active Points); Hand-To-Hand Attack (-½). 
  Total cost:  17 points.
  Options:
  1)  Strong Punch:  Increase to HA +6d6. 37 Active 
  Points; total cost 25 points.
  2)  Weak Punch:  Decrease to HA +2d6. 12 Active 
  Points; total cost 8 points.
  3)  Skillful Punch:  Add Requires A Time Manipula-
  tion Tricks Roll (-½). Total cost:  12 points.
  4)  Long-Range Punch:  The character isn’t limited to 
  hitting people through time at HTH Combat range. 
  Instead he can stop time, move up to someone, hit 
  through time to strike that person at some speci-
  ﬁed point, then move back to his starting position. 
  Change to Energy Blast 6d6, Time Delay (+¼). 
  Total cost:  37 points.
   SLOW TIME BUBBLE
  Effect: 
  Drain SPD 5d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 7
  Time Manipulation Tricks Roll Penalty: 
  -7
  Description:  The character can put another person 
  in a bubble of slow time, thus making the subject 
  look and act as if he is moving in “slow motion” 
  while the rest of the world moves at normal speed.
  Game Information:  Drain SPD 5d6, Ranged 
  (+½). Total cost:  75 points.
  Options:
  1)  Snail Time:  Increase to Drain SPD 7d6. Total 
  cost:  105 points.
  2)  Not So Slow Time:  Decrease to Drain SPD 3d6. 
  Total cost:  45 points.
  3)  Lasting Slowness:  Decrease to Drain SPD 4d6 
  and add Delayed Return Rate (points return at the 
  rate of 5 per Minute; +¼). Total cost:  70 points.
  4)  Slowness Zone:  The character can make every-
  one in an area move more slowly. Decrease to 
  Drain SPD 3d6 and add Area Of Eﬀect (5” Radius; 
  +1), Selective (+¼). Total cost:  82 points.
  5)  Slow Touch:  The character must touch the target 
  to slow down time around him. Remove No Range 
  (-½). Total cost:  50 points.
   STAND THERE WHILE I HIT YOU
  Effect: 
  HA +6d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 3
  Time Manipulation Tricks Roll Penalty: 
  -3
  Description:  The character speeds up time around 
  himself so he can punch a target dozens, hundreds, 
  or even thousands of times in a split-second. From 
  the character’s perspective, it’s as if the target has 
  stopped moving and can’t do anything but stand 
  there and take it.
  Game Information:  HA +6d6 (30 Active 
  Points); Hand-To-Hand Attack (-½). Total 
  cost:  20 points.
  Options:
  1)  More Punches:  Increase to HA +8d6. 40 Active 
  Points; total cost 27 points.
  2)  Fewer Punches:  Decrease to HA +4d6. 20 Active 
  Points; total cost 13 points.
  3)  Skillful Punch:  The character has to use this 
  power just right or it doesn’t work. Add Requires A 
  Time Tricks Roll (-½). Total cost:  15 points.
   STOP TIME
  Effect: 
  Extra-Dimensional Movement (stop time)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 4
  Time Manipulation Tricks Roll Penalty: 
  -4
  Description:  The character can stop time, “freezing” 
  everyone and everything in place (even “stopping” 
  energy such as gravity or ﬁre). He himself remains 
  immune to this eﬀect, and can take whatever 
  actions he wants to.
  Obviously this power has signiﬁcant potential 
  for unbalancing the campaign, particularly given 
  its low cost. It requires a great deal of common 
  sense interpretation by the GM, and responsibility 
  on the part of the player, so GMs should evaluate it 
  carefully before allowing it in play. In most cases it 
  works better as a “plot device” or NPC’s power than 
  as an ability possessed by PCs.
  See also the optional Speed Zone rules on 
  pages 251-61 for another take on the subject of 
  time stoppage. Simply redeﬁne the “Speed Zone” as 
  “Stopping Time,” and adjust the Speed Zone Powers 
  (page 106) to suit by removing or adding Power 
  Modiﬁers as necessary.
  Game Information:  Extra-Dimensional Move-
  ment (“travel” to the “dimension” where time is 
  stopped for everyone but the character, to any 
  point in that “dimension” corresponding to his 
  current location in normal space-time). Total 
  cost:  40 points.
  
  155 
  The Ultimate Speedster ■ Chapter Two
  Options:
  1)  Time Manipulation:  The character can do more 
  than just stop time — he can make it run back-
  wards and forwards. This power presents even 
  greater possibilities for abuse than Stop Time, and 
  requires greater oversight by the GM. Add related 
  group of dimensions (various points in time). Total 
  cost:  45 points.
   TEMPORAL ACCELERATION
  Effect: 
  RKA 1d6, NND, Does BODY
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  300”
  END Cost: 6
  Time Manipulation Tricks Roll Penalty: 
  -6
  Description:  The character accelerates a person 
  through time so rapidly that the victim ages, with-
  ers, and eventually dies/collapses.
  At the GM’s option, characters can also use 
  this power on objects, though that creates some 
  game balance considerations because few (if any) 
  nonliving objects have Life Support (Longevity). If 
  so, the GM may assign some long-lasting objects, 
  like rocks, Life Support for purposes of this power, 
  or increase the amount of BODY damage needed 
  to “destroy” an object via aging.
  Game Information:  RKA 1d6, NND (defense 
  is temporal/dimensional manipulation powers 
  or Life Support [Longevity]; +1), Does BODY 
  (+1), Continuous (+1). Total cost:  60 points.
  Options:
  1)  Faster Acceleration:  Increase to RKA 2d6. Total 
  cost:  120 points.
  2)  Slower Acceleration:  Decrease to RKA ½d6. 
  Total cost:  40 points.
  3)  Acceleration Field:  The character can age every-
  one and everything in a 6” radius area. Add Area Of 
  Eﬀect (6” Radius; +1). Total cost:  75 points.
  4)  Acceleration Touch:  The character has to touch 
  someone to age him. Add No Range (-½). Total 
  cost:  40 points.
  TEMPORAL AMBUSH
  Effect: 
  Energy Blast 8d6, RKA 2d6, Energy Blast 
  6d6, all Indirect
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”/225”/410”
  END Cost: 6/4/13
  Time Manipulation Tricks Roll Penalty: 
  -6/-4/-13
  Description:  The character stops time through-
  out reality, puts a big physical object (like a rock) 
  over his target’s head, slightly re-directs an attack 
  or moving object, or otherwise puts his target in 
  harm’s way. Then he returns to where he was stand-
  ing and starts time again. The rock falls (or the 
  like), hurting the target. To the target and everyone 
  else, it’s as if the rock appeared out of nowhere and 
  fell on him!
  The Redirected Attack slot is unusual and 
  requires a bit of explanation. It allows a character 
  to “freeze” someone (the “puppet”) in time, slightly 
  redirect the angle of their attack so they hit some-
  one else, and then start time again. The puppet has 
  his normal range when ﬁring, to a maximum of 
  410” from the character. The character’s control 
  isn’t absolute, so he may not be able to make the 
  puppet use the attack at full power or access the 
  Advantages applied to it. In game terms, he’s limited 
  to the dice and level of Variable Advantages bought 
  for the attack, regardless of how powerful the attack 
  itself might be; if the attack has no Advantages, 
  the character cannot apply one, if it has multiple 
  Advantages, he can choose which one to use. The 
  attack could come from any direction (based on 
  where the puppet is located during the Segment 
  when the character uses this power), so this power 
  includes the Indirect Advantage at the +¾ level.
  This power is bought with Energy Blast, since 
  that’s the most common power used to build 
  Ranged attacks in most campaigns. The GM must 
  decide whether the character can use this power 
  with non-EB attacks (e.g., weapons built with 
  RKA), or must buy the ability as a separate Power 
  Framework with various slots for the diﬀerent types 
  of attacks his foes might have. In any event, a char-
  acter can’t use this power with attacks that don’t 
  involve powers similar to Energy Blast (such as 
  Drain, Entangle, or Flash).
  Because causing a puppet to make an attack 
  may use up Charges or END, this power includes a 
  Linked Drain. The eﬀect on END or an Endurance 
  Reserve is as normal under the rules. To determine 
  the eﬀect on Charges, use the rules on pages 112-13 
  of The HERO System 5th Edition, Revised rulebook.
  Game Information:
  Cost Power
  127 
  Temporal Ambush:  Multipower, 127-point 
  reserve
  3u 
  1)  Blunt Objects Over The Head:  Energy 
  Blast 8d6, Indirect (always from above target; 
  +¼); OIF (heavy blunt objects of opportu-
  nity; -½)
  2u 
  2)  Sharp/Pointed Objects Over The Head:  
  RKA 2d6, Indirect (always from above target; 
  
  156 ■ Speed Powers
  Hero System 5th Edition
  +¼); OIF (heavy sharp objects of opportu-
  nity; -½)
  10u 
  3)  Redirected Attack:  Energy Blast 6d6, 
  Indirect (based on location of character 
  whose attack character redirects; +¾), Vari-
  able Advantage (+½ Advantages, reduced 
  by¼ since character usually has little or no 
  control over the Advantages he can use; +¾), 
  Variable Special Eﬀects (+¼); Can Only Do 
  Maximum Of 6d6 And One +½ Advantage 
  Regardless Of Attack’s Actual Power (-0) plus 
  Drain Attack Powers 3d6, Charges or END 
  one at a time (+¼), Limited Range (20”; +¼); 
  Only Removes 1 Charge Or Enough END 
  For One Shot (-½), Linked (-½), Character 
  Recovers Lost END Through Both Post-Seg-
  ment 12 Recoveries And Standard Drain 
  Return (-0)
  Total cost:  142 points.
  Options:
  1)  Simpler Temporal Ambush:  The character can 
  just drop objects on time-stopped targets, not re-
  direct attacks. Decrease Multipower reserve to 50 
  points, apply OIF (-½) to it, and get rid of the third 
  slot. Total cost:  38 points.
   TEMPORAL DISHARMONY
  Effect: 
  Energy Blast 4d6, NND 
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  300”
  END Cost: 6
  Time Manipulation Tricks Roll Penalty: 
  -6
  Description:  The character “jerks” the target back-
  ward and forward through time, stressing the 
  target’s system to the point where he passes out.
  Game Information:  Energy Blast 4d6, NND 
  (defense is temporal/dimensional manipula-
  tion powers or Life Support [Longevity]; +1), 
  Continuous (+1). Total cost:  60 points.
  Options:
  1)  Greater Disharmony:  Increase to Energy Blast 
  6d6. Total cost:  90 points.
  2)  Lesser Disharmony:  Decrease to Energy Blast 
  2d6. Total cost:  30 points.
  3)  Group Disharmony:  The character can expose 
  multiple people in the same area to this eﬀect. 
  Decrease to Energy Blast 3d6 and add Area Of 
  Eﬀect (5” Radius; +1). Total cost:  60 points.
  4)  Disharmony Touch:  The character must touch the 
  target to aﬀect him with this power. Add No Range 
  (-½). Total cost:  40 points.
  DEFENSIVE POWERS
   FOREWARNED IS FOREDEFENDED
  Effect: 
  +5 DCV
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  -2
  Description:  The character glances forward in time 
  a second or two to see what’s going to happen. This 
  gives him a good chance of avoiding any attacks 
  made against him. The eﬀect only lasts for about a 
  second (one Phase), since events change so rapidly 
  that what the character sees one second may not 
  apply in later seconds.
  Game Information:  +5 DCV (25 Active Points); 
  Instant (-½). Total cost:  17 points.
  Options:
  1)  Better View:  Increase to +8 DCV. 40 Active 
  Points; total cost 27 points.
  2)  Worse View:  Decrease to +3 DCV. 15 Active 
  Points; total cost 10 points.
  3)  Danger Avoidance:  The character’s ability to 
  see forthcoming dangers is what lets him avoid 
  them. Add Requires A Danger Sense Roll (-½). 
  Total cost:  12 points.
   TEMPORAL POINT DEFENSE
  Effect: 
  Missile Deﬂection (physical missiles)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost:  1
  Time Manipulation Tricks Roll Penalty: 
  -1
  Description:  The character intercepts incoming 
  physical missiles and instantly ages them until they 
  disintegrate.
  Game Information: Missile Deﬂection (all phys-
  ical missiles) (15 Active Points); Costs Endur-
  ance (-½). Total cost:  10 points.
  Options:
  1) Strong Defense:  Character also buys +5 with 
  Missile Deﬂection (total cost:  10 points). Total cost: 
  20 points.
  2) Ranged Defense:  Add Ranged (+1). 30 Active 
  Points; total cost 20 points.
  
  157 
  The Ultimate Speedster ■ Chapter Two
  TIME SHIFT FIELD
  Effect: 
  Force Field (24 PD/24 ED), Hardened
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Time Manipulation Tricks Roll Penalty: 
  -6
  Description:  The character surrounds himself with 
  a time manipulation ﬁeld and advances time within 
  the ﬁeld by a microsecond. The temporal barrier 
  thus created provides protection against attacks. 
  Only strong attacks can overwhelm the time diﬀer-
  ential horizon and injure the character.
  Game Information:  Force Field (24 PD/24 ED), 
  Hardened (+¼). Total cost:  60 points.
  Options:
  1)  Strong Time Shift Field:  Increase to Force Field 
  (30 PD/30 ED). Total cost:  75 points.
  2)  Weak Time Shift Field:  Decrease to Force Field 
  (18 PD/18 ED). Total cost:  45 points.
  3)  Expanded Time Shift Field:  The time shift 
  effect protects the character from just about any 
  form of attack. Change to Force Field (15 PD/15 
  ED/Mental Defense 15/Power Defense 15). Total 
  cost:  75 points.
   TIME SHIFT WALL
  Effect: 
  Force Wall (10 PD/10 ED; 5” long and 2” 
  tall), Hardened, Restricted Shape
  Target: 
  Varies
  Duration: 
  Constant
  Range: 
  375”
  END Cost: 7
  Time Manipulation Tricks Roll Penalty: 
  -7
  Description:  This is an expanded version of a Time 
  Shift Field (see above). The character can even use 
  it to trap other people in the shifted area.
  Game Information:  Force Wall (10 PD/10 ED; 
  5” long and 2” tall), Hardened (+¼) (75 Active 
  Points); Restricted Shape (ends must always 
  join, and character cannot open top or bottom 
  of wall; -¼). Total cost:  60 points.
  Options:
  1)  Strong Time Shift Wall:  Increase to Force Wall 
  (14 PD/14 ED; 5” long and 2” tall). 100 Active 
  Points; total cost 80 points.
  2)  Weak Time Shift Wall:  Decrease to Force Wall (8 
  PD/8 ED; 5” long and 2” tall). 62 Active Points; total 
  cost 50 points.
  3)  Expanded Time Shift Wall:  The time shift eﬀect 
  protects anyone inside the ﬁeld from just about 
  any form of attack. Change to Force Wall (9 PD/9 
  ED/Power Defense 6; 5” long and 2” tall), Opaque 
  (Sight Group). 100 Active Points; total cost 80 
  points.
  MOVEMENT POWERS
   RAPID TRANSIT
  Effect: 
  Teleportation 30”, No Noncombat Multiple
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 6
  Time Manipulation Tricks Roll Penalty: 
  -6
  Description:  The character stops time throughout 
  reality, walks up to 30” from where he started, and 
  then starts time again. (Although he must cross the 
  intervening space, this isn’t taken as a Limitation 
  because he has all the time he needs to avoid any 
  obstacles.) To others, he seems to have vanished 
  from his starting point and reappeared instantly at 
  his destination.
  Game Information:  Teleportation 30” (60 Active 
  Points); No Noncombat Multiple (-¼). Total 
  cost:  48 points.
  Options:
  1)  Really Rapid Transit:  Increase to Teleportation 
  40”. 80 Active Points; total cost 64 points.
  2)  Slower Transit:  Decrease to Teleportation 20”. 40 
  Active Points; total cost 32 points.
  3)  Walkin’ To Jerusalem:  The character stops time 
  throughout reality, walks across Earth to get to 
  wherever he wants to go, and then re-starts time. If 
  he wants to cross the ocean, he selectively reverses 
  time around Earth until he reaches the point where 
  the continents are joined together, walks to where 
  he wants to be, and then fast-forwards time back 
  to the present day. Decrease to Teleportation 10”, 
  remove No Noncombat Multiple, and add MegaS-
  cale (1” = 1,000 km, can scale down to 1” = 1 km; 
  +1¼). Total cost:  45 points.
   TIMEGATE
  Effect: 
  Extra-Dimensional Movement, Gate
  Target: 
  One Hex
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 20
  Time Manipulation Tricks Roll Penalty: 
  -20
  Description:  The character opens up a portal 
  through the time-stream that anyone can move 
  through. People can travel either way through the 
  portal, or ﬁre attacks through it.
  Game Information: Extra-Dimensional Move-
  ment (any point in the past or the future, cannot 
  physically travel between locations), Area Of 
  Eﬀect (One Hex; +½), Continuous (+1), Usable 
  On Others (+¼), Reduced Endurance (½ END; 
  +¼) (201 Active Points); Gate (-½). Total cost: 
  134 points.
  
  158 ■ Speed Powers
  Hero System 5th Edition
  Options:
  1) Increased Capacity:  The timegate can handle 
  loads of up to 1,600 kg. Add x16 Increased Mass. 
  261 Active Points; total cost 174 points.
  2) Increased Size:  Like Increased Capacity, but the 
  timegate can also handle extra-large objects or per-
  sons. Increase to x16 Increased Mass, and Area Of 
  Eﬀect (22” Radius; +1). 304 Active Points; total cost 
  203 points.
  3) Effortless Gate:  Increase to Reduced Endur-
  ance (0 END; +½). 218 Active points; total cost 
  145 points.
  4) Tiring Gate:  Remove Reduced Endurance (+¼). 
  184 Active Points; total cost 123 points.
  5) Restricted Gate:  The character’s timegate only 
  leads to a speciﬁc time period. Change to Extra-
  Dimensional Movement (any single point in time, 
  cannot physically travel between locations). 120 
  Active Points; total cost 80 points.
   TIME TRAVEL
  Effect: 
  Extra-Dimensional Movement (time travel)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 7
  Time Manipulation Tricks Roll Penalty: 
  -7
  Description:  The character can travel through time, 
  instantly reaching any date he desires. Like the Stop 
  Time power, this power can cause signiﬁcant prob-
  lems in the game, and requires a lot of reasonable 
  interpretation by the GM.
  Game Information:  Extra-Dimensional Move-
  ment (any date in history or the future, cannot 
  physically travel between locations). Total cost:  
  67 points.
  Options:
  1)  Restricted Time Travel:  The character can only 
  time travel within a speciﬁc time period (such 
  as only during his lifetime, only in the twentieth 
  century, or only to any May 22nd throughout time). 
  Total cost:  45 points.
  2)  Want To Visit 1536?:  The character can take sev-
  eral friends along with him through time. Add x8 
  Increased Weight. Total cost:  82 points.
  3)  Time Shift Touch:  The character can, by touch-
  ing another character, send him through time 
  against his will. Add Usable As Attack (defense is 
  Extra-Dimensional Movement, Teleportation, time-
  manipulation powers, or Power Defense; +1). Total 
  cost:  134 points.
  SENSORY POWERS
   CHRONOSENSE
  Effect: 
  Detect Time, Discriminatory, Analyze
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  -2
  Description:  The character has an absolutely precise 
  sense of time, even more accurate than Absolute 
  Time Sense.
  Game Information:  Detect Time (INT +10) (no 
  Sense Group), Discriminatory, Analyze. Total 
  cost:  23 points.
   FORESIGHT
  Effect: 
  Danger Sense
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  -3
  Description:  By maintaining a partial glimpse into 
  the future of the immediate vicinity, the character 
  can perceive (and hopefully avoid) dangers before 
  they occur.
  Game Information:  Danger Sense (immediate 
  vicinity, out of combat, Sense) INT +6. Total 
  cost:  33 points.
   LOOK AROUND
  Effect: 
  Increased Arc Of Perception (360 Degrees) 
  for Sight Group
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 1
  Time Manipulation Tricks Roll Penalty: 
  -1
  Description:  The character stops time around him-
  self just long enough to look around in all direc-
  tions and see what’s going on.
  Game Information:  Increased Arc Of Percep-
  tion (360 Degrees) for Sight Group (10 Active 
  Points); Costs Endurance (-½), Instant (-½). 
  Total cost:  5 points.
  
  159 
  The Ultimate Speedster ■ Chapter Two
  SUMMARIZE TIMELINE
  Effect: 
  Detect Differences In Timeline From True 
  Timeline And Other Timelines; Retrocogni-
  tive Clairsentience
  Target: 
  Self
  Duration: 
  Persistent/Constant
  Range: 
  Self/300”
  END Cost: 0/6
  Time Manipulation Tricks Roll Penalty: 
  -4/-6
  Description:  The character’s travels through time 
  frequently take him to alternate timelines where his-
  tory ran diﬀerently, or put him in a position where 
  actions he or other people take could alter the time-
  line. Unlike most characters, who remain blissfully 
  unaware of the changes to history, the character 
  knows exactly what the diﬀerences are from one 
  timeline to another, how they diverge from the “real” 
  timeline, and where and what exactly caused the 
  divergence. “In this timeline, they never discovered 
  yeast, so now giant Klick-Klacks rule from their secret 
  room at the planet’s core.”
  Game Information:
  Cost Power
  37 
  Summarize Timeline:  Detect Diﬀerences In 
  Timeline From True Timeline And Other 
  Timelines (INT Roll +5) (no Sense Group), 
  Discriminatory, Analyze, Dimensional 
  (through/around/across Time), Range, Sense
  20 
  Summarize Timeline:  Clairsentience (Sight 
  and Hearing Groups), Retrocognition, 
  Dimensional (through/around/across Time) 
  (60 Active Points); Retrocognition Only (-
  1), Only To Perceive Points Of Diﬀerence 
  Between Timelines And Their Causes (-1)
  Total cost:  57 points.
   TIMEVIEW
  Effect: 
  Clairsentience (Sight and Hearing Groups), 
  Precognition, Retrocognition
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 7
  Time Manipulation Tricks Roll Penalty: 
  -7
  Description:  The character’s ability to manipulate 
  time allows him to “fast forward” or “replay” events 
  in his mind’s eye, thus giving him a crystal-clear 
  view of the future and the past.
  Game Information:  Clairsentience (Sight and 
  Hearing Groups), Precognition, Retrocogni-
  tion (70 Active Points); Precognition And 
  Retrocognition Only (-1), No Range (-½). 
  Total cost:  28 points.
  MISCELLANEOUS POWERS
   BEST POSSIBLE FUTURE
  Effect: 
  +2 Overall Skill Levels
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 4
  Time Manipulation Tricks Roll Penalty: 
  -2
  Description:  A character with this power can, 
  whenever he chooses, stop time for half a second, 
  scan forward into the timestream to evaluate the 
  possible futures branching out from his current 
  point in time, and choose the best one for him 
  — thus making it more likely he’ll succeed at tasks 
  and actions he undertakes.
  Game Information:  +2 Overall Skill Levels (20 
  Active Points); Extra Time (Half Phase; -½), 
  Costs Endurance (-½), Increased Endurance 
  Cost (x2 END; -½). Total cost:  8 points.
  Options:
  1)  Accurate Futurescanning:  Increase to +4 Overall 
  Levels. 40 Active Points; total cost 16 points.
  2)  Vague Futurescanning:  Decrease to +1 Overall 
  Level. 10 Active Points; total cost 4 points.
  3)  Future Imperfect:  As one thing improves, 
  another must worsen for chronal balance to be 
  maintained. While the timeline the character 
  chooses is of greatest benefit to him, it’s not quite 
  so good for someone else. One of the character’s 
  friends in the vicinity (or, if there’s no friend, a 
  random person other than someone opposing 
  the character) suffers problems at the same time 
  the character’s chances for success improve. Add 
  Side Effect (someone in the environment other 
  than the character or his enemies suffers -3 to 
  one roll, chosen by the GM, always occurs; -½). 
  Total cost:  7 points.
   FUTURE ASSISTANCE
  Effect: 
  Aid Endurance 4d6
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  -4
  Description:  The character can call upon the 
  vigor and energy of his future self to help him in 
  the present. This increases his END, making it 
  easier for him to keep using powers, or to Push 
  his powers. However, in essence he is burning his 
  total life-force more quickly, which shortens his 
  lifespan:  he loses one month of life for every 1d6 
  of Aid he uses!
  In game terms, the loss of lifespan is a Side 
  Eﬀect with a value of -0 — rarely, if ever, does a 
  character’s lifespan come into play in game terms. 
  If the GM believes the Side Eﬀect could seriously 
  imperil a character during the game, he should 
  increase the value of the Side Eﬀect accordingly.
  
  160 ■ Speed Powers
  Hero System 5th Edition
  As an additional Side Eﬀect, the GM may 
  occasionally subject the character to a Drain END 
  4d6, reﬂecting the fact that his past self just drew 
  upon him for extra power. If the GM plans to do 
  this frequently, he should grant the character a -½ 
  Side Eﬀect for it.
  Game Information:  Aid Endurance 4d6 (40 
  Active Points); Self Only (-½), Side Eﬀect (each 
  1d6 of Aid used removes one month from the 
  character’s lifespan; -0). Total cost:  27 points.
   FUTURE SELF
  Effect: 
  Duplication (create one 350-point Dupli-
  cate)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  N/A
  Description:  The character can summon one of 
  his future selves to assist him in the present day. 
  When he no longer needs help, the character 
  returns his future self to its normal time-frame. 
  The character cannot control exactly when his 
  future self comes from, though it’s far enough in 
  the future that he will never be in a situation in 
  which he reaches the future self’s normal time-
  frame in his own timeframe.
  Although highly useful, this power has two 
  signiﬁcant drawbacks. First, from the point in time 
  at which he begins to use the power, the character 
  is subject to suddenly vanishing without warning 
  and re-appearing in his past to help his “past self.” 
  This could cause major problems if the character 
  vanishes in the middle of a crisis, or during a date! 
  Second, if one of his future selves is killed, the char-
  acter has just prematurely ended his own life. He 
  himself goes on living, but he knows that one day 
  he will “vanish” and never re-appear... because he 
  was killed in the past.
  Game Information:  Duplication (create one 
  350-point Duplicate), Easy Recombination 
  (Zero Phase Action at full DCV) (80 Active 
  Points); Side Eﬀects (may periodically “vanish” 
  in the future as he’s called back to help his past 
  self, the GM determines where and when this 
  happens; -0). Total cost:  80 points.
  Options:
  1)  Eight Futures:  The character can summon up to 
  eight future selves, for a total of nine of him exist-
  ing in the same timeframe. Total cost:  95 points.
  2)  Tiring Summoning I:  Summoning a future self 
  strains the character’s body. Add Costs Endur-
  ance (to activate; -¼). 80 Active Points; total cost 
  64 points.
  3)  Tiring Summoning II:  As Tiring Duplication I, 
  but the character must pay END to maintain the 
  “temporal retrieval” eﬀect. If he ever runs out of 
  END, the Duplicate vanishes, and the character 
  cannot summon another future self for one day. 
  Add Costs Endurance (throughout; -½). 80 Active 
  Points; total cost 53 points.
   GONE OUT FOR FOOD
  Effect: 
  Life Support (Diminished Eating:  No Need 
  To Eat)
  Target: 
  Up to 8 persons
  Duration: 
  1 Continuing Charge for 1 Day
  Range: 
  Self
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  -1
  Description:  The character stops time throughout 
  reality, walks to whatever restaurant he feels like 
  eating at, starts time in that one area so he can get 
  something to eat, then reverses time and walks 
  back to where he was. He often brings food back 
  to his friends, keeping it in a stop time bubble so it 
  remains fresh. “Hey, great burgers, where’d you get 
  ’em?” “California, 1973.” 
  Game Information:  Life Support (Diminished 
  Eating:  No Need To Eat), Usable Simultane-
  ously (up to 8 people at once; +1), 1 Continu-
  ing Charge lasting for 1 Day (+0). Total cost:  
  6 points.
  Options:
  1)  Variant Gone Out For Food:  Rather than using 
  Life Support, you can deﬁne this power as Trans-
  forming air into food. Change to:  Major Transform 
  2d6 (air into food), Improved Results Group (any 
  type of food; +¼). Total cost:  37 points.
   OUTSIDE OF TIME
  Effect: 
  Life Support (Longevity:  Immortality)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Time Manipulation Tricks Roll Penalty: 
  N/A
  Description:  The character’s chronal powers essen-
  tially place him “outside” the time-stream, making 
  him ageless.
  Game Information:  Life Support (Longevity:  
  Immortality). Total cost:  5 points.
   RAPID-TIME HEALING
  Effect: 
  Simpliﬁed Healing 6d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Time Manipulation Tricks Roll Penalty: 
  -6
  Description:  The character places an injury in a 
  bubble of “fast time” so that it heals in seconds.
  Game Information:  Simpliﬁed Healing 6d6. 
  Total cost:  60 points.
  Options:
  1)  Really Rapid-Time Healing:  Increase to Simpli-
  ﬁed Healing 9d6. Total cost:  90 points.
  2)  Slower Rapid-Time Healing:  Decrease to Simpli-
  ﬁed Healing 4d6. Total cost:  40 points.
  
  161 
  The Ultimate Speedster ■ Chapter Two
  T
  unneling Powers are abilities associated with 
  a character’s power to burrow through the 
  ground (and sometimes other substances) at 
  tremendous speeds. Compared to Running, 
  Flight, or Teleportation, this tends to be a fairly 
  limited way to travel, so it’s not a common choice 
  for most speedster characters. On the other hand 
  it does oﬀer some measure of stealth and surprise 
  (since other characters often can’t see the speedster 
  coming through the ground), and may represent 
  the character’s connection with earth and rock gen-
  erally. (See the Earth And Stone Powers sections of 
  The UNTIL Superpowers Databases for potentially 
  related powers characters could buy.)
  BASIC POWER
   SUPER-TUNNELING
  Effect: 
  Tunneling 8” through 8 DEF material
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Tunneling Tricks Roll Penalty: -4
  Description:  The character can dig tunnels through 
  the earth with tremendous speed. He can use the 
  same ability to “dig” or tear through walls and like 
  structures.
  Game Information:  Tunneling 8” through 8 
  DEF material. Total cost:  40 points.
  Options:
  1)  Faster Tunneling:  Increase to Tunneling 10” 
  through 10 DEF material. Total cost:  50 points.
  2)  Really Fast Tunneling I:  Increase to Tunneling 20” 
  through 20 DEF material. Total cost:  100 points.
  3)  Really Fast Tunneling II:  Add x32 Noncombat. 
  Total cost:  60 points.
  4)  Slower Tunneling:  Decrease to Tunneling 6” 
  through 6 DEF material. Total cost:  30 points.
  5)  True Tunneling:  The character can also ﬁll in the 
  tunnels he creates behind him. Add Fill In. Total 
  cost:  50 points.
  6)  Penetrating Tunneling:  The character isn’t any 
  faster, but he can burrow through stronger materi-
  als. Change to Tunneling 8” through 15 DEF mate-
  rial. Total cost:  61 points.
  7)  Extreme Tunneling I:  The character can reach top 
  speed much faster than other tunnelers. Add Rapid 
  Noncombat Movement (+¼). Total cost:  50 points.
  8)  Extreme Tunneling II:  The character can acceler-
  ate and decelerate much faster than other tunnelers. 
  Add Combat Acceleration/Deceleration (+¼). Total 
  cost:  50 points.
  9)  Extreme Tunneling III:  The character’s accelera-
  tion and deceleration are practically instantaneous. 
  Add Noncombat Acceleration/Deceleration (+1). 
  Total cost:  80 points.
  10)  Earthen Super-Tunneling:  The character’s ability 
  to Tunnel only works in earth and stone; he cannot 
  aﬀect building walls or the like. Add Limited 
  Medium (earth/stone; -½). Total cost:  27 points.
  11)  Easy Tunneling:  Add Reduced Endurance (½ 
  END; +¼). Total cost:  50 points.
  12)  Tireless Tunneling:  Add Reduced Endurance (0 
  END; +½). Total cost:  60 points.
  OFFENSIVE POWERS
   BURIED ALIVE
  Effect: 
  Tunneling 6” through 6 DEF materials, 
  Usable As Attack
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  500”
  END Cost: 10
  Tunneling Tricks Roll Penalty: -10
  Description:  The character can move over to a 
  target, grab him, burrow down into the earth with 
  him, leave him there, ﬁll in the tunnel, and return 
  to where he was standing when he started... all in 
  the space of a second! It takes most victims a while 
  to dig themselves free.
  Game Information:  Tunneling 6” through 6 DEF 
  materials, Fill In, Usable As Attack (defense is 
  Tunneling, Desolidiﬁcation, or Teleportation; 
  +1), Ranged (+½) (100 Active Points); Must 
  Pass Through Intervening Space (-¼). Total 
  cost:  80 points.
  Options:
  1)  Strong Burial:  Increase to Tunneling 8” 
  through 8 DEF materials. 125 Active Points; total 
  cost 100 points.
  2)  Weak Burial:  Decrease to Tunneling 4” 
  through 4 DEF materials. 75 Active Points; total 
  cost 60 points.
  3)  Deep Burial:  This power uses the precision Tun-
  neling rules (page 46) to make sure the target’s 
  buried deep in the earth. Change to Tunneling 40” 
  TUNNELING
  POWERS
  
  162 ■ Speed Powers
  Hero System 5th Edition
  through DEF 3 materials. 247 Active Points; total 
  cost 198 points.
  4)  Skillful Burial:  Add Requires A Tunneling Tricks 
  Roll (-½). Total cost:  43 points.
   QUAKE CREATION
  Effect: 
  Energy Blast 8d6, Explosion
  Target: 
  8” Radius
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Tunneling Tricks Roll Penalty: -6
  Description:  The character tunnels at tremendous 
  speed through an area in such a way that he causes 
  shockwaves or a sort of intense mini-earthquake 
  that can injure anyone standing on the ground.
  Game Information:  Energy Blast 8d6, Explosion 
  (+½) (60 Active Points); Only Aﬀects Targets 
  On The Ground (-¼), Extra Time (Full Phase; 
  -½), Only Does Knockdown, Not Knockback (-
  0), Must Pass Through Intervening Space (-¼). 
  Total cost:  30 points.
  Options:
  1)  Strong Quake:  Increase to Energy Blast 10d6. 75 
  Active Points; total cost 37 points.
  2)  Weak Quake:  Decrease to Energy Blast 6d6. 45 
  Active Points; total cost 22 points.
  3)  Bigger Quake:  Increase to Explosion (-1 DC/2”; 
  +¾). 70 Active Points; total cost 35 points.
  4)  Localized Quake:  The character can only cause 
  quakes where he’s standing. Add Personal Immu-
  nity (+¼) and No Range (-½). 70 Active Points; 
  total cost 28 points.
  5)  Devastating Quake:  The character can create 
  earthquakes measuring up to about 6.0 on the 
  Richter scale, potentially causing tremendous 
  damage over an enormous area. The damage can 
  aﬀect the ground-ﬂoor interiors of buildings and 
  the like because it’s fully Indirect. Change to Energy 
  Blast 6d6, Explosion (+½), MegaArea (1” = 1 km 
  wide and broad; +¼), Indirect (+¾), Personal 
  Immunity (+¼) (82 Active Points); No Range (-½), 
  Only Aﬀects Targets On The Ground (-¼), Extra 
  Time (1 Minute; -1½), Only Does Knockdown, Not 
  Knockback (-0), Must Pass Through Intervening 
  Space (-¼). Total cost:  23 points.
  
  163 
  The Ultimate Speedster ■ Chapter Two
  DEFENSIVE POWERS
   CREATE EMBANKMENT
  Effect: 
  Entangle 3d6, 6 DEF, Only To Form Barriers
  Target: 
  Special
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 4
  Tunneling Tricks Roll Penalty: -4
  Description:  Using his amazing speed with digging, 
  the character can create hex-high embankments 
  and walls roughly 3” long in a single second.
  Game Information:  Entangle 3d6, 6 DEF (45 
  Active Points); Only To Form Barriers (-1), No 
  Range (-½). Total cost:  18 points.
  Options:
  1)  Strong Embankments:  Increase to Entangle 6d6, 
  6 DEF. 60 Active Points; total cost 24 points.
  2)  Weak Embankments:  Decrease to Entangle 3d6, 
  3 DEF. 30 Active Points; total cost 12 points.
  3)  Long Embankments:  This version of the power 
  uses the Longer Wall Adder from page 114 of 
  Fantasy Hero to allow the tunneler to erect much 
  longer embankments. Add Longer Wall (+10” 
  length for walls). 65 Active Points; total cost 26 
  points.
  4)  Skillful Embankments:  Add Requires A Tunnel-
  ing Tricks Roll (-½). Total cost:  15 points.
  MOVEMENT POWERS
   EARTH PASSAGE
  Effect: 
  Desolidiﬁcation, Only To Move Through The 
  Earth
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Tunneling Tricks Roll Penalty: -4
  Description:  The character’s so precise and swift 
  a tunneler that when he’s done filling in his tun-
  nels behind him, no one can even tell the earth 
  was disturbed.
  Game Information:  Desolidiﬁcation (aﬀected 
  by any attack (40 Active Points); Only To Move 
  Through The Earth (-1), Does Not Protect 
  Against Damage (-1). Total cost:  13 points.
  Options:
  1)  Easy Passage:  Add Reduced Endurance (½ 
  END; +¼). 50 Active Points; total cost 17 points.
  2)  Tireless Passage:  Add Reduced Endurance (0 
  END; +½). 60 Active Points; total cost 20 points.
  3)  Skillful Power:  Add Requires A Tunneling Tricks 
  Roll (-½). Total cost:  11 points.
  SENSORY POWERS
  SEE THROUGH THE EARTH
  Effect: 
  N-Ray Perception, Only To See Through 
  Earth/Stone
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Tunneling Tricks Roll Penalty: -1
  Description:  The character can see through earth 
  and stone as easily as normal people see through 
  the air.
  Game Information:  N-Ray Perception (Sight 
  Group) (10 Active Points); Only To See Through 
  Earth/Stone (-½). Total cost:  7 points.
  Options:
  1)  Restricted Perception:  The character’s ability 
  to see through earth and stone only extends for a 
  short distance. Add Limited Range (25”; -¼). Total 
  cost:  6 points.
  2)  Tiring Earthsight:  The character’s ability to see 
  through earth and stone does not function at all 
  times; he must activate it when he wants to use it. 
  Add Costs Endurance (-½). Total cost:  5 points.
  SENSE VIBRATIONS
  Effect: 
  Detect Physical Vibrations
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Tunneling Tricks Roll Penalty: -2
  Description:  The character can sense vibrations and 
  tremors in the earth, making it possible for him to 
  track the movements of people even if he’s blinded.
  Game Information:  Detect Physical Vibra-
  tions (INT Roll) (Touch Group), Discrimina-
  tory, Range, Targeting (30 Active Points); Only 
  When In Contact With The Ground (-¼). Total 
  cost:  24 points.
  MISCELLANEOUS POWERS
   TUNNEL BREATHING
  Effect: 
  Life Support (Self-Contained Breathing)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Tunneling Tricks Roll Penalty: N/A
  Description:  The character never has to worry 
  about running out of air when he’s burrowing 
  through the earth, no matter how deep he goes or 
  how small his tunnel.
  Game Information:  Life Support (Self-Con-
  tained Breathing). Total cost:  10 points.
  
  164 ■ Speed Powers
  Hero System 5th Edition
  T
  his category of speedster powers covers 
  abilities involving control over vibrations, 
  vibratory energy, and the like. Put another 
  way, it features powers in which a speedster 
  moves his body, or some part of it, back and forth 
  rapidly to achieve a particular eﬀect. Examples 
  include vibrating the body to “phase out” of reality 
  enough to walk through solid objects, or grabbing 
  hold of a solid object and shaking it to pieces. Many 
  of the Speedster Powers on pages 61-106 could 
  easily be adapted to this special eﬀect by changing 
  their description.
  Some of the powers described below involve pro-
  jecting vibrations/vibratory energy, or controlling it at 
  a distance. For some speedsters, these powers may not 
  be appropriate, but they’re included here for the sake 
  of completeness and to provide ideas about expanding 
  speedsters’ capabilities.
  For many types of Vibration Powers, the Limita-
  tion Does Not Work In A Vacuum (-¼) may be appro-
  priate — the vibration pulses need a medium to 
  propagate through, such as air or water. You can easily 
  add this to any of the powers below, if desired.
  OFFENSIVE POWERS
   THE BLENDER
  Effect: 
  Drain DEX 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character grabs a target and shakes 
  him so badly he gets sick and dizzy.
  Game Information:  Drain DEX and CON 4d6, 
  two Characteristics simultaneously (+½). Total 
  cost:  60 points.
  Options:
  1)  Strong Blender:  Increase to Drain DEX and 
  CON  6d6. Total cost:  90 points.
  2)  Weak Blender:  Decrease to Drain DEX and 
  CON  3d6. Total cost:  45 points.
  3)  Skillful Blender:  The character has to do the spin 
  just right or it doesn’t work. Add Requires A Speedster 
  Tricks Roll (-½). 60 Active Points; total cost 40 points.
  4)  Long-Lasting Blender:  The eﬀects of being 
  shaken last for a while. Add Delayed Return Rate 
  (points return at the rate of 5 per Minute; +¼). 
  Total cost:  70 points.
  6)  Stunning Blender I:  Instead of making a char-
  acter sick and dizzy, being shaken weakens him 
  and knocks him out. Change to:  Energy Blast 6d6, 
  NND (defense is Power Defense; +1) (60 Active 
  Points); No Range (-½). Total cost:  40 points.
  7)  Stunning Blender II:  Decrease to Drain 3d6 
  and change to four Characteristics simultane-
  ously (DEX, CON, END, and STUN; +1). Total 
  cost:  60 points.
  8)  Damaging Blender:  Sudden, intense shaking can 
  cause serious injuries to a target. Change to Energy 
  Blast 12d6 (60 Active Points); No Range (-½). Total 
  cost:  40 points.
  9)  Deadly Blender:  Like Damaging Blender, but 
  even more likely to inﬂict serious injury or to 
  damage objects. Change to RKA 3d6 (45 Active 
  Points); No Range (-½). Total cost:  30 points.
   BURN MY WAY OUT
  Effect: 
  RKA 3d6, Only Works Against Restraints
  Target: 
  One restraint (see text)
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  If the speedster’s tied up, chained, or 
  otherwise restrained, he can vibrate at hypervel-
  ocity, generating enough friction or vibrations to 
  burn his way out or shatter the restraints. If the 
  “restraint” is a character who’s Grabbed him, the 
  Grabber has the option of (a) letting the speedster 
  go as an Action which takes no time (and thus 
  taking no damage) or (b) maintaining the Grab but 
  suﬀering the damage.
  Game Information:  RKA 3d6 (45 Active Points); 
  No Range (-½), Only Works Against Restraints 
  (-1¼), No Knockback (-¼). Total cost:  15 
  points.
  Options:
  1)  Strong Burn:  Increase to RKA 4d6. 60 Active 
  Points; total cost 20 points.
  2)  Weak Burn:  Decrease to RKA 2d6. 30 Active 
  Points; total cost 10 points.
  3)  Skillful Burn:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  13 points.
  VIBRATION
  POWERS
  
  165 
  The Ultimate Speedster ■ Chapter Two
  GYROSCOPIC INTERFERENCE
  Effect: 
  Drain DEX 6d6, Only Versus Gyroscopes
  Target: 
  One “character”
  Duration: 
  Instant
  Range: 
  450”
  END Cost: 9
  Speedster Tricks Roll Penalty: -9
  Description:  The character’s vibratory pulses play 
  hob with gyroscopes (and similar devices), making 
  it impossible for people and devices who rely on 
  them to function properly. Vehicles such as space-
  craft, submarines, and airplanes typically have 
  gyroscopes; so might many robots or mechanized 
  weapons. The GM determines whether this power 
  can aﬀect any given person or object.
  Game Information:  Drain DEX 6d6, Ranged 
  (+½) (90 Active Points); Only Versus Gyro-
  scope-Based DEX (-1½). Total cost:  36 points.
  Options:
  1)  Weak Interference:  Decrease to Drain DEX 4d6. 
  60 Active Points; total cost 24 points.
  2)  Interference Touch:  The character has to touch a 
  gyroscope-based device to interfere with it. Remove 
  Ranged (+½). 60 Active Points; total cost 24 points.
  3)  Skillful Interference:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  30 points.
   QUAKE BLAST
  Effect: 
  Energy Blast 8d6, Explosion
  Target: 
  8” radius
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character projects a wave of 
  vibratory energy into the ground, causing a sort 
  of intense mini-earthquake that can injure anyone 
  standing on the ground.
  Game Information:  Energy Blast 8d6, Explosion 
  (+½) (60 Active Points); Only Aﬀects Targets 
  On The Ground (-¼), Extra Time (Full Phase; 
  -½), Only Does Knockdown, Not Knockback (-
  0). Total cost:  34 points.
  Options:
  1)  Strong Quake:  Increase to Energy Blast 10d6. 75 
  Active Points; total cost 43 points.
  2)  Weak Quake:  Decrease to Energy Blast 6d6. 45 
  Active Points; total cost 26 points.
  3)  Bigger Quake:  Increase to Explosion (-1 DC/2”; 
  +¾). 70 Active Points; total cost 40 points.
  4)  Localized Quake:  The character can only cause 
  quakes where he’s standing. Add Personal Immu-
  nity (+¼) and No Range (-½). 70 Active Points; 
  total cost 31 points.
  5)  Devastating Quake:  The character can create 
  earthquakes measuring up to about 6.0 on the 
  Richter scale, potentially causing tremendous 
  damage over an enormous area. The damage can 
  aﬀect the ground-ﬂoor interiors of buildings and 
  the like because it’s fully Indirect. Change to Energy 
  Blast 6d6, Explosion (+½), MegaArea (1” = 1 km 
  wide and broad; +¼), Indirect (+¾), Personal 
  Immunity (+¼) (82 Active Points); No Range (-½), 
  Only Aﬀects Targets On The Ground (-¼), Extra 
  Time (1 Minute; -1½), Only Does Knockdown, Not 
  Knockback (-0). Total cost:  25 points.
   QUAKE CANCELLATION
  Effect: 
  Telekinesis (40 STR), Only To Stop Earth-
  quakes
  Target: 
  7 km Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 13
  Speedster Tricks Roll Penalty: -13
  Description:  The character’s control over vibratory 
  and seismic forces allows him to absorb or cancel 
  the energy of an earthquake, stopping it in mid-
  shake or preventing it from happening in the ﬁrst 
  place. This only works on real earthquakes, not 
  powers like Shockwave or Quake Blast.
  In game terms, an earthquake counts as Tele-
  kinesis that damages objects on the ground over a 
  wide area; typically, an earthquake has 5 points of 
  STR per 1.0 rating on the Richter scale. Thus, a 5.0 
  Richter quake has Telekinesis (25 STR). The quake 
  applies over an area of eﬀect, and can damage any-
  thing on the ground (including the ground ﬂoors 
  of buildings and their contents, which may lead 
  to further damage if the building collapses or the 
  like). See Champions, pages 122-23, for an example 
  earthquake.
  To cancel or negate a quake, the character has 
  to be on the ground where the quake is occurring. 
  He matches his Quake Cancellation power against 
  the quake’s STR in a Strength Versus Strength 
  Contest. If the character wins, he stops the quake 
  from occurring in the area aﬀected by his power (if 
  the quake is larger than that, the eﬀect continues, 
  unabated, in hexes the character cannot cover). If 
  the quake wins, it happens as normal, though the 
  GM may, in his discretion, reduce its eﬀect thanks 
  to the character’s eﬀorts (the character’s STR may 
  reduce the quake’s STR on a 1-for-1 point basis, or 
  maybe every BODY the character got on his STR 
  Roll reduces the quake’s STR by some amount).
  Game Information:  Telekinesis (40 STR), Area 
  Of Eﬀect (7” Radius; +1), MegaArea (each 
  hex is 1 km wide and deep; +¼) (135 Active 
  Points); No Range (-½), Only To Stop Earth-
  quakes (-1½). Total cost:  45 points.
  Options:
  1)  Strong Quake Cancellation:  Increase to Teleki-
  nesis (50 STR) and MegaArea Of Eﬀect to 9 km 
  Radius. 169 Active Points; total cost 56 points.
  2)  Weak Quake Cancellation:  Decrease to Teleki-
  nesis (30 STR) and MegaArea Of Eﬀect to 6 km 
  Radius. 101 Active Points; total cost 34 points.
  3)  Large Quake Cancellation:  Increase MegaArea 
  Of Eﬀect to 90 km Radius (+½ for MegaScale). 150 
  Active Points; total cost 50 points.
  
  166 ■ Speed Powers
  Hero System 5th Edition
   SHAKEN APART
  Effect: 
  Dispel Technological Object 16d6
  Target: 
  One object
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  Many technological devices, such as 
  powered armor suits, computers, and guns, have 
  delicate parts and/or rigid materials that do not 
  withstand prolonged, severe shaking very well. By 
  directing his vibro-blasts at such objects, the char-
  acter can literally shake them apart.
  Game Information:  Dispel Technological Object 
  16d6, any one Technological Object power one 
  at a time (+¼). Total cost:  60 points.
  Options:
  1)  Strong Shaking:  Increase to Dispel Technologi-
  cal Object 20d6. Total cost:  75 points.
  2)  Weak Shaking:  Decrease to Dispel Technological 
  Object 12d6. Total cost:  45 points.
  3)  Improved Shaking I:  Decrease to Dispel Techno-
  logical Object 14d6 and increase to any two Tech-
  nological Object powers simultaneously (+½). Total 
  cost:  63 points.
  4)  Improved Shaking II:  Decrease to Dispel Techno-
  logical Object 12d6 and increase to any four Tech-
  nological Object powers simultaneously (+1). Total 
  cost:  72 points.
  5)  Improved Shaking III:  Decrease to Dispel Tech-
  nological Object 10d6 and increase to all Techno-
  logical Object powers simultaneously (+2). Total 
  cost:  90 points.
  6)  Enhanced Shaking:  If the character can see a 
  technological device, he can shake it apart, regard-
  less of intervening barriers such as windows. 
  Decrease to Dispel Technological Object 14d6 and 
  add Indirect (+½). Total cost:  73 points.
   VERTIGO GENERATION
  Effect: 
  Drain DEX 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character’s vibro-energy plays 
  havoc with inner ears, gyroscopes, and the like, 
  causing characters to lose their perspective on “up” 
  and “down,” and become so disoriented and dizzy 
  that they can’t stand or hold on to objects.
  Game Information:  Drain DEX 4d6, Ranged 
  (+½). Total cost:  60 points.
  Options:
  1)  High Vertigo:  Increase to Drain DEX 5d6. Total 
  cost:  75 points.
  2)  Low Vertigo:  Decrease to Drain DEX 3d6. Total 
  cost:  45 points.
  3)  Vertigo Sickness:  The loss of vertigo also makes 
  the targets sick and nauseous. Decrease to Drain 
  3d6 and add both DEX and CON simultaneously 
  (+½). Total cost:  60 points.
  4)  Someone Make The Floor Stop Spinning...:  The ver-
  tigo takes a while to wear oﬀ. Decrease to Drain DEX 
  3d6 and add Delayed Return Rate (points return at 
  the rate of 5 per 5 Minutes; +½). Total cost:  60 points.
  
  167 
  The Ultimate Speedster ■ Chapter Two
  5)  Group Vertigo:  The character can make every-
  one in a wide area around him lose his balance. 
  Decrease to Drain DEX 3d6 and add Area Of Eﬀect 
  (8” Radius; +1¼) and Personal Immunity (+¼), and 
  remove Ranged (+½). Total cost:  75 points.
   VIBRO-BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character can project a blast of 
  vibratory energy powerful enough to knock a 
  target’s ﬁllings loose.
  Game Information:  Energy Blast 8d6. Total 
  cost:  40 points.
  Options:
  1)  Strong Vibro-Blast:  Increase to Energy Blast 
  12d6. Total cost:  60 points.
  2)  Weak Vibro-Blast:  Decrease to Energy Blast 6d6. 
  Total cost:  30 points.
  3)  Pulse Vibro-Blast:  The character emits his Vibro-
  Blast in pulses, allowing him to hit one target mul-
  tiple times or several targets one time each. Add 
  Autoﬁre (5 shots; +½). Total cost:  60 points.
  4)  Push Vibro-Blast:  The eﬀect of the character’s 
  Vibro-Blast tends to knock targets for a loop. Add 
  Double Knockback (+¾). Total cost:  70 points.
  5)  All Shook Up:  The character’s Vibro-Blast vio-
  lently shakes the target, which tends to cause sick-
  ness and unconsciousness. Decrease to Energy 
  Blast 6d6 and add NND (defense is vibratory 
  powers, sonic powers, or a PD Force Field; +1). 
  Total cost:  60 points.
  6)  Wide Vibro-Blast:  The character’s Vibro-Blast 
  covers a wide swath, allowing him to hit multiple 
  targets easily in the right circumstances. Decrease 
  to Energy Blast 7d6 and add Area Of Eﬀect (14” 
  Line; +1) and No Range (-½). 70 Active Points; 
  total cost 47 points.
  7)  Cone Vibro-Blast:  The character’s vibratory 
  pulses cover a cone-shaped area in front of him. 
  Decrease to Energy Blast 7d6 and add Area Of 
  Eﬀect (8” Cone; +1) and No Range (-½). 70 Active 
  Points; total cost 47 points.
  8)  Tremor-Blast:  The character’s Vibro-Blast is 
  particularly eﬀective against characters and targets 
  made of rigid, inﬂexible materials, such as rock/
  stone, glass/crystal, and some metals. Add Energy 
  Blast +6d6 (30 Active Points); Only Versus Rigid, 
  Inﬂexible Materials (-1) (total cost:  15 points). 40 + 
  30 = 70 Active Points; total cost 40 + 15 = 55 points.
  9)  Vibratory Shield:  Anyone who Grabs the charac-
  ter (or is Grabbed by him) suﬀers an unavoidable 
  pummelling due to the vibration of the character’s 
  body. Decrease to Energy Blast 6d6 and add Con-
  tinuous (+1) and Damage Shield (+½). Total cost:  
  75 points.
  10)  Stunning Vibro-Blast:  The eﬀects of being 
  vibro-blasted tend to weaken targets, even knock 
  them out, but inﬂict no lasting harm. Change to to 
  Energy Blast 4d6, AVLD (defense is Power Defense; 
  +1½). Total cost:  50 points.
  11)  Easy Vibro-Blast:  Add Reduced Endurance (½ 
  END; +¼). Total cost:  50 points.
  12)  Tireless Vibro-Blast:  Add Reduced Endurance 
  (0 END; +½). Total cost:  60 points.
   VIBRATING PALM 
  Effect: 
  RKA 2d6, Penetrating
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The speedster strikes a target with his 
  palm while vibrating it at a deadly frequency. The 
  strike transfers the vibration into the victim, fatally 
  disrupting his bodily organs and metabolism. In 
  the case of objects, the vibrations shake and shatter 
  them instead of disrupting them internally.
  Game Information:  RKA 2d6, Penetrating (+½) 
  (45 Active Points); No Range (-½), No Knock-
  back (-¼). Total cost:  26 points.
  Options:
  1)  Deadlier Vibrations:  Increase to RKA 3d6. 67 
  Active Points; total cost 38 points.
  2)  Weaker Vibrations:  Decrease to RKA 1d6. 22 
  Active Points; total cost 13 points.
  3)  Skillful Vibrations:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  20 points.
  4)  Piercing Vibrations:  The deadly vibrations can 
  easily penetrate rigid defenses such as metal or 
  ceramic armor, stony skin, or the like. Charac-
  ter also buys Armor Piercing (+½) for Vibrat-
  ing Palm (22 Active Points); Only Versus Rigid 
  Defenses (-1). Total cost 11 points; total cost for 
  overall power 37 points.
  5)  Lingering Vibrations:  The vibrations continue to 
  hurt the target as long as the character maintains 
  them (i.e., pays the END needed to keep them 
  going). Add Continuous (+1). 75 Active Points; 
  total cost 43 points.
  6)  Wide Vibrations:  Instead of just using his hand, 
  the character vibrates his whole body, sending out 
  pulses of vibratory energy that can shatter solid 
  objects and liquefy internal organs. Add Area Of 
  Eﬀect (One Hex Doubled; +¾). 67 Active Points; 
  total cost 38 points.
  
  168 ■ Speed Powers
  Hero System 5th Edition
  VIBRO-SHIELD
  Effect: 
  Energy Blast 6d6, Damage Shield
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 7
  Speedster Tricks Roll Penalty: -7
  Description:  This power allows a character to 
  vibrate his body with such speed and force that 
  he can inﬂict injuries on opponents and damage 
  objects just by touching them.
  Game Information:  Energy Blast 6d6, Continuous 
  (+1), Damage Shield (+½). Total cost:  75 points.
  Options:
  1)  Strong Vibro-Shield:  Increase to Energy Blast 
  8d6. Total cost:  100 points.
  2)  Weak Vibro-Shield:  Decrease to Energy Blast 
  4d6. Total cost:  50 points.
  3)  Easy Vibro-Shield:  Add Reduced Endurance (½ 
  END; +¼). Total cost:  82 points.
  4)  Tireless Vibro-Shield:  Add Reduced Endurance 
  (0 END; +½). Total cost:  90 points.
  5)  Skillful Vibro-Shield:  Add Requires A Speedster 
  Tricks Roll (-½). 75 Active Points; total cost 50 points.
   VOICE NEGATION
  Effect: 
  Drain Voice Powers 4d6 plus Darkness to 
  Hearing Group 1” radius
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  25”
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character uses focused vibro-
  pulses to interfere with a target’s throat and larynx, 
  making it impossible for the target to speak or use 
  voice-based powers (including many sonic powers 
  and any power with the Incantations Limitation). 
  Game Information:  Drain Voice Powers 4d6, any 
  one Voice power at a time (+¼), Limited Range 
  (25”; +¼) (total cost:  60 points) plus Darkness 
  to Hearing Group 1” radius (5 Active Points); 
  Only Aﬀects One Person (-½), Only Prevents 
  Speech, Not Hearing (-1), Instant (-½) (total cost:  
  2 points). 60 + 5 = 75 Active Points; total cost 60 
  + 2 = 62 points.
  Options:
  1)  Strong Negation:  Increase to Drain Voice Powers 
  6d6. 90 + 5 = 95 Active Points; total cost 90 + 2 = 
  92 points.
  2)  Weak Negation:  Decrease to Drain Voice Powers 
  3d6. 45 + 5 = 50 Active Points; total cost 45 + 2 = 
  47 points.
  3)  Expanded Negation:  Add all Voice Powers simul-
  taneously (+2). 30 + 5 = 135 Active Points; total 
  cost 130 + 2 = 132 points.
  4)  Voice Negation Variant:  Change Drain Voice 
  Powers 4d6 to Suppress Voice Powers 8d6 and add 
  Limited Range (-¼). 50 + 5 = 55 Active Points; total 
  cost 40 + 2 = 42 points.
   STATIC ELECTRICITY TOUCH
  Effect: 
  Energy Blast 8d6, Extra Time (Full Phase)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character vibrates his feet at 
  super-fast speeds to build up a massive charge of 
  static electricity, then discharges it into a target 
  by touching him.
  Game Information:  Energy Blast 8d6 (40 Active 
  Points); Extra Time (Full Phase; -½), No Range 
  (-½). Total cost:  20 points.
  Options:
  1)  Strong Touch:  Increase to Energy Blast 12d6. 60 
  Active Points; total cost 30 points.
  2)  Weak Touch:  Decrease to Energy Blast 6d6. 30 
  Active Points; total cost 15 points.
  3)  Skillful Touch:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  16 points.
  DEFENSIVE POWERS
   BLINK VIBRO-PHASING
  Effect: 
  +6 DCV
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The character can reﬂexively vibrate him-
  self out of phase with reality, making it much harder 
  for an attacker to strike him successfully. Many attacks 
  that would otherwise hit him miss because he vibrates 
  out of phase right before they hit him, then returns to 
  a solid state a micro-second later.
  Game Information:  +6 DCV (30 Active Points); 
  Costs Endurance (-½), Does Not Work While 
  Density Increase Or Desolidiﬁcation Are Active 
  (-1), Does Not Work Against Aﬀects Desolidi-
  ﬁed Attacks (-¼). Total cost:  11 points.
  Options:
  1)  Strong Blink Vibro-Phasing:  Increase to +8 DCV. 
  40 Active Points; total cost 14 points.
  2)  Weak Blink Vibro-Phasing:  Decrease to +4 DCV. 
  20 Active Points; total cost 7 points.
  
  169 
  The Ultimate Speedster ■ Chapter Two
  BLUR 
  Effect: 
  +4 DCV
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  The character vibrates constantly, blur-
  ring his form and position and thus making him-
  self harder to target accurately.
  Game Information:  +4 DCV (20 Active Points); 
  Costs Endurance (-½). Total cost:  13 points.
  Options:
  1)  Incredibly Blurry:  Increase to +6 DCV. 30 Active 
  Points; total cost 20 points.
  2)  Mildly Blurry:  Decrease to +2 DCV. 10 Active 
  Points; total cost 7 points.
  3)  Blurry Butterﬁngers:  While blurring his form, 
  the character has trouble holding onto things 
  because his hands vibrate. Add Side Eﬀect (-2 to all 
  DEX Rolls to hold onto things and for related pur-
  poses, always occurs; -½). Total cost:  10 points.
   BLURRED DEFENSES
  Effect: 
  Lack Of Weakness (-10) for Normal and 
  Resistant Defenses
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  The character’s vibrations cause his 
  body to blur enough that opponents have a hard 
  time getting a clear enough view of his defenses to 
  ﬁnd weaknesses in them.
  Game Information:  Lack Of Weakness 
  (-10) for Normal and Resistant Defenses (20 
  Active Points); Costs Endurance (-½). Total 
  cost:  13 points.
  Options:
  1) Greater Blurring:  Increase to Lack Of Weakness 
  (-15). 30 Active Points; total cost 20 points.
  2) Lesser Blurring:  Decrease to Lack Of Weakness 
  (-5). 10 Active Points; total cost 7 points.
  3) Easy Blurring:  Replace Costs Endurance (-½) 
  with Nonpersistent (-¼). Total cost:  16 points.
  4) Unstoppable Blurring:  Remove Costs Endurance 
  (-½) and add Inherent (+¼). Total cost:  25 points.
  5) Tiring Blurring:  Add Increased Endurance Cost 
  (x2 END; -½). Total cost:  10 points.
  SEMI-SOLID FORM
  Effect: 
  Physical and Energy Damage Reduction, 
  Resistant, 50%
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  The character vibrates in such a way 
  that decreases his density to the point where he’s 
  only semi-solid. He can still aﬀect other people and 
  pick up objects, but he’s suﬃciently out of phase 
  with reality that attacks cause him little harm.
  Game Information:  Physical and Energy 
  Damage Reduction, Resistant, 50% (30 + 30 = 
  60 Active Points); Costs Endurance (-½). Total 
  cost:  20 + 20 = 40 points.
  Options:
  1)  On The Edge Of Intangible:  Increase to Physi-
  cal and Energy Damage Reduction, Resistant, 
  75%. 60 + 60 = 120 Active Points; total cost 40 + 
  40 = 80 points.
  2)  Skillful Vibrating:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  15 + 15 = 30 points.
   SHAKEOUT
  Effect: 
  +40 STR, Only To Escape Entangles/Grabs
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -6
  Description:  The character can vibrate himself so 
  violently that he breaks or slips out of Entangles 
  and Grabs with ease.
  Game Information:  +40 STR, Reduced Endur-
  ance (0 END; +½) (60 Active Points); Only To 
  Escape Entangles And Grabs (-1½). Total cost:  
  24 points.
  Options:
  1)  Improved Shakeout:  Increase to +60 STR. 90 
  Active Points; total cost 36 points.
  2)  Weak Shakeout:  Decrease to +30 STR. 45 Active 
  Points; total cost 18 points.
  3)  Skillful Shakeout:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  20 points.
  
  170 ■ Speed Powers
  Hero System 5th Edition
  VIBRO-FIELD
  Effect: 
  Force Field (15 PD/15 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The character can establish a ﬁeld of 
  vibro-energy that protects his body by shaking 
  apart or deﬂecting physical missiles and disrupting 
  energy attacks.
  Game Information:  Force Field (15 PD/15 ED). 
  Total cost:  30 points.
  Options:
  1)  Strong Field:  Increase to Force Field (20 PD/20 
  ED). Total cost:  40 points.
  2)  Weak Field:  Decrease to Force Field (12 PD/12 
  ED). Total cost:  24 points.
  3)  Tougher Field:  Add Hardened (+¼). Total cost:  
  37 points.
  4)  Missile-Resistant Field:  The character’s Vibro-
  Field oﬀers greater protection against physical 
  attacks than energy ones. Change to Force Field (18 
  PD/12 ED). Total cost:  30 points.
  5)  Countervibrations:  The character’s Vibro-Field 
  counteracts the eﬀects of vibration- or sonic-based 
  attacks. Add Force Field (+0 PD/+10 ED) (10 
  Active Points); Only Works Against Limited Type 
  Of Attack (sonic and vibratory; -½) (total cost:  7 
  points). 30 + 10 = 40 Active Points; total cost 30 + 7 
  = 37 points.
  MOVEMENT POWERS
   VIBRO-TUNNELING
  Effect: 
  Tunneling 5” through DEF 8 materials
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The character uses his control over 
  vibratory and seismic phenomena to dig tunnels 
  through the ground.
  Game Information:  Tunneling 5” through DEF 
  8 materials. Total cost:  34 points.
  Options:
  1)  Faster Tunneling:  Tunneling 8” through DEF 10 
  materials. Total cost:  46 points.
  2)  Slower Tunneling:  Tunneling 3” through DEF 5 
  materials. Total cost:  21 points.
  Whirlwind Powers, Page 172
  
  171 
  The Ultimate Speedster ■ Chapter Two
  VIBRO-GLIDING
  Effect: 
  Running +15”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  The character’s feet vibrate as he 
  moves, allowing him to “skate” along virtually any 
  surface far faster than most people can run.
  Game Information:  Running +15”. Total cost:  
  30 points.
  Options:
  1)  Faster Vibro-Gliding:  Increase to Running +20”. 
  Total cost:  40 points.
  2)  Slower Vibro-Gliding:  Decrease to Running +10”. 
  Total cost:  20 points.
  3)  Vibro-Gliding Variant:  This form of the power 
  is built with Gliding, with the GM’s permission 
  for the Gliding to exceed the character’s inches 
  of Running. This costs the character fewer points, 
  and prevents him from leaving tracks as he moves, 
  but makes him less maneuverable because he has 
  a Turn Mode. Change to Gliding 20” (20 Active 
  Points); Ground Gliding (-¼). Total cost:  16 points.
  SENSORY POWERS
   AUGMENTED TOUCH
  Effect: 
  Various Enhanced Senses
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description:  The character’s sensitivity to vibra-
  tions, and ability to use them in “radar”-like fash-
  ion at extremely short ranges, enhances his sense 
  of touch.
  Game Information:
  Cost Powers
  3 
  Augmented Touch:  +3 PER with Normal 
  Touch
  5 
  Augmented Touch:  Discriminatory for 
  Normal Touch
   VIBRO-SENSE
  Effect: 
  Detect Physical Vibrations
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -2
  Description:  The character can sense vibrations and 
  tremors in the earth, making it possible for him to 
  track the movements of people even if he’s blinded.
  Game Information:  Detect Physical Vibra-
  tions (INT Roll) (Touch Group), Discrimina-
  tory, Range, Targeting (30 Active Points); Only 
  When In Contact With The Ground (-¼). Total 
  cost:  24 points.
  Options:
  1)  Wide-Band Vibro-Sense:  The character can 
  perceive tremors all around him, not just in one 
  direction. Add Increased Arc Of Perception (360 
  Degrees). 35 Active Points; total cost 28 points.
  2)  Precise Vibro-Sense:  The character’s perception 
  of vibrations and tremors is so acute he can garner 
  enormous amounts of information from them. Add 
  Analyze. 35 Active Points; total cost 28 points.
  MISCELLANEOUS POWERS
   VIBRO-PHASING
  Effect: 
  Desolidiﬁcation
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character vibrates his body in 
  such a way that he can pass through solid objects 
  like walls, or allow most attacks to pass harmless 
  through him.
  For many related abilities that vibrating char-
  acters could purchase, see the Density Alteration 
  Powers sections of The UNTIL Superpowers Data-
  bases or the Intangibility Powers section of The Ulti-
  mate Metamorph.
  Game Information:  Desolidiﬁcation (aﬀected 
  by  sonic-, vibration-, and air-based attacks). 
  Total cost:  40 points.
  Options:
  1)  Easy Vibro-Phasing:  Add Reduced Endurance 
  (½ END; +¼). Total cost:  50 points.
  2)  Tireless Vibro-Phasing:  Add Reduced Endurance 
  (0 END; +½). Total cost:  60 points.
  3)  Skillful Vibro-Phasing:  Add Requires A Speedster 
  Tricks Roll (-½). 40 Active Points; total cost 27 points.
  4)  Double Vibro-Phasing:  The character can vibrate 
  someone else along with him, allowing them to 
  become intangible, too — as long as they remain in 
  contact with him. Add Usable Simultaneously (Car-
  ried; +½). Total cost:  60 points.
  
  172 ■ Speed Powers
  Hero System 5th Edition
  T
  he following powers are all appropriate for 
  a character whose abilities derive from the 
  fact that he can spin his body at tremen-
  dous speeds, as if he were a “human top” or 
  “human cyclone.” Many of the Speedster Powers 
  on pages 61-106, such as the Dizzying Spins, would 
  also be logical purchases for this sort of character.
  OFFENSIVE POWERS
   CAN’T HOLD ME
  Effect: 
  +40 STR, Only To Escape Entangles/Grabs
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The speedster spins in place with such 
  speed and force that it’s diﬃcult for other charac-
  ters to hold him or bonds to restrain him. In short, 
  he can escape from Entangles and Grabs with ease.
  Game Information:  +40 STR (40 Active Points); 
  Only To Escape Entangles And Grabs (-1½). 
  Total cost:  16 points.
  Options:
  1)  Improved Spinning:  Increase to +60 STR. 60 
  Active Points; total cost 24 points.
  2)  Weak Spinning:  Decrease to +30 STR. 30 Active 
  Points; total cost 12 points.
  3)  Skillful Spinning:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  13 points.
   DEADLY G FORCE
  Effect: 
  RKA 1d6, NND, Does BODY, Must Follow 
  Grab
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  After grabbing someone, the char-
  acter spins at such high velocity that he subjects 
  the victim to intense G (gravity) forces — intense 
  enough to kill, if maintained long enough. If the 
  victim breaks free from the Grab, the Killing Attack 
  immediately ceases to aﬀect him, but at the GM’s 
  option he suﬀers 2d6 inches of Knockback in a 
  random direction.
  Game Information:  RKA 1d6, NND (defense 
  is Life Support: Safe Environment [Immune to 
  High Pressure]; +1), Does BODY (+1), Contin-
  uous (+1) (60 Active Points); Must Follow Grab 
  (-½), No Range (-½). Total cost:  30 points.
  Options:
  1)  Strong G Force:  Increase to RKA 2d6. 120 Active 
  Points; total cost 60 points.
  2)  Weak G Force:  Decrease to RKA ½d6. 40 Active 
  Points; total cost 20 points.
  3)  Skillful G Force:  Add Requires A Speedster 
  Tricks Roll (-½). Total cost:  24 points.
  PROPELLER WHIRL
  Effect: 
  Telekinesis (30 STR), Only To Push Target 
  Away; Succor Movement 4d6; both OIF 
  (propeller-like object of opportunity)
  Target: 
  One character/one moving character/vehi-
  cle
  Duration: 
  Constant
  Range: 
  20”/No Range
  END Cost: 4/2
  Speedster Tricks Roll Penalty: -4/-2
  Description:  If he has access to a propeller or 
  propeller-like object, the character can hold it 
  above his head as he spins, point his body in the 
  right direction, and create enough wind to blow 
  a single person (or like object around) or give a 
  boost to a moving vehicle (or sometimes person). 
  The trick to using this power is that the character 
  has to be “pointed” in the right direction, which 
  isn’t always possible.
  Game Information:
  Cost Power
  30 
  Propeller Whirl:  Multipower, 45-point 
  reserve; all OIF (propeller-like object of 
  opportunity)
  2u 
  1)  Propeller Blast:  Telekinesis (30 STR); 
  OIF (propeller-like object of opportunity; 
  -½), Aﬀects Whole Object (-¼), Only To 
  Push Target Away (-½), Only Versus Targets 
  Character Can “Point” Himself Towards (i.e., 
  typically only targets directly above the char-
  acter; -½)
  1u 
  2)  Propeller Propulsion:  Succor Movement 
  Powers 4d6, any appropriate Movement 
  Power at once (typically Running/Ground 
  Movement, Swimming, or Flight; +¼);  OIF 
  (propeller-like object of opportunity; -½), 
  Character Must Be On Vehicle/Person And 
  WHIRLING
  POWERS
  
  173 
  The Ultimate Speedster ■ Chapter Two
  Able To “Point” Himself In The Right Direc-
  tion (-½)
  Total cost:  33 points.
  Options:
  1)  Strong Propeller:  Increase Multipower reserve 
  to 60 points, Slot #1 to Telekinesis (40 STR), and 
  Slot #2 to Succor Movement Powers 6d6. Total 
  cost:  45 points.
  2)  Weak Propeller:  Decrease to Multipower reserve 
  to 30 points, Slot #1 to Telekinesis (20 STR), and 
  Slot #2 to Succor Movement Powers 2d6. Total cost:  
  22 points.
  3)  Skillful Propeller:  Add Requires A Speedster 
  Tricks Roll (-½) to both slots. Total cost:  24 points.
   WHIRLWIND PUNCH
  Effect: 
  HA +6d6
  Target: 
  2” (One Hex Doubled)
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Speedster Tricks Roll Penalty: -6
  Description:  As the character spins, he holds out 
  his ﬁsts so that he “punches” anyone standing in 
  his hex or the “ring” of hexes surrounding it. In the 
  interest of common sense and dramatic sense, the 
  GM may forbid a character to use this attack on 
  targets standing beyond his arm’s reach (such as 
  people on the outer edge of the ring of hexes).
  Game Information:  HA +6d6, Area Of Eﬀect 
  (One Hex Doubled; +¾), Personal Immu-
  nity (+¼) (60 Active Points); Hand-To-Hand 
  Attack (-½). Total cost:  40 points.
  Options:
  1)  Strong Punch:  Increase to HA +8d6. 80 Active 
  Points; total cost 53 points.
  2)  Weak Punch:  Decrease to HA +4d6. 40 Active 
  Points; total cost 27 points.
  3)  Round And Round He Goes....:  The character 
  spins so quickly he can hit each of the targets sur-
  rounding him multiple times. Decrease to HA +4d6 
  and add Autoﬁre (3 shots; +1¼). 65 Active Points; 
  total cost 43 points.
  4)  Skillful Punch:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  30 points.
  WHIRLWIND THROW
  Effect: 
  +30 STR, Only For Throwing
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  After he grabs a person or object, 
  the character can whirl around at great speed 
  and then let go of the character, throwing him 
  much farther and harder than he otherwise could 
  thanks to momentum.
  Game Information:  +30 STR (30 Active Points); 
  Extra Time (Full Phase; -½), Only For Throw-
  ing (-½), Must Follow Grab (-½). Total cost:  12 
  points.
  Options:
  1)  Strong Throw:  Increase to +40 STR. 40 Active 
  Points; total cost 16 points.
  2)  Weak Throw:  Decrease to +20 STR. 20 Active 
  Points; total cost 8 points.
  3)  Skillful Throw:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  10 points.
  DEFENSIVE POWERS
  SPINNING DODGE
  Effect: 
  +6 DCV, Only While Moving
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Speedster Tricks Roll Penalty: -3
  Description:  As long as the character keeps moving, 
  it’s very diﬃcult for attackers to draw a bead on 
  him or clearly discern the outlines of his body.
  Game Information:  +6 DCV (30 Active 
  Points); Costs Endurance (-½), Only Works 
  If Character Moved At Least 1” Using Whirl-
  wind Travel In His Most Recent Phase (-½). 
  Total cost:  15 points.
  Options:
  1)  Strong Dodge:  Increase to +8 DCV. 40 Active 
  Points; total cost 20 points.
  2)  Weak Dodge:  Decrease to +4 DCV. 20 Active 
  Points; total cost 10 points.
  3)  Skillful Dodge:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  12 points.
  
  174 ■ Speed Powers
  Hero System 5th Edition
  MOVEMENT POWERS
   WHIRLWIND DRILL
  Effect: 
  Tunneling 4” through DEF 10 material, Only 
  Straight Down
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Speedster Tricks Roll Penalty: -4
  Description:  The character spins himself at high 
  velocity while pointing his feet downward. This 
  turns him into a “human drill,” able to create a hole 
  downward through earth and rock. He can only 
  drill straight down, though — and after digging the 
  hole has to climb out it normally.
  Game Information:  Tunneling 4” through DEF 
  10 material (38 Active Points); Only Straight 
  Down (-½). Total cost:  25 points.
  Options:
  1)  Faster Drill:  Increase to Tunneling 6”. 42 Active 
  Points; total cost 28 points.
  2)  Slower Drill:  Decrease to Tunneling 2”. 34 Active 
  Points; total cost 23 points.
  3)  Tougher Drill:  Increase to DEF 15 material. 53 
  Active Points; total cost 35 points.
  4)  Skillful Drill:  Add Requires A Speedster Tricks 
  Roll (-½). Total cost:  19 points.
   WHIRLWIND TRAVEL
  Effect: 
  Running +12”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Speedster Tricks Roll Penalty: -2
  Description:  By slight changes of body orientation, 
  the character can move across the ground at high 
  speed when spinning.
  Game Information:  Running +12”. Total cost:  
  24 points.
  Options:
  1)  Faster Travel:  Increase to Running +16”. Total 
  cost:  32 points.
  2)  Slower Travel:  Decrease to Running +8”. Total 
  cost:  16 points.
  3)  Skillful Travel:  Add Requires A Speedster Tricks 
  Roll (-½). 24 Active Points; total cost 16 points.
  SENSORY POWERS
   WHIRLWIND VISION
  Effect: 
  Increased Arc of Perception (360 Degrees) 
  for Sight Group
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Speedster Tricks Roll Penalty: -1
  Description: When spinning, the character is able to 
  easily see around himself in all directions.
  Game Information: Increased Arc of Percep-
  tion (360 Degrees) for Sight Group (10 Active 
  Points); Only When Using Another Whirling 
  Power (-¼). Total cost: 8 points.
  Options:
  1)  Constant Whirlwind Vision:  The character con-
  stantly whirls around so fast that no one can see 
  him do it — but that in effect lets him look all 
  around himself all the time. Remove Only When 
  Using Another Whirling Power (-¼). Total cost:  
  10 points.
  2)  Skillful Whirlwind Vision:  Add Requires A Speed-
  ster Tricks Roll (-½). Total cost:  6 points.
  
  SPEEDSTERS GENRE BY GENRE
  chapter three:
  chapter three:
  
  Hero System 5th Edition
  176 ■ Speedsters, Genre By Genre
  CHAMPIONS
  S
  peedsters, particularly the classic “moves 
  so fast he can run on water and do things 
  in the blink of an eye” type like DC 
  Comics’s Flash, are more common in the 
  Comic Book Superheroes genre than any other. 
  In a comic book, you can have virtually unre-
  stricted amounts and types of movement, and 
  it’s at those incredibly fast velocities that most 
  speedster tricks become feasible. In addition to 
  the speedsters presented here (two old favorites 
  revised, plus three new ones), you can find plenty 
  of others in Conquerors, Killers, And Crooks and 
  other Champions supplements.
  CHESHIRE CAT
   Val Char 
  Cost Roll 
  Notes
   30 STR 
  20 
  15- 
  Lift 1,600 kg; 6d6 [3]
   27 DEX 
  51 
  14- 
  OCV:  9/DCV:  9
   25 CON 
  30 
  14-
   13 BODY 6 
  12-
   13 INT 
  3 
  12- 
  PER Roll 12-
   11 EGO 
  2 
  11- 
  ECV:  4
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   14 COM 
  2 
  12-
   14 PD 
  8 
   
  Total:  17 PD (3 rPD)
   14 ED 
  9 
   
  Total:  17 ED (3 rED)
   6 SPD 
  23 
   
  Phases:  2, 4, 6, 8, 10, 12
   11 REC 
  0
   50 END 
  0
   41 STUN 
  0 
  Total Characteristics Cost:  164
  Movement: 
  Running:  10”/20”
   
  Leaping:  10”/20”
   
  Teleportation:  15”/30”
  Cost Powers 
  END
  31 
  Teleportation Powers:  Elemental Control,  
  62-point powers
  31 
  1)  Teleporting:  Teleportation 25”,  
  Reduced Endurance (½ END; +¼) 
  2
  79 
  2)  Teleport Gate:  Teleportation 10”, x16 
  Noncombat, x8 Mass, Area Of Eﬀect (One 
  Hex; +½), Continuous (+1), Usable By 
  Others (+½); Gate (-½) 
  14 
  34 
  3)  Teleportation Boxing:  Energy Blast  
  8d6, Area Of Eﬀect (5” Radius; +1),  
  Selective (+¼); Extra Time (Full Phase; -½), 
  Limited Range (center of Area must  
  be within the character’s Half Move using  
  Teleportation at Combat velocity; -¼) 
  9
  15 
  4)  Float Like A Teleporter, Sting Like A  
  Bee:  Stretching 10”, Does Not Cross  
  Intervening Space (+¼); No Noncombat 
  Stretching (-¼), No Velocity Damage (-¼), 
  Instant (-½) 
  6
   
  Martial Arts:  Aikijutsu
    
  Maneuver 
  OCV DCV 
  Notes
  4 
  Dodge 
  — 
  +5 
  Dodge all 
  attacks, Abort
  4 
  Escape 
  +0 
  +0 
  55 STR vs. 
  Grabs
  3 
  Hold 
  -1 
  -1 
  Grab Two 
  Limbs, 50 STR 
  for holding on
  4 
  Joint Lock/Throw 
  +1 
  +0 
  Grab One 
  Limb; 2d6 NND 
  (1); Target Falls
  5 
  Redirect 
  +1 
  +3 
  Block, Abort
  
  177 
  The Ultimate Speedster ■ Chapter Three
  5 
  Strike 
  +1 
  +3 
  8d6 Strike
  3 
  Throw 
  +0 
  +1 
  8d6 + v/5; 
  Target Falls
  8 
  +2 Damage Classes (already added in)
  10 
  Billy Club:  Multipower, 20-point reserve;  
  all OAF (-1)
  1u 
  1)  Striking:  HA +4d6; OAF (-1),  
  Hand-To-Hand Attack (-½) 
  2
  1u 
  2)  Blocking:  Missile Deﬂection  
  (all Ranged attacks) 
  0
  8 
  Strong Runner:  Running +4” (10” total) 
  1
  4 
  Strong Leaper:  Leaping +4” (10” forward,  
  5” upward) 
  1
  27 
  Teleportation Sense:  Multipower, 67-point 
  reserve, all Only To Perceive Teleportation 
  Locations (-1), Instant (-½)
  2u 
  1)  Short-Range Sense:  Clairsentience  
  (Sight Group), Targeting, 16x Range  
  (1,600”); Only To Perceive Teleportation 
  Locations (-1), Instant (-½)
  3u 
  2)  Long-Range Sense:  Clairsentience  
  (Sight Group), Targeting, MegaScale  
  (1” = 1,000 km, can scale down to 1” =  
  1 km; +1¼); Only To Perceive  
  Teleportation Locations (-1), Instant (-½)
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  20 
  +4 HTH
  13 
  Defensive Teleportation:  +4 DCV; Costs 
  Endurance (-½) 
  2
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  1 
  KS: Hockey 8-
  2 
  KS: The Superhuman World 11-
  2 
  PS: Nuclear Technician 11-
  3 
  Stealth 14-
  3 
  Teamwork 14-
  Total Powers & Skills Cost:  338
  Total Cost:  502
  200+ Disadvantages
  25 
  Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)
  25 
  Hunted: Justice Squadron 8- (Mo Pow, NCI, 
  Capture)
  20 
  Psychological Limitation:  Code Versus Kill-
  ing (Common, Total)
  15 
  Psychological Limitation:  Greedy (Common, 
  Strong)
  5 
  Rivalry:  Professional (with other superpow-
  ered martial artists, to prove his superiority)
  15 
  Social Limitation:  Public Identity (Robert 
  Johanssen) (Frequently, Major)
  15 
  Susceptibility:  to being Teleported, takes 3d6 
  damage instantly (Uncommon)
  182 
  Experience Points
  Total Disadvantage Points:  502
  Description:  This is an expanded and improved 
  version of Cheshire Cat; you can read about his 
  background on pages 85-86 of Conquerors, Killers, 
  And Crooks.  It could represent what the Cat would 
  look like after earning 124 Experience Points, or 
  it might be the starting version for high-powered 
  Champions campaigns.
  
  Hero System 5th Edition
  178 ■ Speedsters, Genre By Genre
  KINETIK
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   30 DEX 
  60 
  15- 
  OCV:  10/DCV:  10
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   14 EGO 
  8 
  12- 
  ECV: 5
   12 PRE 
  2 
  11- 
  PRE Attack: 2d6
   10 COM 
  0 
  11-
   9 PD 
  6 
  Total: 25 PD (16 rPD)
   8 ED 
  3 
  Total: 24 ED (16 rED)
   10 SPD 
  60 
  Phases: 2, 3, 4, 5, 6, 8, 9, 10, 11, 12
   8 REC 
  0
   50 END 
  2
   30 STUN 
  0 
  Total Characteristic Cost: 180
  Movement:  Running: 
  6”/12”
   
  “Flight:” 
  30”/480”
   
  Mega“Flight:” 
  1-30 km/Phase
  Cost Powers 
  END
  75    Super-Running:  Multipower, 94-point 
  reserve; all Only In Contact With A  
  Surface (-¼)
  7u 
  1)  Hyper-Running:  Flight 30”, x16  
  Noncombat, No Turn Mode (+¼); Only  
  In Contact With A Surface (-¼) 
  9
  7u 
  2)  Overdrive Running:  Flight 30”, No  
  Turn Mode (+¼), MegaScale (1”=1 km;  
  +¼); Only In Contact With A Surface (-¼) 
  9
  75 
  Speedster Tricks:  Multipower, 75-point 
  reserve
  6u 
  1) Vibro-grip:  HKA 2d6 (2d6+1 with  
  STR), Penetrating (+½), Reduced  
  Endurance (0 END; +½) 
  0
  3u 
  2) Supersonic Finger-Snap:  Energy Blast  
  6d6, NND (defense is Life Support  
  [Safe Environment:  High Pressure] or 
  armored head-covering; +1); No Range  
  (-½), Gestures (must hold hand near  
  target’s ear; -¼) 
  6
  6u 
  3)  Dizzying Spin:  Drain DEX and CON 
  5d6, DEX and CON simultaneously (+½); 
  Requires A DEX Roll (-¼) 
  7
  2u 
  4)  Let’s Wrap This Up:  Entangle 6d6, up  
  to 6 DEF; OIF (appropriate materials of 
  opportunity; -½), No Range (-½), Extra  
  Time (at least a Full Phase, and often  
  longer, depending on how long it takes  
  to get the materials; -½), Defense  
  Depends On Materials Used (-½),  
  Cannot Form Barriers (-¼) 
  6
  5u 
  5)  Some Disassembly Required:  Dispel  
  Technological Object 20d6, any one  
  Technological Object power one at a time 
  (+¼); No Range (-½) 
  7
  4u 
  6)  Sonic Boom Attack:  Energy Blast 6d6, 
  Area Of Eﬀect (6” Radius; +1¼); Must  
  Pass Through Intervening Space (-¼),  
  Does Not Work In A Vacuum (-¼) 
  7
  2u 
  7)  Supersonic Thunderclap:  Hearing  
  Group Flash 8d6, Explosion (-1d6/1”;  
  +½), Hole In The Middle (the one hex  
  the character is standing in when he uses the 
  power; +¼), Does Knockback (+¼);  
  Extra Time (Full Phase; -½), No Range  
  (-½), Restrainable (-½) 
  5
  4u 
  8)  Vacuum Attack:  Energy Blast 6d6,  
  NND (defense is Life Support [Self- 
  Contained Breathing]; +1), Reduced  
  Endurance (½ END; +¼); Must Pass 
  Through Intervening Space (-¼), No  
  Range (-½) 
  3
  6u 
  9)  Whirlwind Arms:  Energy Blast 8d6, 
  Double Knockback (+¾); Limited Range  
  (5”; -¼) 
  7
  3u 
  10) Fast Work:  Change Environment 8” 
  radius (clean, do chores and tasks, and so 
  forth), Varying Eﬀect (+½) 
  3
  6u 
  11)  High-Velocity Phasing:  Desolidiﬁcation 
  (aﬀected by  sonic-, vibration-, and air-based 
  attacks), Reduced Endurance (0 END; +½) 0
   
  Martial Arts: Speedster Martial Arts
   
  Maneuver 
  OCV DCV 
  Notes
  5 
  Flying Dodge  — 
  +4 
  Dodge, Abort, 
  FMove
  5 
  Flying Grab 
  -2 
  -1 
  Grab 2 Limbs, 
  40 STR, FMove
  5 
  Passing Disarm -1 
  -1 
  Disarm, 40 STR, 
  FMove
  5 
  Passing Strike +1 
  0 
  6d6 + v/5, 
  FMove
  5 
  Passing Throw 0 
  0 
  6d6 + v/5, Target 
  Falls, FMove
  5 
  Rapid Punch 
  +1 
  -2 
  10d6 Strike
  12 
  +3 Damage Classes (already added in)
  29 
  Protective Aura:  Force Field (10 PD/ 
  14 ED), Reduced Endurance (0 END; +½); 
  Only When Moving (-¼) 
  0
  12 
  Protective Suit:  Armor (6 PD/6 ED);  
  OIF (-½) 
  0
   
  Talents
  3 
  Lightning Calculator
  4 
  Speed Reading (x10)
   
  Skills
  3 
  Breakfall 15-
  2 
  CK: Millennium City 11-
  2 
  KS: General Knowledge And Trivia 11-
  3 
  Power:  Speedster Tricks 15-
  2 
  PS: Crossword Puzzles 11-
  2 
  PS: Scientist 11-
  3 
  Sleight Of Hand 15-
  3 
  Scientist
  2 
   1)  SS: Biochemistry 13-
  2   
   2)  SS: Microbiology 13-
  2 
   3)  SS: Physics 13-
  Total Powers & Skills Cost: 327
  Total Cost: 507
  
  179 
  The Ultimate Speedster ■ Chapter Three
  200+ Disadvantages
  30 
  DNPC:  Joyce, Ronnie, and Phillip (three 
  younger siblings) 11- (Incompetents; 
  Unaware of character’s Social Limitation:  
  Secret Identity)
  5 
  Hunted: The New Purple Gang 8- (Less Pow, 
  Capture/Kill)
  20 
  Hunted: VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  20 
  Psychological Limitation:  Code Versus  
  Killing (Common, Total)
  15 
  Psychological Limitation:  Overconﬁdence 
  (Very Common, Moderate)
  15 
  Psychological Limitation:  Very Aware Of 
  His Public Perception As A Black Superhero 
  (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Brendan 
  Grant) (Frequently, Major)
  20 
  Vulnerability:  2 x STUN from Chemical 
  Attacks (Common)
  10 
  Vulnerability:  1½ x BODY from Chemical 
  Attacks (Common)
  157 
  Experience Points
  Total Disadvantage Points: 507
  Description:  This is an improved version of Kinetik; 
  you can read about his background on pages 81-82 
  of Champions Universe. Over the past several years 
  he’s gained a lot of experience using his powers to 
  ﬁght crime, making him a much tougher opponent.
  In early 2006, Kinetik accepted a longstand-
  ing oﬀer and joined the Champions as their sixth 
  member. He’s enjoying the increased prestige and 
  access to crimeﬁghting resources; his teammates, 
  in turn, really appreciate the added tactical and 
  non-combat ﬂexibility he brings to the team. All 
  six members have put in long hours training, inte-
  grating Kinetik’s powers and combat style into the 
  team’s “playbook.”
  
  Hero System 5th Edition
  180 ■ Speedsters, Genre By Genre
  EL SALTO
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   20 CON 
  20 
  13-
   10 BODY 0 
  11-
   15 INT 
  5 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   10 COM 
  0 
  11-
   6 PD 
  3 
   
  Total:  14 PD (8 rPD)
   4 ED 
  0 
   
  Total:  12 ED (8 rED)
   6 SPD 
  30 
   
  Phases:  2, 4, 8, 10, 12
   7 REC 
  0
   40 END 
  0
   40 STUN 12 
  Total Characteristics Cost:  110
  Movement: 
  Running:  4”/8”
   
  Leaping:  29”/58”
  Cost Powers 
  END
  3 
  Strong Leaper:  Leaping +3” (6” forward,  
  3” upward) 
  1
  2 
  Acrobatic Leaper:  Leaping +3”  
  (9” forward, 5” upward); Requires An  
  Acrobatics Roll (-½) 
  1
  13 
  Springboots:  Leaping +20” (29” forward,  
  15” upward); OIF (-½) 
  2
  9 
  Re-Bound:  Leaping 5”, Trigger (whenever 
  character wants to after performing a Full 
  Move Leap, activating Trigger takes no  
  time, resetting Trigger is a Zero Phase 
  Action; +¾) 
  9
  17 
  Bounce-Kick:  HA +6d6; Hand-To-Hand 
  Attack (-½), Only When Moving (-¼) 
  3
  48 
  Pinball Attack:  Energy Blast 8d6, Area  
  Of Eﬀect (12” Radius; +1½), Selective (+¼), 
  Reduced Endurance (½ END; +¼);  
  No Range (-½), Only Works In Enclosed 
  Spaces (-½), Requires A Leaping Tricks  
  Roll (-½) 
  5
  16 
  Armored Costume:  Armor (8 PD/8 ED);  
  OIF (-½) 
  0
  -4 
  Short Legs:  Running -2” (4” total)
   
  Skills
  20 
  +4 HTH
  20 
  Hard To Hit:  +4 DCV
  9 
  +3 with Acrobatics, Breakfall, and  
  Contortionist
  3 
  Acrobatics 13-
  3 
  Breakfall 13-
  3 
  Climbing 13-
  1 
  Computer Programming 8-
  3 
  Contortionist 13-
  1 
  Electronics 8-
  2 
  Language:  English (ﬂuent conversation; 
  Spanish is Native)
  3 
  Lockpicking 13-
  13 
  Power:  Leaping Tricks 18-
  3 
  Security Systems 12-
  7 
  Stealth 15-
  3 
  Streetwise 12-
  Total Powers & Skills Cost:  198
  Total Cost:  308
  200+ Disadvantages
  15 
  Enraged:  if insulted, belittled, mocked, or 
  made to look the fool (Common), go 11-, 
  recover 14-
  20 
  Hunted:  The Millennium City Police 
  Department 8- (Mo Pow, NCI, Capture)
  5 
  Physical Limitation:  Small (only 4’2”) (Infre-
  quently, Slightly Impairing)
  15 
  Psychological Limitation:  Greedy (Common, 
  Strong)
  10 
  Psychological Limitation:  Thinks He’s God’s 
  Gift To Women And Oﬀers Them Every 
  Opportunity To Show Their Appreciation 
  (Common, Moderate)
  5 
  Rivalry:  Professional (with any other leap-
  ing-oriented character, to prove he’s better)
  15 
  Social Limitation:  Secret Identity (Roberto 
  Olivares) (Frequently, Major)
  23 
  Experience Points
  Total Disadvantage Points:  308
  Background/History:  It’s not easy growing up... 
  when you don’t grow up. Robert Olivares was born 
  with dwarﬁsm, attaining a ﬁnal adult height of only 
  4’2”. As a little person he was made fun of and had 
  trouble ﬁnding work. But despite his condition he 
  was deft and agile, and in time his general bitter-
  ness about society and desire for the ﬁner things in 
  life drove him to crime. It turned out he was quite 
  good at it, and he became highly sought after in the 
  underworld for his ability to ﬁt into small spaces 
  and containers.
  But he wasn’t satisﬁed. He felt others still 
  looked down on him because of his size. He 
  couldn’t even aspire to the top position in his pro-
  fession — cat burglar — because of all the climbing 
  involved, which he had diﬃculty with. One day he 
  was hit by an epiphany. He didn’t have to be able to 
  climb up to places he wanted to rob. With the right 
  technology he could leap there.
  Inspired by this idea, he began training hard, 
  practicing acrobatic maneuvers. When not exercis-
  ing he was working on a special set of “springboots” 
  that could give him the power to leap tremendous 
  distances. When the boots were done, he started 
  training again, combining his acrobatic prowess 
  with his enhanced leaping power. When he felt the 
  time had come, he christened himself El Salto (“the 
  Leapfrog”) and set out to prove that he was as good 
  as any full-sized thief.
  Personality/Motivation:  El Salto has developed a 
  (humorously) inﬂated sense of self-worth to com-
  pensate for his physical shortcomings. In his mind, 
  he’s the smartest, cleverest, and especially the hand-
  somest guy around, and anyone who doesn’t real-
  ize it is a fool. He particularly thinks that women 
  should realize what a “catch” he is, and ﬂirts outra-
  geously at every opportunity (even in mid-combat).
  El Salto is justiﬁably proud of his leaping 
  abilities, and if he encounters other leapers usu-
  ally challenges them to a “duel” or contest. He’s 
  even prouder of his large, luxuriant moustache, 
  and anyone who insults it risks his wrath (increase 
  his Enraged “go” roll to 14- when his moustache is 
  involved).
  EL SALTO  
  PLOT SEEDS
  One of the heroes makes 
  a joking, snide refer-
  ence to El Salto in a TV 
  interview. Boiling mad 
  over this insult, El Salto 
  takes it upon himself to 
  make the character’s life 
  a living hell.
  Deciding that it’s time to 
  even the odds, El Salto 
  hires Wayland Talos 
  to build him a raygun 
  that inﬂicts dwarﬁsm 
  on other people — in 
  other words, it shrinks 
  them down to his size 
  and condition. Now 
  he can prove who’s the 
  best without the heroes 
  having the unfair advan-
  tage of size!
  After stealing what he 
  thinks is an ordinary 
  (but valuable!) piece of 
  jewelry, El Salto discov-
  ers that the object gives 
  him Ultimate Cosmic 
  Power. Can the heroes 
  save the world from the 
  horror of God-Emperor 
  El Salto the First??!?!
  
  181 
  The Ultimate Speedster ■ Chapter Three
  Quote:  “Do not theenk that because I am short of 
  stature that I am small in all ways, señorita. Come, 
  let us stop this fooleesh ﬁghteeng and ﬁnd better 
  uses for our time toogaither....”
  Powers/Tactics:  El Salto isn’t a powerful combat-
  ant, and he knows it. He prefers to avoid ﬁghts 
  altogether, but if he can’t he relies on his mobility 
  and agility in combat. He keeps most (if not all) of 
  his Combat Skill Levels in DCV and relies on Move 
  Bys/Throughs and his Pinball Attack to hurt his 
  foes while staying on the move.
  Campaign Use:  El Salto is mostly a humorous char-
  acter, intended as comedy relief and as an NPC 
  who will simultaneously make the heroes groan 
  and chuckle. Play him to the outrageous hilt, having 
  him ﬂirt non-stop with female PCs, mock male 
  PCs, and enjoy the hell out of himself as he com-
  mits crimes. Use an exaggerated Mexican accent 
  and over-the-top cheesy dialogue.
  If for some strange reason you want to make 
  El Salto tougher, give him even more inches of 
  Leaping, perhaps a few more “leaping tricks” from 
  Chapter Two, or a Ranged weapon of some sort. 
  You could also build a “Leaping Martial Arts” pack-
  age for him. To weaken him, remove his Skill Levels 
  and Combat Skill Levels with HTH Combat.
  El Salto doesn’t Hunt heroes. He sometimes 
  pursues female PCs, but combat isn’t exactly what 
  he has in mind.
  Appearance:  El Salto is a Mexican man who stands 
  a mere 4’2” tall, but from his air of superiority you’d 
  think he was a giant. His costume is a green full 
  bodystocking that covers him from head to toe 
  (though it leaves his face exposed so everyone can 
  see his moustache), plus yellow boots, belt, gloves, 
  and domino mask. He has a large, luxuriant mous-
  tache of which he’s inordinately proud, and speaks 
  English with an outrageous Mexican accent.
  
  Hero System 5th Edition
  182  Speedsters, Genre By Genre
  MANTARA
  	Val	 Char	
  Cost	 Roll	
  Notes
  	 15	 STR	
  5	
  12-	
  Lift	200	kg;	3d6	[1]
  	 18	 DEX	
  24	
  13-	
  OCV:		6/DCV:		6
  	 18	 CON	
  16	
  13-
  	 10	 BODY	 0	
  11-
  	 13	 INT	
  3	
  12-	
  PER	Roll	12-
  	 10	 EGO	
  0	
  11-	
  ECV:		3
  	 15	 PRE	
  5	
  12-	
  PRE	Attack:		3d6
  	 16	 COM	
  3	
  12-
  	 6	 PD	
  3	
  	
  Total:		21	PD	(15	rPD)
  	 5	 ED	
  1	
  	
  Total:		20	ED	(15	rED)
  	 5	 SPD	
  22	
  	
  Phases:		3,	5,	8,	10,	12
  	 7	 REC	
  0
  	 36	 END	
  0
  	 27	 STUN	
  0	
  Total Characteristics Cost:  82
  Movement:	
  Running:		6”/12”
  	
  Swimming:		30/60”
  Cost	 Powers	
  END
  3	
  Skilled Swimmer:		Swimming	+3”	(5”	total)	 1
  1	
  Swimfins:		Swimming	+2”	(7”	total);		
  OAF	(-1)	
  1
  15	
  Underwater Impeller:		Swimming	+23”		
  (30”	total);	OIF	(-½),	Only	Works	When	
  Wearer	Is	Fully	Underwater	(-0),		
  1	Continuing	Fuel	Charge	(1	Hour,	Easy		
  to	refuel;	-0)	
  [1cc]
  7	
  Skilled Diver:		Swimming	+20”;	Only		
  To	Dive	Safely	(-2)	
  2
  50	
  Gauntlet Water Cannons:		Multipower,		
  60-point	reserve,	32	Charges	(+¼)	for		
  entire	reserve;	all	OIF	(-½)	
  [32]
  4u	
  1)		Water Blast:		Energy	Blast	12d6;		
  OIF	(-½)
  4u	
  2)		Wide-Angle Water Blast:		Energy	Blast	
  8d6,	Area	Of	Effect	(One	Hex;	+½);		
  OIF	(-½)
  1u	
  3)		Water Blast Punch:		HA	+6d6;	OIF		
  (-½),	Hand-To-Hand	Attack	(-½)
  5	
  Gauntlet Water Cannons:		Another		
  Gauntlet	Water	Cannon	(total	of	2)	
  [32]
  37	
  Mantara Armor:		Armor	(15	PD/15	ED),		
  Hardened	(+¼);	OIF	(-½)	
  0
  7	
  Mantara Armor:		Life	Support	(Self-	
  Contained	Breathing);	OIF	(-½),		
  1	Continuing	Fuel	Charge	(1	Day,	Easy		
  to	refuel;	-0)	
  [1cc]
  2	
  Mantara Armor:		Life	Support	(Safe		
  Environments:		Intense	Cold,	High		
  Pressure);	OIF	(-½)	
  0
  3	
  Mantara Armor Helmet:		Sight	Group		
  Flash	Defense	(5	points);	OIF	(-½)	
  0
  3	
  Mantara Armor Helmet:		Hearing	Group	
  Flash	Defense	(5	points);	OIF	(-½)	
  0
  3	
  Mantara Armor Helmet:		Infrared		
  Perception	(Sight	Group);	OIF	(-½)	
  0
  3	
  Mantara Armor Helmet:		Ultraviolet		
  Perception	(Sight	Group);	OIF	(-½)	
  0
  3	
  Mantara Armor Helmet:		Nightvision;		
  OIF	(-½)	
  0
  2	
  Mantara Armor Helmet:		Ultrasonic		
  Perception	(Hearing	Group);	OIF	(-½)	
  0
  6	
  Mantara Armor Helmet:		HRRP	(Radio	
  Group);	OIF	(-½),	Affected	As	Sight		
  And	Hearing	Groups	As	Well	As	Radio	
  Group	(-½)	
  0
  7	
  Mantara Armor Helmet:		+10	to	PER		
  Rolls	with	HRRP;	OIF	(-½)	
  0
  23	
  Armor Stealth Sonar Array:		Active		
  Sonar	(Hearing	Group),	Concealed	(-5),	
  Increased	Arc	Of	Perception	(360		
  Degrees),	Telescopic	(+20	PER	versus		
  Range	Modifier);	OIF	(-½)	
  0
  	
  Talents
  3	
  Environmental	Movement:		Aquatic		
  Movement	(no	penalties	in	the	water)
  	
  Skills
  9	
  +3	with	Gauntlet	Water	Cannons
  6	
  +3	OCV	with	Move	By
  1	
  Electronics	8-
  2	
  KS:	World	Watercraft	11-
  1	
  Mechanics	8-
  2	
  Navigation	(Marine)	12-
  2	
  SS:	Marine	Biology	11-
  2	
  SS:	Oceanography	11-
  3	
  Seduction	12-
  3	
  Stealth	13-
  Total Powers & Skills Cost:  223
  Total Cost:  305
  200+	Disadvantages
  20	
  Hunted:		US	Navy	8-	(Mo	Pow,	NCI,	Cap-
  ture)	
  20	
  Hunted:		British	Navy	8-	(Mo	Pow,	NCI,	Cap-
  ture)	
  15	
  Psychological	Limitation:		Self-Centered	And	
  Greedy	(Common,	Strong)
  15	
  Psychological	Limitation:		Competitive	
  (Common,	Strong)
  15	
  Psychological	Limitation:		Vengeful	
  (Common,	Strong)
  15	
  Social	Limitation:		Secret	Identity	(Steffanie	
  Landers)	(Frequently,	Major)
  5	
  Experience	Points
  Total Disadvantage Points:  305
  Background/History:		Steffanie	Landers	was	once	
  a	highly-ranked	competitive	swimmer	and	diver	
  looking	forward	to	a	promising	career	in	either	
  marine	biology	or	marine	engineering.	A	driven	
  woman,	she	pushed	herself	harder	and	harder	to	
  qualify	for	the	Olympics...	and	failed.	Refusing	to	
  accept	that	she	just	wasn’t	quite	good	enough,	she	
  became	bitter	and	angry,	convinced	she’d	been	
  cheated.	She	began	taking	it	out	on	the	judges	and	
  winning	athletes	by	playing	malicious	pranks	on	
  them,	pranks	that	soon	escalated	into	vandalism	
  and	other	crimes.	Striking	back	made	her	feel	good.
  Then	she	miscalculated	and	killed	one	of	them.
  It	wasn’t	supposed	to	happen	that	way.	The	
  garage	door	was	supposed	to	slam	down	on	the	
  woman’s	car hood,	not	the	roof	of	the	car	right	over	
  the	front	seat.	All	Steffanie	wanted	to	do	was	terrify	
  the	woman	and	ruin	her	car,	not	kill	her...	but	she	had	
  to	admit	she	felt	a	sort	of	fiendish	glee	that	the	woman	
  had	gotten	what	she’d	deserved.	As	she	heard	police	
  MANTARA		
  PLOT	SEEDS
  Mantara	decides	to	
  abandon	the	ocean	for	
  a	while	to	try	out	the	
  Great	Lakes,	especially	
  around	Millennium	
  City.	How	will	the	PCs	
  react	to	the	new	wave	
  of	maritime	crime...	and	
  how	will	Mantara	be	
  prepared	for	them	when	
  they	come	after	her?
  Mantara	discovers	
  that	an	unscrupulous	
  corporation	is	dump-
  ing	toxic	waste	into	the	
  ocean,	and	the	waste	is	
  mutating	sea	creatures	
  into	horrible,	gigantic	
  monsters.	She	develops	a	
  device	to	take	control	of	
  the	creatures	and	begins	
  using	them	to	commit	
  crimes.	After	the	PCs	
  catch	up	with	her	and	
  defeat	her	and	her	
  monstrous	menagerie,	
  she	offers	to	tell	them	
  about	the	corporation	
  and	help	them	expose	its	
  wrongdoing	in	exchange	
  for	clemency.
  Mantara	teams	up	with	
  VIPER	to	build	the	big-
  gest,	baddest,	most	heav-
  ily-armed	super-subma-
  rine	yet	to	take	control	
  of	the	undersea	world	
  and	destroy	UNTIL’s	
  sub,	the	Aegir.	Can	the	
  PCs	find	out	about	the	
  plot	in	time	to	stop	it?	
  And	just	what	would	
  convince	Mantara	to	
  join	forces	with	the	
  snakes	anyway?
  
  183 
  The Ultimate Speedster  Chapter Three
  sirens approaching, Steffanie decided that if this was 
  the hand fate had dealt her, she’d play it with relish.
  She fled into hiding and began working. If she 
  were going to be a criminal, she wouldn’t become 
  just any criminal — she wanted to stand out from 
  the crowd, to make a name for herself, be flamboy-
  ant. She used her skills with underwater work and 
  gadgetry to design and build her first Mantara 
  armored suit and began committing crimes on and 
  around major bodies of water. She discovered she 
  got a real kick out of it, and that she was good at it. 
  With several years in the supervillain business now 
  under her belt, she’s never looked back and has no 
  plans to quit. If anything, she’s looking for more 
  impressive crimes to commit — it’s time to move 
  up to the “big leagues.”
  Personality/Motivation:  Mantara was once a decent 
  sort of woman, but losing out on her chance for 
  fame and glory at the Olympics has made her self-
  centered and bitter. Now she only cares about her-
  self and satisfying her own needs, whether that’s for 
  money, revenge, or something else.
  Mantara still has a strong competitive streak, 
  especially when it comes to swimming and other 
  water sports. If she runs into someone who seems 
  to be her match in the water, she’ll become deter-
  mined to prove that she’s faster, more agile, or just 
  plain better.
  Quote:  “You can’t beat me — not anywhere, but 
  especially not in the water.”
  Powers/Tactics:  Mantara is most at home in the 
  water. Heroes will rarely encounter her outside 
  it, much less far from it — and in that case, she’ll 
  almost certainly flee for the nearest large body 
  of water. She feels (and often rightly so) that her 
  experience and abilities in the water give her 
  an edge in combat, an edge she’d otherwise lack 
  due to the fact that she doesn’t have superpow-
  ers or extensive weaponry. In combat she relies 
  on Move Bys for HTH Combat and her Gauntlet 
  Water Cannons when she fights at Range. She 
  has relatively little grasp of tactics, and if pos-
  sible hires a group of SCUBA-equipped thugs to 
  help fight her battles for her.
  Campaign Use:  Mantara is an example of a fairly 
  low-level speedster. Her Swimming 30” is pretty 
  fast, but only works in a limited environment, and 
  she’s only DEX 18, SPD 5. She shows how you can 
  build a speedster — a movement-oriented charac-
  ter — without rising to the level of hypervelocity 
  and speed tricks.
  To make Mantara tougher, increase her SPD 
  and DEX until she’s more of a true speedster, or 
  make her Mantara suit more like true powered 
  armor — have it boost her STR and other Charac-
  teristics, build more weapons into it, and so on. You 
  could also give her more weaponry, some Martial 
  Arts, or other ways to attack. To weaken her, reduce 
  her inches of Swimming.
  Mantara doesn’t usually Hunt heroes. She’d 
  be most likely to if one of the PCs is an aquatic-
  themed character (especially a woman) and she 
  wants to prove she’s better than the PC.
  Appearance:  Out of her Mantara costume, Steffanie 
  Landers is a beautiful woman with long blonde hair 
  and blue eyes; she stands 5’11” tall and has a well-
  developed but athletic figure. Her Mantara armor 
  adds two inches of height and completely conceals 
  her features and her beauty. It’s a glossy black with 
  blue highlights at the joints; blue lines also mark 
  out the gloves and boots. The helmet is much more 
  form-fitting than that of a diving suit, and has one 
  large eyepiece across the eyes. On her back there’s 
  a pack-like structure containing her underwater 
  impeller and most of her oxygen supply.
  
  Hero System 5th Edition
  184 ■ Speedsters, Genre By Genre
   VECTOR
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [2]
   36 DEX 
  78 
  16- 
  OCV:  12/DCV:  12
   25 CON 
  30 
  14-
   13 BODY 6 
  12-
   15 INT 
  5 
  12- 
  PER Roll 12-
   15 EGO 
  10 
  12- 
  ECV:  5
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   14 COM 
  2 
  12-
   12 PD 
  8 
  Total:  12 PD (12 rPD)
   12 ED 
  7 
  Total:  12 ED (12 rED)
   10 SPD 
  54 
  Phases:  2, 3, 4, 5, 6, 8, 9, 10, 11, 12
   20 REC 
  22
   120 END 
  35
   36 STUN 
  0 
  Total Characteristics Cost:  277
  Movement: 
  Running:  6”/12”
   
  Flight:  30”/480”
   
  MegaFlight:  30 km/Phase
  Cost Powers 
  END
  131 
  Hyper-Flight:  Multipower, 131-point  
  reserve
  13u 
  1)  Super-Flight:  Flight 30”, x16  
  Noncombat, No Turn Mode (+¼),  
  Usable Underwater (+¼), Reduced  
  Endurance (½ END; +¼) 
  6
  12u 
  2)  Machspeed Flight:  Flight 30”,  
  MegaScale (1” = 1 km; +¼), No Turn  
  Mode (+¼), Usable Underwater (+¼), 
  Reduced Endurance (½ END; +¼) 
  6
  200 
  Speedster Tricks:  Variable Power Pool, 120 
  base + 60 control cost, Powers Can Be 
  Changed As A Zero-Phase Action (+1);  
  Only For Speedster Tricks (-½) 
  var
  12 
  Friction Resistance: Damage Resistance  
  (12 PD/12 ED) 
  0
  45 
  Femtospeed Perception:  Rapid (x1  
  quadrillion) for Normal Sight 
  0
   
  Skills
  12 
  +4 with Speedster Tricks
  20 
  +4 DCV
  10 
  +2 HTH
  3 
  Acrobatics 16-
  3 
  Breakfall 16-
  3 
  Combat Piloting 16-
  3 
  KS: The Superhuman World 12-
  2 
  KS: The US Air Force 11-
  3 
  KS: World Aircraft 12-
  21 
  Power:  Speedster Tricks 25-
  3 
  Stealth 16-
  3 
  TF: Combat Aircraft, Large Planes, Small 
  Planes
  Total Powers & Skills Cost:  499
  Total Cost:  776
  200+ Disadvantages
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  PRIMUS 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture/
  Kill)
  15 
  Psychological Limitation:  Selﬁsh; Looks Out 
  For Number One (Common, Strong)
  15 
  Psychological Limitation:  Paranoid 
  (Common, Strong)
  15 
  Psychological Limitation:  Flamboyant 
  Showoﬀ (Common, Strong)
  5 
  Rivalry:  Professional (with other speedsters, 
  to prove himself the fastest)
  466 
  Experience Points
  Total Disadvantage Points:  776
  Background/History:  Leonard Winston was a top 
  Air Force combat pilot — the one the brass called 
  on to test all the latest designs and classiﬁed proj-
  ects. Brash and outgoing, he was a poor choice for 
  top secret work when it came to security concerns... 
  but he got away with his attitude and lax approach 
  to discipline because there was no one who could 
  ﬂy planes the way he could.
  During one particularly tricky test ﬂight, Win-
  ston encountered an unexpected stormfront — one 
  that had come seemingly out of nowhere, develop-
  ing with such speed he couldn’t avoid it. Before he 
  knew it he was in the thick of the clouds and bat-
  tling the bucking winds for his life. Suddenly his 
  whole world came apart in a blinding ﬂare of light, 
  power, and pain.
  The Air Force lost Winston on its radar shortly 
  after he entered the clouds, and when even his 
  static-ﬁlled radio transmissions ceased and the 
  plane didn’t re-appear, it sent out search parties 
  to look for the wreckage. Eventually it found the 
  debris from the plane... but no Winston. Utterly 
  baﬄed by the situation, the USAF wrote him oﬀ as 
  “missing in action and presumed dead.”
  But unfortunately for America and the world, 
  he wasn’t dead. A few days later an ultra-fast ﬂying 
  supervillain, one of the swiftest ever recorded, com-
  mitted over a dozen crimes in the Chicago area... in 
  the space of about ﬁve seconds. He called himself 
  Vector and wore a costume, but an advanced bank 
  security camera got a good enough shot of him for the 
  authorities to identify him as Leonard Winston. That 
  wasn’t enough for either PRIMUS or UNTIL to catch 
  him, though — he’s too quick for that. Ever since then 
  he’s been a major thorn in the side of the law, having 
  committed dozens of crimes and gotten away scot-
  free, and perhaps dozens more no one knows about 
  because he moves so quickly. Some oﬃcials consider 
  him a major threat to world security due to his power 
  level, though he has yet to show an interest in any-
  thing beyond ordinary crime.
  Personality/Motivation:  Vector’s always been ﬂam-
  boyant — a showoﬀ and thrillseeker with a justiﬁed 
  conﬁdence in his abilities. Becoming a superhuman 
  has only made this tendency worse, particularly 
  when he’s around other speedsters; many villains 
  don’t like to work with him because they either (a) 
  ﬁnd his constant boasting and showing oﬀ annoy-
  ing, (b) fear that his unprofessional attitude and 
  VECTOR  
  PLOT SEEDS
  Vector issues an oﬀer 
  to the superhuman 
  underworld:  I’m selling 
  insurance. You pay me 
  $10 million per year, 
  and if you’re ever caught 
  by the law, I’ll break you 
  out, even from Strong-
  hold. The authorities 
  are worried that some 
  super-crooks might take 
  him up on his oﬀer, and 
  they’re honestly not sure 
  they can keep him from 
  fulﬁlling his promise. 
  The PCs have to catch 
  him and convince him 
  to rescind the oﬀer... but 
  how?
  Vector challenges a 
  PC speedster to a race 
  around the world, to be 
  moderated by a panel 
  of three people jointly 
  chosen by the two of 
  them. If the PC wins, 
  Vector will supply them 
  with some crucial piece 
  of information they’ve 
  been seeking. But if 
  Vector wins, the PC and 
  his team have to agree to 
  leave him alone — not 
  investigate, pursue, or 
  interfere with him in 
  any way — for two years 
  from the date of the 
  race. Will the PC do it?
  Vector comes to the 
  PCs with the wild claim 
  that “aliens from the 
  Speed Zone” are plan-
  ning to manifest in the 
  normal-speed world 
  and conquer it. It sound 
  ridiculous... but if it’s 
  true, the world is in seri-
  ous danger. What do the 
  heroes do?
  
  185 
  The Ultimate Speedster ■ Chapter Three
  conduct will compromise the job, or (c) both.
  Since gaing his powers, Winston’s also become 
  a lot more self-centered, to the point of abandoning 
  allies who need help because helping them would 
  inconvenience him or expose him to capture. He 
  can act like a normal guy when he has to, and 
  sometimes he even wants to, but when it comes 
  right down to it all he cares about is himself.
  But the accident that turned Leonard Win-
  ston into Vector did more than just exacerbate 
  existing personality traits. It also made him 
  edgy and paranoid — fearful that people are 
  spying on him, out to get him, or hiding things 
  from him. For example, it’s commonly believed 
  that he got his powers when the experimental 
  plane he was flying was struck by a particularly 
  powerful lightning bolt, and some analyses of 
  data gathered on him remotely tend to support 
  that theory. Vector used to believe it too, but 
  in recent years he’s begun to wonder. Could a 
  simple lightning bolt really change him that way? 
  And that storm came up on him really sudden. 
  Could it have been... aliens? Is he a guinea pig for 
  some experimental alien ray? If so, which aliens 
  was it, and what do they really want with him? 
  Thoughts like this often keep him up at night.
  Quote:  “Oh, sure, I do that and then you hit me 
  from behind. You’re going to have to think faster 
  than that to catch the fastest man alive!”
  Powers/Tactics:  Capable of attaining speeds of 
  nearly 2,000 miles per hour under combat condi-
  tions, and up to about 56,000 miles per hour when 
  he wants to really move, Vector is one of the fastest 
  beings on the planet — and he knows it. He takes 
  full advantage of his speed in combat by running 
  rings around his foes to show just how good he is. 
  He likes to start with a ﬂashy but not overly eﬀec-
  tive attack, such as a Multiple Move By powerful 
  enough to Stun but not Knock Out his enemies. He 
  follows that up with a Presence Attack, and if he 
  still encounters resistance he opens up with every-
  thing he’s got.
  Vector burns END at a high rate — even if he 
  does nothing but move every Phase, he spends 60 
  END a Turn — so keep a careful eye on his END. 
  He often uses a Phase or two every Turn, especially 
  in Segments 9 and 11, to take a Recovery. If he can, 
  he buys the Speedster Tricks in his Power Pool with 
  Reduced END to further cut down on END usage.
  At times Vector uses his Flight to mimic Run-
  ning — he moves along the ground in such a way 
  that it looks like he’s using his legs to move. He par-
  ticularly enjoys using this trick on people he’s never 
  encountered before so he can see the looks on their 
  faces when he suddenly soars into the sky.
  Campaign Use:  Vector is a classic speedster 
  — incredibly fast and agile, highly experienced at 
  using his super-speed in a wide variety of ways. 
  He just ﬂies instead of runs (most of the time). He 
  should pose a challenge for your PCs all by himself 
  (never mind when he’s part of a team); if he’s not 
  that tough yet, beef him up until he is.
  To make Vector more powerful, increase the 
  size of his Variable Power Pool, increase his SPD 
  right up to 12, give him more END or Combat Skill 
  Levels, and/or let him buy some basic Speed Zone 
  powers outside his VPP. To weaken him, reduce his 
  VPP and SPD until he’s a tough speedster for your 
  campaign, but not necessarily the toughest.
  Vector isn’t much of a Hunter. He’s got better 
  things to do than chase after some slowpoke 
  superhero — catching and humiliating guys like 
  that is just too easy. But if someone made him 
  mad enough, he might come looking for revenge, 
  making full use of his powers to turn his enemy’s 
  life into a living hell.
  Appearance:  Leonard Winston is a black male who’s 
  six feet tall and weighs about 220 pounds with a 
  ﬁrm, muscular build. He’s bald and cleanshaven. As 
  Vector he wears a skintight bodystocking in dull 
  gold with no gloves. It ends at the neck, in turtle-
  neck-like fashion; to conceal his identity he wears 
  a sort of dull gold domino mask over his eyes. His 
  boots have reinforced soles to withstand the fric-
  tion he creates when he uses his ﬂying powers to 
  emulate running.
  
  Hero System 5th Edition
  186 ■ Speedsters, Genre By Genre
  W
  hile speedsters are most common in 
  Champions games — since, after all, 
  that’s where characters can obtain 
  enough speed to really accomplish 
  amazing things — they also exist in the Heroic 
  genres. As discussed on page 6, in these genres 
  they’re mostly people with the ability to move in 
  unusual ways, not characters who can move at 
  super-speeds. For example, in many campaigns 
  a character who can fly under his own power 
  qualifies as unusual and special, and thus as a 
  “speedster” even if he can’t outrace jets. In some 
  cases you can extend this to characters who are 
  particularly nimble or agile, have especially fast 
  reflexes, and the like.
  DARK CHAMPIONS
   BULLETHEAD
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [4]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   18 CON 
  16 
  13-
   15 BODY 10 
  12-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   8 COM 
  -1 
  11-
   8 PD 
  4 
   
  Total:  11 PD (3 rPD)
   6 ED 
  2 
   
  Total:  9 ED (3 rED)
   5 SPD 
  32 
   
  Phases:  3, 5, 8, 10, 12
   10 REC 
  4
   50 END 
  7
   50 STUN 16 
  Total Characteristics Cost:  129
  Movement: 
  Running:  12”/24”
   
  Swimming:  4”/12”
  Cost Powers 
  END
  10 
  The Pulverizer:  HA +3d6; Hand-To-Hand 
  Attack (-½) 
  1
  8 
  Comin’ Through, Pal!:   HA +4d6; Hand-
  To-Hand Attack (-½), Only With Move 
  Through/By (-1) 
  2
  16 
  Really Fast:  Running +6” (12” total) 
  1
  2 
  Really Fast:  Swimming +2” (4” total) 
  1
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  10 
  +2 HTH
  12 
  +4 with Move By, Move Through, and Grab By
  3 
  Climbing 13-
  1 
  KS: US Army 8-
  1 
  Lockpicking 8-
  1 
  Mechanics 8-
  3 
  Shadowing 11-
  3 
  Stealth 13-
  3 
  Streetwise 12-
  2 
  WF: Small Arms
  Total Powers & Skills Cost:  81
  Total Cost:  210
  HEROIC 
  GENRES
  
  187 
  The Ultimate Speedster ■ Chapter Three
  100+ Disadvantages
  20 
  Enraged:  in combat (Common), go 11-, 
  recover 11-
  20 
  Enraged:  when insulted, belittled, taunted, or 
  mocked (Common), go 11-, recover 11-
  10 
  Enraged:  for no good reason whenever even 
  trivial things don’t go his way (Common), go 
  8-, recover 14-
  20 
  Hunted:  HCPD 8- (Mo Pow, NCI, Capture)
  15 
  Psychological Limitation:  Temperamental; 
  Frustrated And Angry Much Of The Time 
  (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Mark 
  Hauer) (Frequently, Major)
  10 
  Social Limitation:  Criminal Record (Fre-
  quently, Minor)
  Total Disadvantage Points:  210
  Background/History:  Fed up with the lousy pay, lousy 
  food, and lousy working conditions, Pvt. Mark Hauer 
  volunteered for a “special medical experiment” in 
  the hopes of getting the hell out of the Army early. It 
  worked... but not the way he expected. The brass was 
  conducting a secret project to try to create a soldier 
  who could move fast and keep moving despite pain, 
  fatigue, and lack of food. At ﬁrst the drugs they gave 
  Mark seemed to work; he became much stronger, 
  tougher, and especially faster — not only could he run 
  at much higher speeds than normal men, but his reac-
  tion time also improved (a side eﬀect the scientists 
  hadn’t anticipated).
  But then the problems began. First all of the 
  hair on Mark’s head fell out. Then he began suf-
  fering intense headaches, sometimes followed by 
  epilepsy-like spasms. Soon the doctors realized his 
  brain was swelling at an inexplicably fast rate. To 
  save him, they had to remove a large part of his 
  skull permanently, replacing it with a helmet-like 
  metal plate. In time the swelling went down, and 
  the plate was redesigned to mimic the contours of 
  his real skull (the military even sprang for a special 
  covering that looked and felt like ﬂesh).
  Unfortunately, while the physical eﬀects ebbed, 
  the psychological ones did not. Although the doc-
  tors saved Mark’s life, they couldn’t save his sanity 
  — the swelling had caused neurological damage 
  they couldn’t reverse. He became more tempera-
  mental, more violent, angrier. One day one of the 
  scientists accidentally knocked Mark’s coﬀee cup 
  oﬀ a table and broke it, and Mark just snapped. He 
  went on a rampage that left three doctors dead, ten 
  soldiers in the hospital, one experimental medi-
  cal ward completely trashed, and him AWOL... for 
  good. Abandoning the Army that had turned him 
  into a “freak,” he became the criminal known as 
  Bullethead.
  Personality/Motivation:  The drug that stripped 
  away Bullethead’s hair also stripped away much of 
  his sanity. He has so little control over his temper 
  that nearly anything can anger him, even trivial 
  frustrations that most people brush oﬀ easily. And 
  when he gets mad, he usually gets violent, smash-
  ing whatever or whoever upset him. His hair-trig-
  ger temper has made it hard for him to get and 
  keep jobs — a lot of other criminals won’t work 
  with him at all — but his strength, ﬁghting skills, 
  and willingness to take orders means that sooner 
  or later another person in need of muscle always 
  comes looking for him.
  Quote:  “Comin’ through!”
  Powers/Tactics:  Bullethead is a HTH combatant 
  who relies primarily on brute strength — his “Pul-
  verizer” punch is enough to make most opponents 
  see stars. But for someone his size (or any size) he’s 
  extremely agile and incredibly fast, both in terms 
  of movement and reﬂexes. He specializes in Move 
  Throughs and like attacks, always uttering his 
  trademark phrase “Comin’ through!” before plow-
  ing into someone. Most victims of his battering 
  ram attacks end up as a pile of bruised ﬂesh and 
  broken bones lying on the ﬂoor moaning in pain. 
  He’s a good man for any job that involves breaking 
  down doors or smashing through walls.
  A lot of people think Bullethead is stupid. He’s 
  not, and in fact knows all sorts of useful little facts 
  and Skills. He just prefers to follow orders rather 
  than launch his own schemes, and favors a straight-
  forward approach to combat instead of complex 
  tactics or maneuvering.
  Campaign Use:  Although Bullethead has an exten-
  sive criminal record and can easily be identiﬁed by 
  his ﬁngerprints or DNA, the Army’s taken pains to 
  cover up his background to conceal its own mal-
  feasance in creating him. Thus the HCPD doesn’t 
  know that his real name is Mark Hauer. On his 
  records he’s known as “John Doe (Bullethead).” 
  Uncovering his real identity might be part of a plot 
  or story arc involving him.
  To make Bullethead tougher, give him more 
  HA dice, both in general and with Move Throughs/
  Bys. More Combat Skill Levels would also do the 
  trick. To weaken him, remove the Pulverizer HA 
  and reduce his Running to 10”.
  Bullethead doesn’t Hunt heroes unless ordered 
  to, in which case he follows his orders. He’s no cold-
  blooded killer, though, and won’t work for villains 
  who are.
  Appearance:  Bullethead is a large black male, 
  6’5” tall and weighing over 300 pounds of rock-
  solid muscle — he’s so ripped he looks like a 
  professional bodybuilder. He has absolutely no 
  hair on his head, though his metal skullplate has 
  a faux flesh covering so it seems normal (until 
  someone touches it and feels that it’s steel). He 
  usually prefers undecorated Army green military 
  fatigues, often with the shirt unbuttoned, but 
  is willing to put on a costume if his employer 
  insists (some, for example, dress him in profes-
  sional wrestler-like leotards or trunks).
  BULLETHEAD  
  PLOT SEEDS
  The Army brass who 
  sponsored the illegal 
  secret experiment that 
  created Bullethead want 
  him back so they can 
  test him and ﬁgure out 
  how to duplicate their 
  success without the 
  “rage” side eﬀect. Since 
  they can’t reveal their 
  connection to him, 
  they decide to trick the 
  heroes into doing their 
  dirty work for them.
  Mark Hauer’s family 
  approaches a PC who’s 
  known to be friendly or 
  sympathetic to people 
  who need help. The mili-
  tary keeps saying Mark’s 
  “missing in action,” but 
  stonewalls when asked 
  for more information. 
  Mark’s parents and sib-
  lings desperately want to 
  know what’s really going 
  on and ask the PC to 
  investigate.
  Bullethead’s brain 
  begins to swell again, 
  making him even more 
  temperamental. Is he 
  going to die? Become 
  stronger? Develop 
  psionic powers? And 
  what triggered the 
  sudden change?
  
  Hero System 5th Edition
  188 ■ Speedsters, Genre By Genre
  FANTASY HERO
   TOVAR FARWALKER
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [2]
   13 DEX 
  9 
  12- 
  OCV:  4/DCV:  4
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   12 COM 
  1 
  11-
   4 PD 
  2 
   
  Total:  4 PD (0 rPD)
   4 ED 
  1 
   
  Total:  4 ED (0 rED)
   3 SPD 
  7 
   
  Phases:  4, 8, 12
   5 REC 
  0
   26 END 
  0
   24 STUN 
  0 
  Total Characteristics Cost:  38
  Movement: 
  Running:  7”/14”
   
  Swimming:  3”/6”
  Cost Spells 
  END
  4 
  Cloudwalking 
  1
  8 
  Fine Roads 
  4
  8 
  Levitate Cargo 
  4
  9 
  River Roads 
  0
  7 
  Seven-League Steps 
  3
  27 
  The Spell Of The Instant Step 
  7
  7 
  Through The Mountains 
  3
  2 
  Traveler’s Mantle 
  0
   
  Powers
  2 
  Practiced Hiker And Runner:  Running +1” 
  (7” total) 
  1
  1 
  Strong Swimmer:  Swimming +1” (3” total) 
  1
   
  Perks
  2 
  Fringe Beneﬁt:  Membership (Journeyman in 
  the Guild of Travellers)
  5 
  Money:  Well Oﬀ
   
  Talents
  3 
  Lightning Calculator
   
  Skills
  3 
  Bribery 12-
  3 
  Bureaucratics 12-
  3 
  AK: The Lands Of The Serriatic League 12-
  2 
  CK: Bellisavius 11-
  2 
  CK: Corvatton 11-
  2 
  KS: The Guild Of Travel Mages 11-
  2 
  KS: Travel Magic 11-
  19 
  Power:  Travel Magic 20-
  3 
  Stealth 12-
  1 
  Streetwise 8-
  9 
  Trading 15-
  2 
  WF: Blades, Staﬀ
  Total Powers & Skills Cost:  136
  Total Cost:  174
  75+ Disadvantages
  5 
  Distinctive Features:  Travel Mage Staﬀ 
  (Easily Concealed; Noticed And Recogniz-
  able)
  15 
  Psychological Limitation:  Ambitious; 
  Driven To Achieve Proﬁt And Prominence 
  (Common, Strong)
  5 
  Social Limitation:  Obligated To The Guild 
  Of Travellers (Occasionally, Minor)
  5 
  Rivalry:  Professional (with other merchants, 
  especially Travellers, to ﬁnd the best deals 
  and make the highest proﬁt)
  69 
  Experience Points
  Total Disadvantage Points:  174
  Background/History:  In lands of High Magic, 
  those with a talent for spellcasting but who 
  do not aspire to a life of dusty research or the 
  heights of wizardly power sometimes find more 
  mundane ways to profit from magery. One such 
  group is the Guild of Travellers, an assemblage 
  of merchant-mages who use their spells to make 
  travel (and thus commerce) easier, quicker, and 
  more profitable. A Traveller is half-trader, half-
  wizard, though he usually knows few (if any) 
  spells that don’t pertain to his job.
  Tovar Farwalker is just such a mage, a jour-
  neyman in the Travellers. As a journeyman he’s 
  allowed to make trade expeditions unaccompa-
  nied and bargain and deal for himself, but he still 
  ultimately answers to the Guild and must pay it 
  a large percentage of his earnings. But he doesn’t 
  mind. The job suits him (and his wanderlust) 
  perfectly. He’s already earned some good money 
  — and now that he’s learned the first part of the 
  rare and powerful Spell Of The Instant Step, he 
  plans to make a lot more.
  
  189 
  The Ultimate Speedster ■ Chapter Three
  Personality/Motivation:  Tovar is an intense, driven 
  professional — the Fantasy equivalent of a hard-
  charging young Wall Street stockbroker or Wash-
  ington attorney. He wants success, proﬁt, and all 
  the good things they bring, and he’s willing to work 
  hard to get them. He might also be willing to cut 
  a few corners, here and there, or do things that his 
  more ethical-minded brethren would ﬁnd objec-
  tionable. He’s not a criminal, but “grey” dealings 
  aren’t beyond him... if he thinks the money’s worth 
  the risk and he can get away with it.
  Quote:  “I can have your goods there in just two 
  days. A wagon will take a week, at least — if the 
  rains don’t slow it down even more. All I want is a 
  fair share of the proﬁts... sixty percent.”
  Powers/Tactics:  Tovar’s no combatant, and he 
  knows it. He’s learned how to use both staﬀ and 
  blade so he can protect himself from ruﬃans on the 
  road, but there’s no proﬁt in ﬁghting. He’d rather 
  use his spells to run away than expose himself to 
  the possibility of getting cut, beaten, or robbed.
  Campaign Use:  Tovar is an example of the sorts of 
  ways you can use magic in a High Fantasy game 
  that don’t involve blasting monsters and acquiring 
  treasure. One of his deals might get him involved 
  with the PCs, or he might use them as pawns in 
  some semi-illicit scheme.
  To make Tovar more powerful, buy him a 
  few more traditional combat-oriented spells from 
  The Fantasy Hero Grimoire so he can give a good 
  account of himself in the sorts of situations PCs 
  tend to get themselves in. To weaken him, reduce 
  his Travel Magics roll so he has to take a lot of extra 
  time with his spellcasting to ensure success.
  Tovar doesn’t Hunt characters; it’s not proﬁtable 
  and too risky. But he can be tenacious when trying to 
  run down a good deal or beat out a competitor.
  Appearance:  Tovar is a man of about average 
  height and build in his mid-twenties. His hair is 
  black and worn slightly long (he keeps it out of 
  his eyes and face with a thin silver headband) 
  and he has a black beard and moustache (which 
  he often shaves off in the summer or when in hot 
  climes). He wears typical sturdy traveling-clothes 
  most of the time — well-made leather boots, 
  breaches, and tunic, plus a hooded cloak appro-
  priate to the location and season. He always has 
  with him his Travel Mage staff, the badge of his 
  position and the Focus for his spells. It’s a shaft 
  of blonde wood as tall as he is, shod with a silver 
  band and topped by two small silver wings.
  Tovar’s Spells
  Here are the full write-ups for Tovar’s  
  travel-spells:
   CLOUDWALKING
  Effect: 
  Flight 6”
  Target: 
  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  Constant
  Range: 
  Self
  Magic Roll Penalty:  -1
  END Cost: 1
  Description:  This spell allows the caster to step up 
  oﬀ the ground and into the air, just as if the air were 
  stairs and level ground. Thus he can easily bypass 
  chasms, “walk” over mountain ranges, avoid muddy 
  ground, and the like. However, storms or aerial 
  predators may make life diﬃcult for him at times.
  Game Information:  Flight 6” (12 Active Points); 
  OAF (Travel Mage’s staﬀ; -1), Gestures (-¼), 
  Incantations (-¼), Requires A Travel Magics 
  Roll (-½). Total cost:  4 points.
   FINE ROADS
  Effect: 
  Change Environment (make ground easy to 
  travel on)
  Target: 
  4 km Line
  Casting Time:  1 Minute (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  1 Hour
  Range: 
  No Range
  Magic Roll Penalty:  -4
  END Cost: 4
  Description:  Often a Travel Mage needs to have a 
  caravan of goods accompany him, and that means 
  it has to be able to travel quickly so he’s not slowed 
  down too much. If the Travel Mage had to settle for 
  the normal roads — rutted, muddy, badly main-
  tained — that would be a problem. But with this 
  spell a Travel Mage can make the roads perfect for 
  traveling. For an hour, a stretch of road up to 4 kilo-
  meters long and 10 meters wide becomes ﬁrm and 
  ﬂat (i.e., as easy to travel on as possible for a wagon 
  or riding animal, without altering the topography 
  of the land). Rutted roads become smooth, soft or 
  muddy ground becomes ﬁrm, and travel almost 
  becomes a pleasure.
  Game Information:  Change Environment 4” 
  Line (+0) (make ground easy to travel on), 
  MegaScale (each 1” is 5 meters wide and 1 
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Travel Mage’s Staﬀ +0 
  — 
  4d6 N 
  — 
  — 
  10
  Dagger 
  +0 
  RBS 
  1d6-1 
  1d6-1 
  — 
  6
  Armor
  None
  Gear:  Haversack for personal goods (spare clothing and such), tinderbox, rations bag (full), wineskin (full), waterskin 
  (full)
  Clothing:  See Appearance
  TOVAR FARWALKER 
  PLOT SEEDS
  Tovar has a line on a 
  really good deal... but it 
  requires him to travel 
  through some very dan-
  gerous territory. He hires 
  the PCs as bodyguards to 
  accompany him.
  Tovar convinces one or 
  more PCs to invest in a 
  large trade caravan he 
  plans to lead across the 
  Desolation of Varthax 
  and into the gold-rich 
  lands beyond. But when 
  he’s months overdue to 
  return, the PCs begin to 
  suspect that something’s 
  going on. Was the cara-
  van lost or robbed, or is 
  it Tovar who’s done the 
  robbing?
  As part of his trials 
  to become a Master 
  Travel Mage, the Guild 
  assigns Tovar to take 
  control and shepherd 
  to completion a large 
  and complex trade deal. 
  However, the Guild has 
  a major competitor also 
  trying to get this deal. 
  One way to slow his 
  competitors down is to 
  give them an enemy to 
  contend with, so Tovar 
  tricks the PCs into 
  attacking them. What 
  happens if (when) the 
  heroes discover they’re 
  being played for fools?
  
  Hero System 5th Edition
  190 ■ Speedsters, Genre By Genre
  km long; +¼), Long-Lasting (eﬀect lasts for 1 
  Day) (44 Active Points); OAF (Travel Mage’s 
  staﬀ; -1), Extra Time (1 Minute to cast; -¾), 
  Gestures (throughout casting; -½), Incanta-
  tions (throughout casting; -½), No Range (-½), 
  Requires A Travel Magics Roll (-½), Spell (-½). 
  Total cost:  8 points.
   LEVITATE CARGO
  Effect: 
  Telekinesis (30 STR), Affects Whole Object, 
  Only To Carry Burdens
  Target: 
  Special
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  Constant
  Range: 
  No Range
  Magic Roll Penalty:  -4
  END Cost: 4
  Description:  Sometimes it doesn’t do a Travel Mage 
  much good to travel quickly if he can’t carry a large 
  amount of cargo with him to trade when he gets 
  where he’s going. A Travel Mage who knows this 
  spell doesn’t have that dilemma; it allows him to 
  levitate cargo weighing up to 1,200 kg and “carry” it 
  along with him as he walks or ﬂies.
  Game Information:  Telekinesis (30 STR) (45 
  Active Points); OAF (Travel Mage’s staﬀ; 
  -1), Aﬀects Whole Object (-¼), Extra Time (1 
  Turn to cast; -¾), Gestures (throughout cast-
  ing; -½), Incantations (throughout casting; -½), 
  No Range (-½), Only To Carry Burdens (-½), 
  Requires A Travel Magics Roll (-½). Total cost:  
  8 points.
   RIVER ROADS
  Effect: 
  Flight 6”, Usable By Other, Only In Contact 
  With Level Water
  Target: 
  One character
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  Uncontrolled (1 Hour, +1 Hour per point by 
  which caster makes his Travel Magics roll)
  Range: 
  Self/Touch
  Magic Roll Penalty:  -3
  END Cost: 0
  Description:  This spell makes a river as good as a 
  road, since it lets the person it’s cast upon walk on 
  water. He can’t walk up waterfalls or the like; the 
  water has to be reasonably “ﬂat.” If the water’s too 
  rough, he may not be able to make any progress at 
  all. A person under the eﬀects of the spell has to 
  keep moving; he can’t stop (“hover”) or rest on the 
  water, or he falls in and the spell ends. The spell’s 
  eﬀects automatically end after a few hours.
  Game Information:  Flight 6”, Reduced Endur-
  ance (0 END; +½), Persistent (need not main-
  tain LOS to recipient after spell is cast; +½) 
  Uncontrolled (1 Hour, +1 Hour per point by 
  which caster makes his Travel Magics roll; +½) 
  (30 Active Points); OAF (Travel Mage’s staﬀ; 
  -1), Gestures (-¼), Incantations (-¼), Only In 
  Contact With Level Water (-½), Requires A 
  Travel Magics Roll (-½). Total cost:  9 points.
   SEVEN-LEAGUE STEPS
  Effect: 
  MegaScale (1 league) for Running 7” and 
  for Normal Sight
  Target: 
  Self
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  Constant
  Range: 
  Self
  Magic Roll Penalty:  -3
  END Cost: 3
  Description:  Folktales often talk about magical 
  boots that let the wearer stride seven leagues in a 
  single step. A mage who knows this spell can do 
  that regardless of what footgear he’s wearing!
  This spell assumes the caster has Running 7”, 
  to make it match the legends about seven-league 
  boots. You should rewrite it and adjust the cost for 
  other amounts of Running.
  Some Travel Mages are said to know a version 
  of this spell that can be cast on others. In game 
  terms, such a spell would have Usable By Other, 
  Reduced Endurance (0 END), Persistent, and 
  Uncontrolled (to establish a set duration).
  Game Information:  MegaScale (1 league; +½) 
  for Running 7”, Continuous (+1) (14 Active 
  Points); OAF (Travel Mage’s staﬀ; -1), Extra 
  Time (1 Turn to cast; -¾), Gestures (-¼), Incan-
  tations (-¼), Requires A Travel Magics Roll (-½) 
  (total cost:  4 points) plus  MegaScale (1 league; 
  +½) for Normal Sight (12 Active Points); OAF 
  (Travel Mage’s staﬀ; -1), Extra Time (1 Turn 
  to cast; -¾), Gestures (-¼), Incantations (-¼), 
  Requires A Travel Magics Roll (-½) (total cost:  
  3 points). Total cost:  7 points.
   THE SPELL OF THE INSTANT STEP
  Effect: 
  Teleportation 20”, Teleportation 10” Mega-
  Scale
  Target: 
  Self
  Casting Time:  Half Phase/Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  Instant
  Range: 
  Self
  Magic Roll Penalty:  -7/-6
  END Cost: 7/6
  Description:  One of the rarest and most prized 
  Travel Mage spells, the Instant Step allows the 
  caster to travel from one point to another in the 
  blink of an eye. With practice, the mage learns 
  how to cross hundreds of leagues at a time. (In 
  game terms, many Travel Mages start by buying 
  the first slot on its own, then later spend Experi-
  ence Points to expand the spell into a Multip-
  ower. That’s what Tovar has done — he paid 25 
  points for just Slot #1.)
  Game Information:
  Cost Power
  23 
  The Spell Of The Instant Step:  Multipower, 
  70-point reserve; all OAF (Travel Mage’s 
  staﬀ; -1), Gestures (-¼), Incantations (-¼), 
  Requires A Travel Magics Roll (-½)
  2u 
  1)  Short Step:  Teleportation 20”, x64 Non-
  
  191 
  The Ultimate Speedster ■ Chapter Three
  combat, x2 Increased Mass; OAF (Travel 
  Mage’s staﬀ; -1), Gestures (-¼), Incantations 
  (-¼), Requires A Travel Magics Roll (-½)
  2u 
  2)  Long Step:  Teleportation 10”, x2 Increased 
  Mass, MegaScale (1” = 100 leagues, can 
  scale down to 1” = 1 km; +1¼); OAF (Travel 
  Mage’s staﬀ; -1), Gestures (-¼), Incantations 
  (-¼), Requires A Travel Magics Roll (-½)
  Total cost:  27 points.
   THROUGH THE MOUNTAINS
  Effect: 
  Tunneling 6” through DEF 6 materials
  Target: 
  Self
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  Constant
  Range: 
  Self
  Magic Roll Penalty:  -3
  END Cost: 3
  Description:  A Travel Mage with this spell doesn’t 
  have to worry about whether the passes are ﬁlled 
  with snow, nor does he need Cloudwalking spell 
  to go over the icy peaks — he can literally travel 
  through the mountains by digging! The spell clears 
  out a 1” wide tunnel he can use, and that others can 
  use after him (thus, Travel Mages are often hired by 
  cities and military commanders to use this spell to 
  dig permanent accessways through mountainous 
  areas). However, because the Travel Mage can’t see 
  through earth and rock, his tunnel may not be as 
  straight or level as he’d like.
  Game Information:  Tunneling 6” through DEF 
  6 materials (30 Active Points); OAF (Travel 
  Mage’s staﬀ; -1), Extra Time (Full Phase to 
  cast and to use; -½), Gestures (throughout; 
  -½), Incantations (throughout; -½), Requires A 
  Travel Magics Roll (-½). Total cost:  7 points.
   TRAVELER’S MANTLE
  Effect: 
  Life Support (Safe Environments:  Intense 
  Cold, Intense Heat) plus Force Field (2 
  PD), Only To Keep Rain From Touching The 
  Character
  Target: 
  Self One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration: 
  Uncontrolled (12 Hours)
  Range: 
  Self
  Magic Roll Penalty:  -1
  END Cost: 1
  Description:  Travel Mages often have to venture out 
  onto the road when it’s freezing cold, swelteringly 
  hot, pouring rain, or snowing hard. With this spell 
  protecting them, it feels just like a pleasant spring 
  day. It not only shields them from extremes of tem-
  perature, it prevents them from getting wetted by 
  rain, snow, sleet, puddle-splashes, and similar forms 
  of precipitation. (The mage can still voluntarily 
  touch liquids to drink or wash his hands, and the 
  spell confers no protection from the impact of hail 
  or the like).
  Game Information:  Life Support (Safe Environ-
  ments:  Intense Cold, Intense Heat) (4 Active 
  Points), Uncontrolled (lasts for 12 Hours; +0); 
  OAF (Travel Mage’s staﬀ; -1), Gestures (-¼), 
  Incantations (-¼), Requires A Travel Magics 
  Roll (-½) (total cost:  1 point) plus Force Field 
  (2 PD), Reduced Endurance (0 END; +½), Per-
  sistent (+½), Uncontrolled (lasts for 12 Hours; 
  +½) (5 Active Points); OAF (Travel Mage’s staﬀ; 
  -1), Gestures (-¼), Incantations (-¼), Requires 
  A Travel Magics Roll (-½), Only To Keep Rain 
  From Touching The Character (-2) (total cost:  
  1 point). Total cost:  2 points.
  
  Hero System 5th Edition
  192 ■ Speedsters, Genre By Genre
  WINGED FOLK
   Val Char 
  Cost Roll 
  Notes
   12 STR 
  2 
  11- 
  Lift 133 kg; 2d6 [2]
   13 DEX 
  9 
  12- 
  OCV:  4/DCV:  4
   12 CON 
  4 
  11-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   10 PRE 
  0 
  11- 
  PRE Attack:  2d6
   10 COM 
  0 
  11-
   4 PD 
  2 
   
  Total:  4 PD (0 rPD)
   3 ED 
  1 
   
  Total:  3 ED (0 rED)
   3 SPD 
  7 
   
  Phases:  4, 8, 12
   5 REC 
  2
   24 END 
  0
   22 STUN 
  0 
  Total Characteristics Cost:  27
  Movement: 
  Running:  6”/12”
   
  Flight:  10”/20”
   
  Gliding:  10”/20”
  Cost Powers 
  END
  17 
  Wings:  Flight 10”, Usable As Gliding 
  (+¼); Restrainable (-½) 
  2
  2 
  Strong Eyes:  +1 to PER Rolls with Sight 
  Group 
  0
  6 
  Strong Eyes:  +4 versus Range Modiﬁer 
  with Sight Group 
  0
   
  Skills
  3 
  Stealth 12-
  2 
  Survival (one environment) 11-
  4 
  WF: Common Melee Weapons, Common 
  Missile Weapons
  Total Powers & Skills Cost:  34
  Total Cost:  61
  75+ Disadvantages
  None
  Total Disadvantage Points:  0
  Ecology:  The Winged Folk are winged humanoids. 
  They eat and breed the same as other humanoids, 
  though their hunting methods are a little diﬀer-
  ent because they have the advantage of ﬂight. They 
  usually live in families, clans, or small communities 
  in isolated areas. They prefer to make their homes 
  on mesas, cliﬀsides, in the tops of enormous trees, 
  and other places they can easily get to but most of 
  their enemies can’t.
  Personality/Motivation:  Normal sentient human-
  oid motivations. Winged Folk tend to prefer open, 
  airy spaces and enjoy heights. They ﬁnd enclosed 
  or cramped surroundings uncomfortable, and are 
  prone to outright claustrophobia.
  Powers/Tactics:  Winged Folk warriors prefer to 
  ﬁght from the air using bows, crossbows, spears, 
  and as a last resort short swords to strike at their 
  enemies. Many also learn the use of the net or 
  the lasso, since either weapon can kill a ﬂying foe 
  by snaring his wings so that he plummets to the 
  ground.
  Campaign Use:  This character sheet represents a 
  typical competent member of the Winged Folk 
  that the PCs might encounter in a situation where 
  you need a character sheet (i.e., combat or the 
  like). You can customize it by applying one of the 
  templates from pages 116-18 of Monsters, Minions, 
  And Marauders, such as Chieftain or Fighter. Lesser 
  Winged Folk — traders, the young, most females, 
  the elderly — would of course have slightly lower 
  Characteristics, no WFs, and so forth.
  Appearance:  The Winged Folk apparently descend 
  from an avian species, since they have short, blunt 
  beaks on their faces, large, bird-like eyes, and toe-
  nails that tend to be long and thick (though they’re 
  not strong enough to be used as claws). However, 
  unlike other avianoid species their wings aren’t 
  attached to their arms, but instead grow out of 
  their shoulderblades as two separate, distinct limbs. 
  Those who dwell in warm climates usually wear 
  only a loincloth or tunic, plus sandals; Winged Folk 
  from colder lands wear boots and correspond-
  ingly more clothing. They have bare skin and hair 
  on their heads and bodies like mammals, but their 
  wings are feathered. The color of a Winged Folk’s 
  wing-feathers is a mark of beauty (or lack thereof) 
  with black, gold, and white all considered par-
  ticularly attractive, and most shades of brown as 
  homely.
  
  193 
  The Ultimate Speedster ■ Chapter Three
  HORROR HERO
   BURROWING HORROR
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [3]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   20 CON 
  20 
  13-
   13 BODY 6 
  12-
   8 INT 
  -2 
  11- 
  PER Roll 11-
   5 EGO 
  -10 
  10- 
  ECV:  2
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   4 COM 
  -3 
  10-
   8 PD 
  5 
   
  Total:  8 PD (4 rPD)
   6 ED 
  2 
   
  Total:  6 ED (4 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   7 REC 
  0
   40 END 
  0
   31 STUN 
  0 
  Total Characteristics Cost:  53
  Movement: 
  Running:  6”/12”
   
  Swimming:  4”/8”
   
  Tunneling:  6”/12”
  Cost Powers 
  END
  15 
  Bite:  HKA 1d6 (2d6 with STR) 
  1
  5 
  Lunge:  Stretching 2”; Instant (-½), 
  Always Direct (-¼), No Noncombat
   
  Stretching (-¼) 
  1
  4 
  Leathery Skin:  Damage Resistance 
  (4 PD/4 ED) 
  0
  4 
  Heavy:  Knockback Resistance -2” 
  0
  20 
  Swift Burrowing:  Tunneling 6” through 
  DEF 6 materials; Only Through Earth/ 
  Rock (-½) 
  3
  2 
  Good Swimmer:  Swimming +2” (4” total) 1
  6 
  Burrower Senses:  +2 PER with all Sense 
  Groups except Sight Group 
  0
  35 
  Sense Vibrations:  Detect Physical 
  Vibrations 11- (Touch Group), Discrimi-
  natory, Analyze, Range, Targeting 
  0
   
  Skills
  10 
  +2 HTH
  3 
  Stealth 12-
  Total Powers & Skills Cost:  104
  Total Cost:  157
  75+ Disadvantages
  15 
  Physical Limitation:  Animal Intelligence 
  (Frequently, Greatly Impairing)
  15 
  Physical Limitation:  Poor Eyesight, suﬀers 
  -2 to all Sight PER Rolls (Frequently, Greatly 
  Impairing)
  5 
  Physical Limitation:  Reduced Leap, cannot 
  leap (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Very Limited Manipula-
  tion (Frequently, Greatly Impairing)
  5 
  Physical Limitation:  Large (4m; -2 DCV, 
  +2 to PER Rolls to perceive) (Infrequently, 
  Slightly Impairing)
  27 
  Experience Points
  Total Disadvantage Points:  157
  Ecology:  The burrowing horror lives underground. 
  It can tunnel through the ground as quickly as a 
  man can run on the surface. A ravening carnivore, 
  it eats just about anything, but prefers the taste 
  of human ﬂesh to other meats. It frequently lurks 
  around lonely country towns, summer camps full 
  of sexually precocious teenagers, and other loca-
  tions where it can keep its prey isolated and afraid 
  as it picks people oﬀ one by one — it seems to feed 
  as much on the terror it creates as on the ﬂesh itself.
  Sometimes burrowing horrors are solitary, 
  but they’ve been known to group together in nests 
  when there’s enough prey to support them all (or at 
  mating time). Often the ﬁrst sign a community has 
  that it’s been infested with burrowing horrors is a 
  single worm. It’s only after that one’s killed and the 
  townsfolk think they’re safe that the other horrors 
  are aroused to feed....
  Personality/Motivation:  Normal animal motivations, 
  though as mentioned above burrowing horrors 
  seem to thrive on causing fear, and often plan their 
  attacks accordingly.
  Powers/Tactics:  A burrowing horror is a vicious 
  ﬁghter that uses its mouthful of large, sharp teeth 
  to inﬂict deadly wounds. It prefers to attack from 
  ambush, lurking just below the surface and waiting 
  until it feels the vibrations of prey walking above. 
  Then it lunges out, grabs the target, and drags him 
  screaming down into its network of cramped tun-
  nels to feast.
  If confronted, a burrowing horror is surpris-
  ingly fast and agile and fights tenaciously. It can 
  lunge, projecting the forward part of its body 
  2” toward its prey, as a surprise attack. Another 
  favorite tactic is to perform a Grab by wrapping 
  its body around a target, then bite the helpless 
  victim to death.
  Campaign Use:  The burrowing horror is 
  intended as the centerpiece in a Horror Hero 
  story. The heroes find themselves trapped in 
  some isolated locale where it’s difficult, if not 
  impossible, to get up off the ground for long 
  periods of time. They have to find a way to fight 
  off the voracious predators before they, the NPCs 
  trapped along with them, and the beautiful love 
  interest are all dragged down into the depths of 
  the earth to become tasty meat snacks.
  Appearance:  A burrowing horror is an enor-
  mous worm-like creature about the size of a 
  man. Unlike an earthworm, it doesn’t appear 
  segmented, but has a solid skin and body more 
  like that of an eel or scaleless serpent. Its skin 
  is usually a disgusting shade of red-brown that 
  reminds many people of raw liver, but some are 
  redder or a dark verging into black. Its mouth 
  contains several rows of long, sharp, jagged teeth 
  that it uses both to burrow and eat.
  
  Hero System 5th Edition
  194 ■ Speedsters, Genre By Genre
  NINJA HERO
  KAGAMISHOKI 
  The Mirror Demon
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [3]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   23 CON 
  26 
  14-
   15 BODY 10 
  12-
   20 INT 
  10 
  13- 
  PER Roll 13-
   20 EGO 
  20 
  13- 
  ECV:  7
   25 PRE 
  15 
  14- 
  PRE Attack:  5d6
   16 COM 
  3 
  12-
   15 PD 
  12 
   
  Total:  15 PD (15 rPD)
   15 ED 
  10 
   
  Total:  15 ED (15 rED)
   7 SPD 
  36 
   
  Phases:  2, 4, 6, 7, 9, 11, 12
   12 REC 
  8
   46 END 
  0
   45 STUN 10 
  Total Characteristics Cost:  207
    
   
   
  (+81 with NCM)
  Movement: 
  Running:  15”/30”
   
  Teleportation:  30”/60”
   
  MegaTeleportation:  1-1,000 km
  Cost Powers 
  END
  30 
  Step Through The Mirror:  Multipower,  
  75-point reserve; all OIF (any mirror  
  of opportunity; -½), Only Through  
  Mirrors (-1)
  3u 
  1)  Short Step:  Teleportation 30”, Reduced 
  Endurance (½ END; +¼) 
  3
  2u 
  2)  Long Step:  Teleportation 10”,  
  MegaScale (1” = 100 km, can scale down  
  to 1” = 1 km; +1) 
  4
  10 
  Mirror Powers:  Elemental Control,  
  30-point powers; all OIF (any mirror of 
  opportunity; -½)
  6 
  1)  Mirrorsight:  Clairsentience (Sight  
  Group), x4 Range; OIF (any mirror of  
  opportunity; -½), Only Through  
  Mirrors (-1) 
  3
  10 
  2)  Step Into The Mirror:  Invisibility to  
  Sight Group (fringe eﬀect is seeing  
  Kagamishoki in a nearby mirror), Reduced 
  Endurance (0 END; +½); OIF (only works 
  when Kagamishoki is near to a mirror that  
  can show his fringe eﬀect; -½) 
  0
  30 
  3)  Shattered Reﬂection, Shattered Life:   
  RKA 2d6, Area Of Eﬀect (One Hex  
  Accurate; +½), Line Of Sight (+½),  
  Penetrating (+½); OIF (any mirror of  
  opportunity, -½), Requires A DEX Roll  
  (must catch target’s reﬂection in the  
  mirror and then smash that mirror, -½) 
  7
  14 
  4)  Reﬂected Forces:  Missile Deﬂection  
  and Reﬂection (any target), all Ranged 
  attacks; OIF (any mirror of opportunity,  
  -½), Costs Endurance (-½), Requires A  
  DEX Roll (must “catch” attack’s reﬂection  
  in mirror and deﬂect/reﬂect it; -½) 
  5
  7 
  5)  The Mirror’s Curse:  Sight Group Flash 
  6d6; OIF (any mirror of opportunity, -½), 
  Requires A DEX Roll (must “catch” nearby 
  light in mirror and reﬂect it into target’s  
  eyes; -½) 
  3
  8 
  6)  False Reﬂections:  Images to Sight  
  Group, -7 to PER Rolls; OIF (any mirror  
  of opportunity, -½), Only Through Mirrors  
  (Kagamishoki can only change the  
  appearance of reﬂections in mirrors; -½) 
  3
   
  Martial Arts:  Aikijutsu
    
  Maneuver 
  OCV DCV 
  Notes
  4 
  Dodge 
  — 
  +5 
  Dodge all 
  attacks, Abort
  4 
  Escape 
  +0 
  +0 
  50 STR vs. 
  Grabs
  4 
  Extend Ki 
  +0 
  +0 
  50 STR to resist 
  Shove; Block, 
  Abort
  3 
  Hold 
  -1 
  -1 
  Grab Two 
  Limbs, 45 STR 
  for holding on
  5 
  Joint Break 
  -1 
  -2 
  Grab One Limb; 
  HKA 1d6+1 
  (2d6+1 with 
  STR), Disable
  4 
  Joint Lock/
   
  Throw 
  +1 
  +0 
  Grab One Limb; 
  3d6 NND(1); 
  Target Falls
  5 
  Redirect 
  +1 
  +3 
  Block, Abort
  5 
  Strike 
  +1 
  +3 
  7d6 Strike
  3 
  Takedown 
  +1 
  +1 
  7d6 Strike; 
  Target Falls
  3 
  Throw 
  +0 
  +1 
  7d6 Strike + v/5; 
  Target Falls
  16 
  +4 Damage Classes (already added in)
  22 
  Claws:  HKA 1d6 (1½d6 with STR),  
  Armor Piercing (+½) 
  2
  60 
   Demonic Form:  Physical and Energy 
  Damage Reduction, Resistant, 50% 
  0
  15 
  Demonic Form:  Damage Resistance  
  (15 PD/15 ED) 
  0
  5 
  Demonic Mind:  Mental Defense  
  (9 points total) 
  0
  5 
  Demonic Form:  Power Defense (5 points) 0
  15 
  Mirror Demon’s Eyes:  Sight Group Flash 
  Defense (15 points) 
  0
  50 
  Demonic Form:  Life Support (Total,  
  including Longevity:  Immortality) 
  0
  5 
  Demon’s Eyes:  Nightvision 
  0
  5 
  Demon’s Eyes:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Demon’s Eyes:  Ultraviolet Perception  
  (Sight Group) 
  0
  18 
  Demon’s Legs:  Running +9” (15” total) 
  2
  31 
  Demonic Guile:  Shape Shift (Sight, Hearing, 
  and Touch Groups, any humanoid form), 
  Instant Change 
  3
   
  Talents
  15 
  Combat Sense 14-
  20 
  Universal Translator
  KAGAMISHOKI  
  PLOT SEEDS
  The classic Kagamishoki 
  plot:  the Mirror Demon 
  takes an interest in one 
  of the PCs for some 
  reason and begins to 
  bedevil him. The charac-
  ters’ reﬂection mysteri-
  ously changes when he 
  looks in the mirror, he 
  sees things in mirrors 
  that aren’t there, and so 
  on. It’s demonic psycho-
  logical guerrilla warfare 
  — can the hero hold 
  out until he deduces 
  what’s going on and can 
  confront Kagamishoki 
  directly?
  An anonymous bene-
  factor sends the heroes 
  a large, elaborately-
  framed, beautiful 
  antique mirror “to 
  repay you for your hard 
  work and sacriﬁces.” 
  The donor is actually a 
  pawn of Kagamishoki’s, 
  who wants to spy on the 
  heroes and attack them 
  when they’re at their 
  weakest.
  A Japanese wizard traps 
  Kagamishoki in a magic 
  cube that’s mirrored on 
  the inside so the Mirror 
  Demon can’t get away 
  — whenever he tries to 
  Teleport out, the mirror 
  on the opposite face 
  of the cube pulls him 
  right back into the tiny 
  prison. He’s now sell-
  ing the cube at a mystic 
  underworld auction to 
  whoever would like a 
  strange, but highly eﬀec-
  tive, assassin....
  
  195 
  The Ultimate Speedster  Chapter Three
  	
  Skills
  20	
  +2	Overall
  6	
  +2	with	Mirror Powers	Elemental	Control
  3	
  Acting	14-
  3	
  Concealment	13-
  10	
  Defense	Maneuver	IV
  3	
  Mimicry	13-
  3	
  Persuasion	14-
  3	
  Seduction	14-
  3	
  Stealth	14-
  3	
  Ventriloquism	13-
  6	
  WF:	Common	Melee	Weapons,	Common	
  Missile	Weapons,	Common	Martial	Arts	
  Weapons
  Total Powers & Skills Cost:  510
  Total Cost:  717
  75+	 Disadvantages
  20	
  Distinctive	Features:		Aura	Of	Demonic	Evil	
  (Concealable	With	Effort;	Causes	Fear)
  15	
  Enraged:		if	thwarted	or	tricked	(Uncom-
  mon),	go	11-,	recover	11-
  20	
  Enraged:		if	insulted,	belittled,	or	mocked	
  (Common),	go	11-	(14-	if	mocked	about	
  appearance),	recover	11-
  15	
  Physical	Limitation:		must	flee	if	directly	
  confronted	with	his	own	reflection	(see	text)	
  (Infrequently,	Fully	Impairing)
  25	
  Psychological	Limitation:		Utterly	Evil	(Very	
  Common,	Total)
  25	
  Psychological	Limitation:		Vain,	Proud,	And	
  Preening	(Very	Common,	Total)
  20	
  Psychological	Limitation:		Overconfidence	
  (Very	Common,	Strong)
  25	
  Susceptibility:		to	holy	places	and	objects,	
  takes	2d6	damage	per	Phase	is	on	holy	
  ground,	in	a	holy	place,	or	within	1”	of	a	holy	
  object	(Common)
  477	
  Experience	Points
  Total Disadvantage Points:  717
  Background/History:		A	Japanese	legend	tells	of	
  the	sun	goddess,	Amaterasu	Omikami,	queen	of	
  the	heavens.	It	happened	that	Susano,	the	storm	
  god,	destroyed	her	rice	fields	in	a	fit	of	temper	
  and	childishness.	In	retaliation	for	his	rude	
  behavior,	Amaterasu	shut	herself	in	a	cave,	bring-
  ing	darkness	to	the	entire	world.	She	refused	to	
  come	out	until	a	host	of	the	gods	and	goddesses	
  performed	a	riotous	dance	outside	the	cave,	
  tempting	her	curiosity.	She	emerged	and	saw	
  herself	in	a	mirror	that	the	gods	had	created	and	
  hung	in	a	tree.	This	persuaded	her	to	come	out	of	
  the	cave	for	good.	Ever	since	then,	mirrors	have	
  had	a	special	symbolic	meaning	for	the	Japanese.	
  But	evil	can	pervert	and	twist	even	the	most	
  sacred	legends.	In	this	case,	the	sacredness	of	the	
  mirror	has	been	warped	into	something	wicked	
  and	sinful	by	Kagamishoki,	the	Mirror	Demon,	
  who	uses	the	powers	of	mirrors	for	evil	and	
  destruction.	No	one	knows	whence	Kagamishoki	
  came,	what	his	goals	are,	or	even	his	true	appear-
  ance	—	but	all	wise	men	fear	his	power	and	malice.
  Personality/Motivation:		Kagamishoki	is	a	demon,	
  with	all	that	implies.	He	revels	in	evil,	chaos,	
  destruction,	corruption,	and	misery,	and	works	to	
  create	these	things	the	same	way	a	child	works	to	
  build	a	sandcastle.	As	befits	a	demon	of	mirrors,	
  he’s	vain	and	proud	to	the	point	of	arrogance.	He’s	
  sure	to	avenge	any	insults	to	his	looks,	intelligence,	
  or	other	attributes...	particularly	looks.
  For	a	demon	whose	powers	are	ideally	suited	
  to	deception	and	behind-the-scenes	manipulation,	
  Kagamishoki	can	be	surprisingly	straightforward	
  and	violent.	While	many	of	his	plots	start	out	as	
  elaborate	deceptions	and	illusions,	as	soon	as	one	
  of	the	victims	has	a	firm	idea	of	what’s	going	on	
  Kagamishoki	drops	the	masquerade,	arrogantly	
  announces	his	presence,	and	begins	to	use	his	
  powers	in	a	more	direct	fashion.	Other	than	defeat-
  ing	him,	the	only	way	to	drive	him	off	is	to	directly	
  confront	him	with	his	own	reflection	(i.e.,	hold	a	
  mirror	in	front	of	his	face	for	one	whole	Phase)	
  —	for	some	reason,	he	cannot	abide	his	reflection	
  and	leaves	the	vicinity	at	once	if	he	sees	it.	(This	
  weakness	is	not	generally	known,	however;	heroes	
  should	work	to	uncover	it.)
  Quote:		“Not	all	reflections	are	flattering,	are	they,	
  my	little	morsel?”
  Powers/Tactics:		Kagamishoki’s	main	powers	
  involve	the	mystical	manipulation	of	mirrors.	First	
  and	foremost,	he	can	“step	into”	one	mirror	and	
  “step	out”	of	another	(Teleportation).	Using	this	
  power	he	can	travel	up	to	a	thousand	kilometers	
  
  Hero System 5th Edition
  196 ■ Speedsters, Genre By Genre
  in the blink of an eye, provided he has one mirror 
  as his starting point and another as his destina-
  tion. He can also run swiftly; it’s said he moves 
  like light over the water. Beyond that, he can see 
  what’s reﬂected in any nearby mirror (Clairvoy-
  ance), become invisible by placing his “visible self” 
  in a mirror (Invisibility; the fringe eﬀect is that his 
  reﬂection remains visible in a nearby mirror, allow-
  ing a clever opponent to follow his actions exactly); 
  change the reﬂections in mirrors (Images); and kill 
  someone by catching their reﬂection in a mirror 
  and then breaking the mirror. Kagamishoki also 
  possesses some other standard demonic powers, 
  such as enhanced senses and the ability to change 
  his shape.
  While the Limitations on his powers refer to 
  “mirrors” for ease of presentation, Kagamishoki 
  can use any similar reﬂective surface, like the shiny 
  chrome on a car or a brightly-polished piece of 
  steel. In some cases he may be able to use still pools 
  of water and the like. The GM determines what 
  reﬂective surfaces suﬃce for his powers; if a surface 
  is cloudy or dirty, it may reduce the eﬀectiveness of 
  his powers.
  Naturally, Kagamishoki prefers to ﬁght in areas 
  with lots of mirrors and other reﬂective surfaces. 
  If possible he “rigs” the battleﬁeld in advance by 
  placing lots of mirrors and other reﬂective surfaces 
  around it. Tactically, he tries to use his abilities to 
  confuse and unbalance an opponent. One of his 
  favorite tricks is to hide himself with Invisibility, 
  then use his illusion power on other nearby mir-
  rors so each mirror has a diﬀerent “fringe eﬀect” 
  for his target to try to follow... right until he gets 
  close enough for Kagamishoki to attack! He’s also 
  clever at using his illusion power to change peoples’ 
  reﬂections, thereby assaulting them emotionally 
  and psychologically.
  Campaign Use:  Kagamishoki makes a powerful 
  and intriguing opponent for a group of Ninja Hero 
  warriors. Try to keep some of his powers and weak-
  nesses secret at ﬁrst, gradually revealing them after 
  multiple encounters. And be aware that heroes will 
  quickly try to defeat him by smashing or darken-
  ing every mirror in the vicinity; if you want to keep 
  him around for a long ﬁght, you have to ﬁnd a way 
  to counter this tactic.
  To make Kagamishoki more powerful, increase 
  the range of his Teleportation and Clairsentience, 
  and perhaps the dice or eﬀectiveness of some of his 
  other Elemental Control powers as well. To weaken 
  him, get rid of his Martial Arts and Claws, and 
  reduce his SPD to 6 or lower and his DEX to 20.
  Kagamishoki is an insidious and vindictive 
  Hunter. He uses his powers to toy with the victim 
  as long as he can, only revealing himself when his 
  prey is so psychologically weak or on edge that dis-
  patching him physically is simple.
  Appearance:  Because he can change his shape at 
  will, no one knows what Kagamishoki’s true form is 
  like. His favorite form is that of a Japanese demon 
  with chalk-white skin, green lips and eyes, unruly 
  purple hair, and elaborate black and red Japanese 
  robes.
  PULP HERO
   THE MIDNIGHT COMET
   Val Char 
  Cost Roll 
  Notes
   20 STR 
  10 
  13- 
  Lift 400 kg; 4d6 [4]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   18 CON 
  16 
  13-
   12 BODY 4 
  11-
   16 INT 
  6 
  12- 
  PER Roll 12-
   18 EGO 
  16 
  13- 
  ECV: 6
   20 PRE 
  10 
  13- 
  PRE Attack: 4d6
   10 COM 
  0 
  11-
   6 PD 
  2 
   
  Total: 9 PD (3 rPD)
   6 ED 
  2 
   
  Total: 9 ED (3 rED)
   5 SPD 
  30 
   
  Phases:  3, 5, 8, 10, 12
   8 REC 
  0
   36 END 
  0
   31 STUN 
  0 
  Total Characteristics Cost: 126
  Movement: 
  Running:  12”/24”
   
  Swimming:  8”/16”
   
  Swinging:  20”/40”
   
  Leaping:  10”/20”
  Cost Powers 
  END
  30 
  The Midnight Gun:  Multipower, 60-point 
  reserve; all slots OAF (-1) 
  2u 
  1)  Midnight Gas:  Energy Blast 6d6, No 
  Normal Defense (defense is Life Support 
  [Self-Contained Breathing or appropriate 
  Immunity]; +1); OAF (-1), Limited Range 
  (12”; -¼), 12 Charges (-¼) 
  [12]
  2u 
  2)  Midnight Thunderbolt:  Energy Blast  
  12d6; OAF (-1), Limited Range (50”;  
  -¼), 12 Charges (-¼) 
  [12] 
  27 
  Midnight Bombs:  Darkness to Sight  
  Group 5” radius, Personal Immunity  
  (+¼); OAF (-1), Range Based On STR  
  (-¼), 8 Charges lasting 1 Turn each (-0) 
   
  [8 x 1 Turn]
   
  Martial Arts: White Crane Kung Fu
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 30 STR
  4 
  Dodge 
  +0 
  +5 
  Dodge all 
  attacks, Abort
  4 
  Escape 
  +0 
  +0 
  45 STR vs. 
  Grabs
  3 
  Joint Lock/Grab -1 
  -1 
  Grab, 30 STR
  5 
  Kick 
  -2 
  +1 
  8d6 Strike
  4 
  Punch 
  +0 
  +2 
  6d6 Strike
  3 
  Throw 
  +0 
  +1 
  4d6 +v/5, Target 
  Falls
  4 
  Tien-hsueh Strike -1 
  +1 
  2d6 NND (1)
  16 
  Mgyogspos:  Running +6” (12” total) 
  1
  11 
  Mgyogspos:  Leaping +6” (10” forward,  
  5” upward) 
  1
  5 
  Mgyogspos:  Swimming +4” (6” total) 
  1
  10 
  Swingline:  Swinging 20”; OAF (-1) 
  2
  2 
  Breath Control:  Life Support:  Extended 
  Breathing (1 END per Minute)
  
  197 
  The Ultimate Speedster ■ Chapter Three
   
  Perks
  10 
  Money:  Wealthy
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
  15 
  Combat Sense 12-
  4 
  Double-Jointed
  3 
  Lightsleep
  5 
  Resistance (5 points)
  5 
  Simulate Death (EGO Roll +2)
   
  Skills
  16 
  +2 with All Combat
  10 
  +2 HTH
  3 
  Acrobatics 13-
  3 
  Acting 13-
  3 
  Breakfall 13-
  3 
  Climbing 13-
  3 
  Combat Driving 13-
  3 
  Combat Piloting 13-
  3 
  Contortionist 13-
  3 
  Criminology 12-
  3 
  Deduction 12-
  3 
  Disguise 12-
  3 
  High Society 13-
  2 
  CK: city of GM’s choice 11-
  2 
  KS: The Underworld 11-
  3 
  Lockpicking 13-
  3 
  Persuasion 13-
  3 
  Security Systems 12-
  3 
  Shadowing 12-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  WF:  Small Arms, Blades
  Total Powers & Skills Cost:  272
  Total Cost:  398
  75+ Disadvantages
  30 
  Hunted:  30 points’ worth of the GM’s choice
  25 
  Hunted:  Police 11- (Mo Pow, NCI, Capture)
  20 
  Psychological Limitation:  Uncompromising 
  Servant Of Justice (Common, Total)
  15 
  Psychological Limitation:  Loner 
  (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Walter 
  Bonham Graham) (Frequently, Major)
  218 
  Experience Points
  Total Disadvantage Points:  398
  Background/History:  Walter Bonham Graham was 
  a classic Jazz Age playboy and dilettante. Heir to the 
  Graham media fortune, he spent his money on many 
  unusual adventures. In 1926, he was the sole survivor 
  when a plane carrying his expedition through the 
  Himalayas crashed in the snowy wastes. Found by 
  some mysterious Tibetan monks, he was taken to 
  their monastery and nursed back to health.
  When he was better, Graham asked to stay 
  and study with the monks, who had impressed 
  him with their sincerity and devotion to truth 
  and goodness. Sensing in him a kindred spirit, 
  they agreed. He spent the next several years 
  learning their strange secrets and astounding 
  abilities, including mgyogspos — “swift move-
  ment,” the power to run and react far faster than 
  any normal human being should be able to. He 
  also trained in their powerful fighting art of 
  White Crane Kung Fu.
  At last feeling he was ready to return home 
  and put his new skills to use, Graham hiked 
  out of the mountains and into India, where he 
  caught a tramp steamer that took him back to 
  America. Several more years of training followed 
  as he taught himself how to apply his powers to 
  combatting gangsters, thugs, Bolshevik saboteurs, 
  mad scientists, and other menaces to society. 
  When he felt he was ready, he donned the mask 
  and garb of the Midnight Comet and sallied forth 
  to battle crime and evil in earnest.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  None other than the Midnight Gun and Midnight Bombs
  Armor
  None
  Gear:  Radio Earpiece (Radio Perception; IIF); Nightsight Eyepiece (Nightvision; IIF)
  Clothing:  See Appearance
  
  Hero System 5th Edition
  198 ■ Speedsters, Genre By Genre
  Personality/Motivation:  The Midnight Comet has 
  an uncompromising dedication to Justice, though 
  he occasionally indulges a desire for pure revenge. 
  He never negotiates with hoodlums, thugs, and 
  master criminals; he takes care of business the old-
  fashioned way — with his ﬁsts. While he’s trying to 
  make up for a life wasted, deep down he realizes he 
  can never make enough of a diﬀerence... but he’s 
  never going to give up trying.
  Quote:  “Mercy? The Midnight Comet has no mercy 
  for worthless criminal scum such as you.”
  Powers/Tactics:  The Midnight Comet is a classic 
  two-ﬁsted Pulp-era masked crimeﬁghter leavened 
  with a touch of “American From The Orient.” His 
  speedster aspects come from his mgyogspos abili-
  ties, which allow him to move and react far more 
  swiftly than other people. He battles crime and 
  solves mysteries with hard-nosed detective work 
  and gets out of scrapes with his ﬁsts, a little bit of 
  luck, and the occasional shot from his Midnight 
  Gun (which can project either an anaesthetic gas or 
  a bolt of electricity). But even when deprived of his 
  weapons, he’s a deadly combatant, skilled at White 
  Crane Kung Fu. (When he uses his Martial Arts, the 
  Midnight Comet must always allocate his Combat 
  Skill Levels so that his DCV exceeds his OCV (see 
  The Ultimate Martial Artist, page 42.)
  Campaign Use:  As a Heroic-level adventurer, the 
  Midnight Comet ﬁts well into any Pulp-era Crime-
  busting campaign. His oft-inﬂexible attitude reﬂects 
  the black-and-white nature of a bygone era and 
  may cause problems with PCs of more “rational” 
  bent. His attitude could even make him a villain in 
  some characters’ eyes.
  If the Midnight Comet is too powerful, 
  eliminate his Combat Skill Levels and reduce the 
  Charges on his Midnight Gun slots. If he is too 
  weak, give him a couple more Combat Skill Levels 
  and a Wisbrod vest (Pulp-era body armor; see Pulp 
  Hero, page 307).
  As a Hunter, the Midnight Comet is tenacious; 
  his uncompromising approach to crimeﬁght-
  ing drives him to keep pursuing his prey until he 
  defeats him. He favors ambush tactics that use his 
  movement abilities to best eﬀect.
  Appearance:  The Midnight Comet is 6’0” with a 
  trim, athletic build. He wears a black opera coat 
  (worn open so he can easily draw the Midnight 
  Gun holstered at his side), black pants, a black 
  turtleneck, and a black domino mask over his eyes. 
  Sometimes he adds a black fedora. His hair is short, 
  black, and wavy.
   MATTHIAS MOULTRIE 
  a.k.a. The Mole Marauder
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [2]
   10 DEX 
  0 
  11- 
  OCV:  3/DCV:  3
   12 CON 
  4 
  11-
   10 BODY 0 
  11-
   14 INT 
  4 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   10 PRE 
  0 
  11- 
  PRE Attack:  3d6
   10 COM 
  0 
  11-
   3 PD 
  1 
   
  Total:  3 PD (0 rPD)
   3 ED 
  1 
   
  Total:  3 ED (0 rED)
   3 SPD 
  10 
   
  Phases:  4, 8, 12
   4 REC 
  0
   24 END 
  0
   21 STUN 
  0 
  Total Characteristics Cost:  20
  Movement: 
  Running:  6”/12” (3”/6”)
   
  Tunneling:  3”/6”
  Cost Powers 
  END
  26 
  The Moultrie Mole Machine:  Multipower,  
  66-point reserve; all slots OIF Bulky (-1), 
  Requires TF: Moultrie Mole Machine To  
  Operate (-0); 1 Continuing Fuel Charge  
  lasting 1 Hour (Easy to obtain fuel; -0)  
  for entire reserve, Side Eﬀects (wearing  
  harness slows him down to Running 3”,  
  always occurs; -½) 
  [1cc]
  3u 
  1)  Digging:  Tunneling 3” through DEF  
  20 materials; OIF Bulky (-1), Extra Time  
  (it takes a Full Phase for any movement,  
  even 1”; -½), Requires TF: Moultrie Mole 
  Machine To Operate (-0)
  1u 
  2)  Laboring:  +20 STR; OIF Bulky (-1), 
  Requires TF: Moultrie Mole Machine  
  To Operate (-0), Only For Lifting/ 
  Carrying (-1)
  1u 
  3)  Diggers Used As Claws:  HKA 1d6  
  (1d6 with STR), Armor Piercing (+½);  
  OIF Bulky (-1), No STR Bonus (-½), 
  Requires TF: Moultrie Mole Machine To 
  Operate (-0)
   
  Skills
  3 
  Demolitions 12-
  3 
  Electronics 12-
  3 
  Inventor 12-
  7 
  Mechanics 14-
  1 
  Streetwise 8-
  1 
  TF: Moultrie Mole Machine
  3 
  Scientist
  2 
  1)  SS: Civil Engineering 12-
  1 
  2)  SS: Geology 11-
  2 
  3)  SS: Hydraulics 12-
  2 
  4)  SS: Mechanical Engineering 12-
  Total Powers & Skills Cost:  59
  Total Cost:  79
  THE MIDNIGHT 
  COMET PLOT SEEDS
  One of the Midnight 
  Comet’s many enemies 
  has framed him for 
  murder! So far, he’s 
  stayed one step ahead 
  of the police, but time 
  is running out. Perhaps 
  with the help of the 
  heroes he can get the 
  evidence he needs to 
  clear his name and bring 
  the real perpetrators to 
  Justice....
  A madman who claims 
  he has a device that 
  projects a ray that can 
  collapse any building 
  threatens to destroy the 
  city one skyscraper at a 
  time unless the authori-
  ties deliver the Midnight 
  Comet to him. The 
  Comet is nowhere to 
  be found. What will the 
  heroes do?
  The Midnight Comet’s 
  mgyogspos abilities 
  seem to be fading for no 
  discernible reason. He 
  asks the PCs to help him 
  ﬁgure out why and stop/
  reverse the process.
  
  199 
  The Ultimate Speedster ■ Chapter Three
  75+ Disadvantages
  20 
  Hunted:  the police 8- (Mo Pow, NCI, Capture)
  15 
  Psychological Limitation:  Bitterly Greedy; 
  Out For All He Can Get (Common, Strong)
  15 
  Psychological Limitation:  Coward 
  (Common, Strong)
  Total Disadvantage Points:  125
  Background/History:  Matthias Moultrie was a more 
  or less ordinary guy — a mechanical engineer with 
  a degree from Yale and a job with Paciﬁc Prospect-
  ing & Petroleum, Inc. His job was to create and 
  improve devices used to ﬁnd valuable things under-
  ground, like minerals and oil.
  After several years on the job, he came up 
  with an idea that he thought was simply brilliant 
  — he couldn’t believe he hadn’t thought of it 
  before. A digging harness! Wearing this harness, 
  a geologist could get right down inside the Earth 
  to see what was there, and whether there were 
  enough of it to merit further work. Since it wasn’t 
  in the budget, he worked on it on his own time, 
  night and day, spending every penny he could 
  scrape up.
  When he ﬁnally ﬁnished 
  his “Subterranean Explora-
  tion Harness,” as he dubbed 
  it, he proudly showed it to his 
  bosses... only to have them 
  laugh him out of the room. 
  They thought it looked idiotic, 
  wouldn’t work, and wouldn’t 
  be of much value even if it 
  did. Humiliated, he quit his 
  job, convinced he could sell 
  the Harness to someone else.
  He was wrong. Every 
  other company he showed 
  it to reacted the same way. 
  He didn’t know what he was 
  going to do... and then the 
  stock market crashed. What 
  little money he had left got 
  swept away by the ebbing 
  economy, and the bank 
  was calling in its loans and 
  threatening to take posses-
  sion of the Harness. Desper-
  ate for money, he succumbed 
  to temptation and used the 
  Harness to rob a bank. It was 
  child’s play to tunnel down 
  toward the bank’s vault, then 
  through the walls, then into 
  the vault itself and get away 
  before the cops arrived.
  Enormously pleased at how well the Harness 
  worked, and increasingly bitter about everyone’s 
  refusal to see what a brilliant and useful piece of 
  engineering it was, Moultrie slid gradually but 
  steadily into a life of crime. He’s robbed plenty of 
  banks and other businesses since then, but often 
  works as a “digging specialist” for other crooks 
  who need to get somewhere below the surface 
  — that’s less work and risk for him, as he sees it. 
  The press has dubbed him “the Mole Marauder,” 
  a name he doesn’t like but that some of his 
  employers seem to enjoy using.
  Personality/Motivation:  Matthias Moultrie isn’t a 
  bad guy... or he wasn’t, back when he had a job 
  and what he thought was the respect of others. 
  After suffering through the Crash and having his 
  prize work rejected, he’s become bitter and cyni-
  cal. He’s looking out for number one now, and 
  doing it by proving how well his Subterranean 
  Exploration Harness works. Deep down in his 
  heart he hopes his crimes will finally show some-
  one that his Harness is so useful that they’ll buy 
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  What, are you kidding? I might hurt someone!
  Armor
  None
  Gear:  Tools for keeping the Moultrie Mole Machine in good working order
  Clothing:  See Appearance
  
  Hero System 5th Edition
  200 ■ Speedsters, Genre By Genre
  it from him and his crimes will be forgiven, but if 
  that’s even a possibility it’s becoming fainter and 
  fainter with every robbery.
  Moultrie is a coward, pure and simple. He’s no 
  longer scared of committing crimes per se, but he’ll 
  run from a ﬁght every time.
  Quote:  “They can’t keep me out. No one expects an 
  attack from below.”
  Powers/Tactics:  Moultrie wears the Subterranean 
  Exploration Harness, a large vehicle-like frame-
  work that he mainly uses for digging at high speed 
  through virtually any substance (though he can 
  also use the arms to carry heavy loads, and in a 
  pinch the claws can function as weapons. Since he 
  can’t see through solid earth and rock, he some-
  times has to dig “test tunnels” to ﬁnd his way to 
  where he wants to go.
  Moultrie’s combat tactic is to run, or to ﬂee by 
  digging if that’s a better way to escape (he can’t ﬁll 
  in his tunnels behind him, so it’s usually not). He 
  has absolutely no desire to ﬁght anyone and only 
  does so if cornered like a rat in a trap.
  Campaign Use:  Moultrie can serve either as (a) the 
  man behind a series of mysterious Weird Science 
  crimes the PCs have to solve, or (b) as a “support 
  person” for more powerful criminals. Since there’s 
  no way to hide his tunnels, B is more likely in most 
  circumstances.
  To make Moultrie more powerful, add Fill In 
  to his Tunneling, and perhaps some more inches 
  (but no more than 6” total). To weaken him, 
  remove his HKA slot and put more Limitations on 
  the other slots (like Activation Roll).
  Moultrie doesn’t Hunt people.
  Appearance:  Matthias Moultrie is 5’8” tall and 
  weighs about 160 pounds, give or take. He’s got 
  sandy blonde hair that he keeps reasonably well-
  groomed and is clean-shaven. His Subterranean 
  Exploration Harness is a framework of metal 
  struts and gears that operate several claw- and 
  drill-tipped arms. While using it, he usually wears 
  ordinary workman’s clothes, heavy leather boots, 
  and goggles and a metal safety helmet to protect his 
  eyes and head.
  STAR HERO
  Some unusual movement modes like Telepor-
  tation, FTL Travel, and Extra-Dimensional Move-
  ment are part of various Science Fiction settings. 
  Whether their movement depends on mechanical 
  devices like a Matter Transmitter Beam, psionic 
  powers, or the innate abilities of an alien species, 
  these types of speedsters bring intriguing new fea-
  tures to Star Hero campaigns.
   ROCKET SQUADRON BLUE
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [3]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   15 CON 
  10 
  12-
   12 BODY 4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   12 COM 
  1 
  11-
   5 PD 
  2 
   
  Total:  5 PD (0 rPD)
   5 ED 
  2 
   
  Total:  5 ED (0 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   6 REC 
  0
   30 END 
  0
   28 STUN 
  0 
  Total Characteristics Cost:  52
  Movement: 
  Running:  6”/12”
   
  Flight:  14”/28”
  Cost Powers 
  END
  7 
  Strong Punch:  HA +2d6; Hand-To-Hand 
  Attack (-½) 
  1
  2 
  Observant:  +1 to PER Rolls with Sight 
  Group 
  0
   
  Perks
  5 
  Military Rank:  Rocketman of ASTRA
   
  Skills
  8 
  +1 with All Combat
  3 
  Climbing 12-
  3 
  Deduction 12-
  3 
  Electronics 12-
  2 
  KS: ASTRA 11-
  2 
  KS: Our Enemy, The Dracon Empire 11-
  2 
  KS: Enemies Of America On Earth 11-
  2 
  KS: Rocketman Technology 11-
  2 
  Navigation (Space) 12-
  3 
  Stealth 12-
  MATTHIAS  
  MOULTRIE  
  PLOT SEEDS
  Someone’s been tun-
  neling into banks and 
  robbing them. When 
  the heroes catch up to 
  him, Moultrie insists 
  he didn’t do it. In fact, 
  he’s got a good alibi 
  — during the time in 
  question he was in the 
  hospital for ulcers. So 
  who did it, and how? 
  He’s willing to help the 
  PCs in their investiga-
  tion to clear his “good” 
  name.
  Moultrie’s approached 
  by some hard-looking 
  men who want him to 
  do some jobs for them. 
  In Europe. They speak 
  with German accents, 
  and don’t seem to 
  want to take No for an 
  answer. He doesn’t really 
  want to take the job, so 
  he covertly tries to get 
  word to the PCs to help 
  him. Just what does the 
  SS want with a digging 
  machine, anyway?
  Moultrie gets trapped 
  deep below the surface 
  when a cave-in damages 
  the Subterranean Explo-
  ration Harness. Using a 
  radio he has with him, 
  he gets oﬀ a distress 
  signal. Can the heroes 
  reach him before his air 
  runs out? And was the 
  cave-in an accident, or 
  is he getting too close 
  to the Hollow Earth for 
  the comfort of the Mole 
  People?
  ROCKETMAN EQUIPMENT
  Cost Power
  11 
  Electric Pistol:  Energy Blast 8d6 (40 Active 
  Points); OAF (-1), Beam (-¼), Strength 
  Minimum (8, STR Min Cannot Add/Subtract 
  Damage; -1), 12 Charges (-¼)
  10 
  Rocketpack:  Flight 14” (28 Active Points); 
  OIF (-½), 1 Continuing Fuel Charge lasting 
  30 Seconds (neptunium fuel, Very Diﬃcult to 
  obtain; -1¼)
  7 
  Shield Belt:  Force Field (8 PD/8 ED) (16 Active 
  Points); OIF (-½), 1 Continuing Fuel Charge 
  lasting 1 Minute (Easy to recharge; -¾)
  
  201 
  The Ultimate Speedster ■ Chapter Three
  3 
  Tactics 12-
  3 
  WF: Small Arms, Blades
  13 
  13 more points’ worth of Skills chosen by 
  the GM
  Total Powers & Skills Cost:  63
  Total Cost:  115
  50+ Disadvantages
  5 
  Distinctive Features:  Rocket Squadron Blue 
  uniform (Easily Concealed; Noticed And 
  Recognizable)
  20 
  Hunted:  enemies of America 8- (Mo Pow, 
  NCI, Capture/Kill)
  20 
  Psychological Limitation:  Staunch Ameri-
  can Patriot And Defender Of All That Is 
  Good, Righteous, And True (Very Common, 
  Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  Total Disadvantage Points:  115
  Background/History:  In an alternate-history Earth, 
  Hugo Gernsback and Robert Goddard combined 
  their ideas to develop amazing new technologies 
  that led mankind out into the stars in the 1930s. To 
  spearhead its exploration of space, the United States 
  founded ASTRA — the American Space Travel and 
  Reconnaissance Agency. Part explorers, part sol-
  diers, the “aethernauts” of ASTRA are pushing back 
  the frontiers of science every day and ensuring that 
  the stars will remain free from fascist and Bolshe-
  vik conquest!
  Just like other major space navies, ASTRA 
  has a corps of rocketmen — aethernauts who wear 
  rocketpacks that allow them to ﬂy. The elite of 
  this elite is Rocket Squadron Blue, made up of the 
  most daring, skilled ﬂiers in the Agency. Wearing 
  the most advanced rocketpacks, ones faster than 
  any others used in the ﬂeet, the men and women 
  of Blue ﬂy forward into danger and adventure to 
  ensure that the American way of life remains secure 
  in the face of her enemies.
  Personality/Motivation:  The aethernauts of Rocket 
  Squadron Blue are among the most patriotic, 
  dedicated men and women in ASTRA. They put 
  their lives on the line every day to keep America’s 
  enemies in check, whether they’re the spacemen 
  of rival Earth powers like Germany and the Soviet 
  Union, or the alien forces of the Dracon Empire.
  Powers/Tactics:  Rocketmen are highly-trained 
  military personnel equipped with the most modern 
  weaponry and gadgets available to ASTRA. A 
  rocketman’s main piece of gear is, of course, his 
  rocketpack. Based on advances in rocketry devel-
  oped by Goddard and his colleagues, and powered 
  by puriﬁed neptunium fuel mined on Neptune, a 
  rocketpack provides a total of 30 seconds of ﬂying 
  time — more than enough to skirt many obstacles, 
  rescue falling people, and ﬁght other rocketmen, 
  but not enough for extended travel or battle.
  Every ASTRA rocketman carries as his main 
  weapon an electric pistol. It ﬁres a royal blue beam of 
  energy capable of severely injuring or even killing a 
  human being, or 
  blasting through 
  doors and other 
  obstacles. The 
  power for an 
  electric pistol is 
  provided by a 
  disposable battery 
  that’s inserted in 
  the grip, much in 
  the same way a clip 
  of bullets goes into 
  a semi-automatic 
  pistol. The battery 
  has enough energy 
  for twelve shots, 
  and each member 
  of Rocket Squad-
  ron Blue carries 
  at least one extra 
  battery (and often 
  more). Recharging 
  the battery involves 
  plugging it into an 
  electrical socket 
  for 30 minutes per 
  Charge.
  Appearance:  
  Every member of 
  Rocket Squadron 
  Blue wears the 
  distinctive ASTRA 
  rocketman uni-
  form with a spe-
  cial blue helmet, 
  piping, and accessories to mark them as members 
  of an elite unit. The uniform consists of an almost 
  silvery-white skintight jumpsuit with blue boots, 
  ﬂared gloves, belt, and holster for the electric pistol. 
  The helmet itself covers most of the head, with a 
  transparent faceplate in front and a distinctive crest 
  on the top. The rocketpack is worn on the rocket-
  man’s back with blue straps to keep it in place.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Electric Pistol 
  +0 
  +0 
  8d6 N 
  —  
  12 
  8 
  See text box
  Armor
  Shield Belt (Force Field (8 PD/8 ED; see text box)
  Gear:  Rocketpack (Flight 14”; see text box)
  Clothing:  Rocketman uniform (see Appearance)
  
  Hero System 5th Edition
  202 ■ Speedsters, Genre By Genre
   TRUE TRAVELERS
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [2]
   10 DEX 
  0 
  11- 
  OCV:  3/DCV:  3
   12 CON 
  4 
  11-
   10 BODY 0 
  11-
   20 INT 
  10 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   12 COM 
  1 
  11-
   3 PD 
  1 
   
  Total:  3 PD (0 rPD)
   3 ED 
  1 
   
  Total:  3 ED (0 rED)
   3 SPD 
  10 
   
  Phases:  4, 8, 12
   4 REC 
  0
   24 END 
  0
   21 STUN 
  0 
  Total Characteristics Cost:  48
  Movement: 
  Running:  6”/12”
   
  Teleportation:  20”/1,280”
   
  MegaTeleportation:  1 km-6,000  LY 
  Cost Powers 
  END
  70 
  True Travel:  Multipower, 70-point reserve 
  (all powers draw END from Endurance 
  Reserve)
  7u 
  1)  Short-Range Teleportation:   
  Teleportation 20”, x64 Noncombat, 
  x2 Increased Mass 
  7
  7u 
  2)  Long-Range Teleportation:  Teleportation  
  6”, MegaScale (1” = 1,000 light-years, can  
  scale down to 1” = 1 km; +4½) 
  7
  7u 
  3)  Time Travel:  Extra-Dimensional  
  Movement (any date in history or the  
  future, cannot physically travel between  
  locations) 
  7
  16 
  True Travel Endurance:  Endurance  
  Reserve (60 END, 10 REC) 
  0
  16 
  Chronosense:    Detect Time 16- (no  
  Sense Group), Discriminatory, Analyze 
  0
  5 
  Outside Of Time:  Life Support (Longevity:  
  Immortality) 
  0
   
  Skills
  10 
  AK: The Milky Way Galaxy 20-
  10 
  KS: Galactic History 20-
  20 
  Other Skills chosen by the GM speciﬁc to the 
  individual True Traveler
  Total Powers & Skills Cost:  168
  Total Cost:  216
  75+ Disadvantages
  20 
  Hunted:  by various persons and govern-
  ments who want the secrets of teleportation, 
  time travel, and/or immortality 8- (Mo Pow, 
  NCI, Capture)
  121 
  Experience Points
  Total Disadvantage Points:  216
  Ecology:  The True Travelers are a species that 
  inhabits the Milky Way Galaxy, though their home-
  world remains unknown to other sentients (or at 
  least, if anyone knows, they’re not telling). They’re 
  much like Humans in many respects — they’re 
  humanoid, bilaterally symmetrical, give birth to 
  usually a single live young, and consume primar-
  ily carbon-based foodstuﬀs (in fact, their cuisine is 
  highly regarded by many sentients). They tend to 
  be secretive loners, since so many people pursue 
  them in the hopes of obtaining the secrets of their 
  powers and immortality.
  Personality/Motivation:  Normal sentient humanoid 
  motivations. True Travelers seem to enjoy being 
  inscrutable just for the sake of being inscrutable, 
  and often come across to other species as having an 
  arrogant “we know more, and better, than you do” 
  attitude.
  Powers/Tactics:  True Travelers have the innate abil-
  ity to teleport over both local and galactic distances, 
  and to travel through time. Their name comes from 
  the fact that more than once they’ve claimed that 
  they’re the only species that “truly understands how 
  to travel.” Most of them use their abilities for their 
  own enjoyment and ease, or to help them perform 
  the mysterious jobs and tasks that many of them 
  seem to have.
  In addition to their “travel” powers, True Trav-
  elers have the innate ability to sense the passage 
  and ﬂow of time with utter precision. Through what 
  scientists speculate is some sort of telepathic gestalt 
  that passes information from mother to fetus and 
  person to person, they have an innate knowledge of 
  history and galactogeography.
  Campaign Use:  This character sheet represents a 
  typical competent member of the True Travelers 
  that the PCs might encounter in a situation where 
  you need a character sheet (i.e., combat or the 
  like). You can customize it by applying one of the 
  templates from pages 116-18 of Monsters, Minions, 
  And Marauders, such as Chieftain or Fighter. Lesser 
  True Travelers — traders, the young, most females, 
  the elderly — would of course have slightly lower 
  Characteristics, no WFs, and so forth.
  Appearance:  A True Traveler is a humanoid with 
  light green skin. They have T-shaped ridges on their 
  faces and heads that start at the bridge of the nose, 
  go upward, and then circle the skull about two-
  thirds of the way around to the back. Their eyes 
  have no pupils and are usually blue, purple, or dark 
  green. They wear whatever clothing suits them.
  
  THE HERO SYSTEM  
  MOVEMENT COMPANION
  chapter four:
  chapter four:
  
  Hero System 5th Edition
  204 ■ The HERO System Movement Companion
  A
  ll characters have some sort of movement 
  ability, be it ordinary movement (such 
  as walking or swimming) or more exotic 
  abilities like Flight or Teleportation.
  FULL MOVES  
  AND HALF MOVES
  Each Phase a character may move any portion 
  of his inches of movement with a particular mode 
  of movement. A Full Move is deﬁned as moving 
  more than half of a character’s movement distance 
  with a particular mode of movement. It takes a 
  Full Phase Action to make a Full Move; a character 
  who has made a Full Move can’t perform any other 
  Action in that Phase. A Half Move is deﬁned as 
  moving up to half of a character’s movement dis-
  tance with a particular mode of movement. A char-
  acter who’s made a Half Move can perform another 
  Half Phase Action in that Phase.
  Example:  Kinetik has Running 20”. That 
  means he can perform Half Moves of 1-10”. If 
  he moves 11” or more in a Phase, that’s a Full 
  Move.
  COMBINING MOVEMENT POWERS
  It’s possible for a character to use two forms 
  of movement in a single Phase. To do so he’d have 
  to make a Half Move (deﬁned, as noted above, as 
  using up to half of his inches of movement in a 
  Phase) with both, eﬀectively ending his Phase. For 
  example, a character with Running 10” and Flight 
  30” could Run 1-5” and then Fly 1-15”, moving 
  2-20” with two modes of movement and using his 
  entire Phase.
  As noted on page 35 of The HERO System 5th 
  Edition, Revised, a “Running Leap” involves taking 
  “a step or two” before Leaping; the steps are part of 
  the overall Leap and do not constitute using two 
  types of movement in a single Phase. The GM can 
  apply the same logic to other forms of movement 
  if desired; for example, maybe a character with a 
  jetpack has to take a step or two to get a “running 
  start” to launch himself into the sky.
  FACING
  Facing refers to the direction the character is 
  facing or “looking” — toward which the front of his 
  body is pointed. Changing facing while Running, 
  Leaping, Swimming, or Tunneling is a Zero Phase 
  Action in most circumstances, meaning a character 
  can’t do it after performing a Full Phase Action, but 
  the GM can change that based on the situation, the 
  abilities involved, common and dramatic sense, and 
  other relevant factors. Changing facing with Flight, 
  Gliding, Swinging, other forms of movement that 
  have a Turn Mode, or Teleportation is governed by 
  Turn Modes and/or the the use of the Position Shift 
  Adder (see pages 29, 44).
  COMBAT AND  
  NONCOMBAT MOVEMENT
  The HERO System rules divide movement into 
  two categories:  Combat Movement and Noncom-
  bat Movement.
  A character using Combat Movement, which 
  equals the number of inches of a given mode of 
  movement he’s purchased or can use naturally, 
  moves as quickly as possible while still looking out 
  for incoming attacks. A character using Combat 
  Movement has his full DCV and OCV and can 
  move up to his full movement rate.
  A character using Noncombat Movement 
  moves as quickly as he can — he isn’t looking 
  out for incoming attacks. A character’s usual rate 
  of Noncombat Movement is double his Combat 
  Movement rate; he can increase this rate without 
  increasing his Combat Movement (see Move-
  ment Powers, pages 26-31). While moving at 
  Noncombat Movement velocity, a character is at 
  ½ DCV and 0 OCV (and ½ DECV and 0 OECV, 
  if appropriate). If the GM wants additional “real-
  ism,” he can use the Velocity-Based DCV rules 
  (see below) to determine the character’s DCV, 
  but the OCV of a character using Noncombat 
  Movement is always 0. Thus, a character using 
  Noncombat Movement can still fight, but at the 
  lowered values. Of course, to attack, the character 
  must limit himself to only making a Half Move 
  with his Noncombat Movement.
  Example:  Kinetik has Running 20” with x16 
  Noncombat Movement. His Combat Move-
  ment is 20”. When Running at speeds of 20” 
  per Phase or less, he retains his full OCV and 
  DCV. His Noncombat Movement velocity can 
  be as high as (20 x 16 =) 320” per Phase. If he 
  moves from 21-320” per Phase, he’s using Non-
  combat Movement, which means he’s at half 
  DCV, 0 OCV.
  If Kinetik hadn’t purchased Increased Noncom-
  bat Movement, he’d have the normal Noncombat 
  Movement rate of double his Combat Movement, 
  or 40”. In that case, if he ran at velocities of 21-40” 
  per Phase, he’d be using Noncombat Movement 
  and suﬀer the standard CV penalty.
  MOVEMENT
  
  205 
  The Ultimate Speedster ■ Chapter Four
  Per the OCV and DCV Checklists on pages 
  372-73, the reduction of DCV to half and OCV to 0 is 
  usually the last step in those calculations. However, the 
  GM can choose to count the ½ DCV or 0 OCV as the 
  character’s base DCV/OCV and allow it to be modi-
  ﬁed from there, using the Checklists in proper order.
  VELOCITY-BASED DCV
  To use this optional rule, a player should 
  determine the total number of inches his character 
  would travel in an entire Turn while using a par-
  ticular mode of movement at a particular rate (this 
  allows a character’s SPD to factor into the calcula-
  tion). The simple formula for this is: 
  Velocity per Phase x SPD = Inches per Turn 
  Once the character knows his velocity per Turn, 
  the Velocity-Based DCV Table tells him his DCV.
  Velocity-Based DCV is relative; two characters 
  or vehicles moving at the same high speed in the 
  same direction have their normal DCVs — rela-
  tive to each other, they’re not moving fast at all. As 
  a good rule of thumb, if characters are moving in 
  the same direction, subtract the attacker’s veloc-
  ity from the target’s velocity (see page 391 of The 
  HERO System 5th Edition, Revised). If the result 
  is 0 or less, the target gets his normal DCV; if the 
  result is greater than 0, use that ﬁgure to determine 
  his Velocity-Based DCV. On the other hand, if the 
  characters are heading directly toward each other, 
  add their velocities together to determine each 
  one’s Velocity-Based DCV relative to the other.
  REAL-WORLD SPEEDS
  Characters who want to know how fast they’re 
  moving in real-world terms (such as miles per 
  hour) can ﬁnd out using this formula:
  1. First, ﬁgure out how many total inches the character 
  moves in a Turn. (In other words, multiply his maxi-
  mum Noncombat Movement velocity by his SPD.)
  2. Multiply that by 5 to determine the character’s 
  inches of movement per minute.
  3. Multiply that result by 60 to ﬁnd out the charac-
  ter’s inches of movement per hour.
  4. There are 804.5” in a mile and 500” in a kilome-
  ter. Divide a character’s inches of movement per 
  hour by those ﬁgures to determine his speed in 
  miles or kilometers per hour.
  For example, Kinetik has Running 20”, x16 
  Noncombat, and SPD 7. That means he moves (20 
  x 16 =) 320” per Phase at his maximum velocity, 
  or (320 x 7 =) 2,240” per Turn. That’s a velocity of 
  (2,240 x 5 = 11,200” per Minute, or 672,000” per 
  Hour; 672,000”/804.5 =) 835 miles per hour!
  See the Velocity Table on page 206for MPH 
  and KPH ﬁgures for common amounts of move-
  ment. Of course, the addition of the MegaScale 
  Advantage to a Movement Power vastly increases a 
  character’s velocity.
  ACCELERATION,  
  DECELERATION,  
  AND GRAVITY
  When using his movement, a character can 
  accelerate at a rate of 5” per hex, up to his maxi-
  mum normal Combat Movement in inches per 
  Phase. Thus a character with 25” of Flight would be 
  moving at a velocity of 5” after traveling one hex, 
  10” after traveling two hexes, 15” after traveling 
  three hexes, and so on, up to his Combat Move-
  ment velocity. Adding or removing velocity is a 
  Zero Phase Action, but characters can do it only 
  once per Phase, unless the GM rules otherwise.
  A character can decelerate at the same rate, up 
  to his normal Combat Movement velocity. Since the 
  total acceleration or deceleration in a Phase is lim-
  ited to the character’s Combat Movement velocity, 
  a character with a high Noncombat Movement may 
  need several Phases to reach maximum velocity or 
  to slow down at the end of his journey. Characters 
  can buy Advantages for their Movement Powers 
  that allow them to accelerate and decelerate more 
  quickly. See Movement Powers, pages 26-31.
  A character cannot instantly decelerate to 0” 
  by turning oﬀ a Movement Power, or by switch-
  ing to another slot in a Power Framework (if that’s 
  how he bought the Power). He may not deactivate 
  the Movement Power until he decelerates to 0” 
  normally or through some outside means (such as 
  being hit with an attack that would stop him from 
  moving), or the GM speciﬁcally allows him to.
  VELOCITY-BASED DCV TABLE
   
  Velocity in 
   
  Inches per Turn 
  Base DCV
   
  1-32 
  1
   
  33-48 
  2
   
  49-64 
  3
   
  65-96 
  4
   
  97-125 
  5
   
  126-187 
  6
   
  128-250 
  7
   
  251-375 
  8
   
  376-500 
  9
   
  501-750 
  10
   
  751-1,000 
  11
   
  1,001-1,500 
  12
   
  1,501-2,000 
  13
   
  2,001-3,000 
  14
   
  3,001-4,000 
  15
   
  4,001-6,000 
  16
   
  6,001-8,000 
  17
   
  8,001-12,000 
  18
   
  12,001-16,000 
  19
   
  16,001-24,000 
  20
   
  24,001-32,000 
  21
   
  32,001-48,000 
  22
   
  48,001-64,000 
  23
   
  64,001-96,000 
  24
   
  96,001-125,000 
  25
   
  and so forth
  
  Hero System 5th Edition
  206 ■ The HERO System Movement Companion
  COMMON SENSE ACCELERATION  
  AND DECELERATION
  Gamemasters and players should apply 
  common sense when using the acceleration and 
  deceleration rules. Keeping strict track of the need 
  to accelerate and decelerate every time a character 
  moves will slow your game to a crawl. For example, 
  suppose a character has Running 30”. He moves his 
  full 30” in one Phase; there’s no question that he’s 
  got enough room to reach full speed, so the GM 
  shouldn’t bother to calculate how long it takes. The 
  next Phase the character decides he doesn’t want to 
  move any more, so he turns oﬀ his Running. By the 
  strict letter of the rules, he should ﬁrst have to decel-
  erate to 0”, which means he actually will travel a few 
  more inches before he can come to a complete stop. 
  But in virtually all situations, it’s a waste of time and 
  energy to ﬁgure that out. Just let the character stay 
  where he was when he stopped moving last Phase 
  and go on with the game. Only if it’s really important 
  — like when those few extra inches might carry the 
  character over the side of a cliﬀ — should the GM 
  consider invoking the deceleration rules.
  To put it another way, in HERO System terms 
  there’s no such thing as “Uncontrolled” Movement 
  that results when a character stops moving — he 
  stops where he stops. The GM can certainly rule 
  otherwise if he wants, in which case he takes the 
  time to apply the deceleration rules and resolve the 
  situation as he sees ﬁt.
  ADJUSTMENT POWERS AND DECELERATION
  Similarly, if an attacker uses an Adjustment 
  Power (or the like) to reduce a moving target’s 
  movement to 0”, the character stops moving right 
  where he is. As mentioned above, there’s no such 
  thing as “Uncontrolled movement” or “plowing 
  on” with leftover velocity... unless the GM wants 
  there to be, in which case he can apply the standard 
  deceleration rules to reduce the character’s velocity 
  to 0” at the rate of 5” per hex.
  GRAVITY AND MOVEMENT
  Flight, Gliding, Running, Swimming, and 
  Swinging are also aﬀected by gravity (other Move-
  ment Powers are not so aﬀected). When moving 
  in a direction consistent with gravity (for example, 
  diving with Flight, or Running down a steep hill), 
  the character may add +1” of movement for every 
  1” of movement he uses. For instance, a character 
  using 15” of Flight in a dive would add +15” for a 
  total of 30” of Flight per Phase. Since this doesn’t 
  improve the character’s ability to decelerate, going 
  too fast can lead to spectacular crashes. When 
  working against gravity (Flying straight up or at a 
  steep angle, Running up steep stairs), the character 
  must use 2” of movement to move 1” (eﬀectively 
  halving his movement rate).
  Gravity’s eﬀect on a character’s velocity aﬀects 
  the damage a character does with Move By, Move 
  Through, and similar Combat Maneuvers. For 
  VELOCITY TABLE
   
  Character’s SPD
   Inches 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12
   
  20 
  30/48 
  37/60 
  45/72 
  52/84 
  60/96 
  67/108 
  75/120 
  82/132 
  89/144
   
  25 
  37/60 
  47/75 
  56/90 
  65/105 
  74/120 
  84/135 
  93/150 
  102/165 
  112/180
   
  30 
  45/72 
  56/90 
  67/108 
  78/126 
  89/144 
  101/162 
  112/180 
  123/198 
  134/216
   
  35 
  52/84 
  65/105  
  78/126 
  91/147 
  104/168 
  117/189 
  130/210 
  144/231 
  157/252
   
  40 
  60/96 
  74/120 
  89/144 
  104/168 
  119/192 
  134/216 
  149/240 
  164/264 
  179/288
   
  45 
  67/108 
  84/135 
  101/162 
  117/189 
  134/216 
  151/243 
  168/270 
  185/297 
  201/324
   
  50 
  75/120 
  93/150 
  112/180 
  130/210 
  149/240 
  168/270 
  186/300 
  205/330 
  224/360
   
  55 
  82/132 
  102/165 
  123/198 
  144/231 
  164/264 
  185/297 
  205/330 
  226/363 
  246/396
   
  60 
  89/144 
  112/180 
  134/216 
  157/252 
  179/288 
  201/324 
  224/360 
  246/396 
  268/432
   
  65 
  97/156 
  121/195 
  145/234 
  170/273 
  194/312 
  218/351 
  242/390 
  267/429 
  291/468
   
  70 
  104/168 
  130/210 
  157/252 
  183/294 
  209/336 
  235/378 
  261/420 
  287/462 
  313/504
   
  75 
  112/180 
  140/225 
  168/270 
  196/315 
  224/360 
  252/405 
  280/450 
  308/495 
  336/540
   
  80 
  119/192 
  149/240 
  179/288 
  209/336 
  239/384 
  268/432 
  298/480 
  328/528 
  358/576
   
  85 
  127/204 
  158/255 
  190/306 
  222/357 
  254/408 
  285/459 
  317/510 
  349/561 
  380/612
   
  90 
  134/216 
  168/270 
  201/324 
  235/378 
  268/432 
  302/486 
  336/540 
  369/594 
  403/648
   
  95 
  142/228 
  177/285 
  212/342 
  248/399 
  283/456 
  319/513 
  354/570 
  390/627 
  425/684
   
  100 
  149/240 
  186/300 
  224/360 
  261/420 
  298/480 
  336/540 
  373/600 
  410/660 
  447/720
   
  110 
  164/264 
  205/330 
  246/396 
  287/462 
  328/528 
  369/594 
  410/660 
  451/726 
  492/792
   
  120 
  179/288 
  224/360 
  268/432 
  313/504 
  358/576 
  403/648 
  447/720 
  492/792 
  537/864
   
  130 
  194/312 
  242/390 
  291/468 
  339/546 
  388/624 
  436/702 
  485/780 
  533/858 
  582/936
   
  140 
  209/336 
  261/420 
  313/504 
  365/588 
  418/672 
  470/756 
  522/840 
  574/924 
  626/1,008
   
  150 
  224/360 
  280/450 
  336/540 
  391/630 
  447/720 
  503/810 
  559/900 
  615/990 
  671/1,080
   
  160 
  239/384 
  298/480 
  358/576 
  418/672 
  477/768 
  537/864 
  597/960 
  656/1,056 
  716/1,152
   
  170 
  254/408 
  317/510 
  380/612 
  444/714 
  507/816 
  570/918 
  634/1,020 
  697/1,122 
  761/1,224
   
  180 
  268/432 
  336/540 
  403/648 
  470/756 
  537/864 
  604/972 
  671/1,080 
  738/1,188 
  805/1,296
   
  190 
  283/456 
  354/570 
  425/684 
  496/798 
  567/912 
  638/1,026 
  708/1,140 
  779/1,254 
  850/1,368
   
  200 
  298/480 
  373/600 
  447/720 
  522/840 
  597/960 
  671/1,080 
  746/1,200 
  820/1,320 
  895/1,440
  Inches:  number of inches of Combat Movement the character uses. The numbers assume the character makes a Full 
  Move using his Combat Movement every Phase. If he uses Noncombat Movement, simply multiply the listed numbers 
  by his Noncombat Multiple to ﬁnd out how fast he’s going.
  The number before the slash indicates miles per hour (MPH), the number after the slash kilometers per hour (KPH). 
  For example, 89/144 means 89 MPH, 144 KPH.
  
  207 
  The Ultimate Speedster ■ Chapter Four
  example, a Move Through performed by using 
  Flight 20” to dive straight down toward the target 
  does (40/3 =) +13d6 damage from velocity.
  See also page 226 regarding moving in higher 
  or lower gravity environments.
  ENDURANCE
  Unless noted otherwise in a Movement Power’s 
  description, all movement costs END at the rate of 1 
  END per 10 Active Points in the Movement Power. 
  (This includes movement the character receives for 
  “free,” such as the standard Running 6” and Leaping 
  from STR.) If a character moves at Noncombat veloci-
  ties, the END cost equals the END he uses to move 
  at Combat velocities. For example, a character with 
  Flight 15” and a x8 Noncombat Movement multiple 
  (40 Active Points, and a total of Flight 120”) only 
  spends 4 END per Phase.
  MOVEMENT  
  AND STRENGTH
  As an optional rule, the GM can allow charac-
  ters to use their Flight or Leaping to enhance their 
  ability to lift or push. (He can allow them to use 
  other forms of movement in appropriate circum-
  stances; for example, a character who’s underwater 
  might be able to augment his STR with Swimming.) 
  Every 2” of Combat Movement becomes +1 point 
  of STR. Any movement “velocity” used in this way 
  cannot be used for movement, nor can characters 
  apply it to increase the damage done by Combat 
  Maneuvers and similar attacks that use the charac-
  ter’s STR to do damage.
  Example:  Defender sees a building about to fall 
  on a crowd of innocent civilians. He ﬂies under 
  the building, but his 55 STR is not enough to 
  hold it up. Thinking quickly, he points his boot-
  jets straight down. He decides to use all of his 
  10” of Flight to increase his STR; his STR (only 
  for purposes of holding the building up) is now 
  55 + (10/2) = 60.
  STOPPING OTHER CHARACTERS’  
  MOVEMENT
  Characters can also use STR to oppose another 
  character’s or object’s movement — to stop a speed-
  ing car or runaway horse, for example. To do this, 
  the character must make an Attack Roll to Grab 
  the character or object and obtain a ﬁrm hold; the 
  object may make a STR Roll (with additions to STR 
  from movement) every Phase to break free from 
  the character’s grip (this is a Zero Phase Action, 
  but may only be done once per Phase). For every 5 
  points of STR a character has (including STR added 
  from movement), he may subtract 1” of movement 
  per Phase. Thus, a character with 50 STR subtracts 
  10” of movement the ﬁrst Phase he tries to stop a 
  moving object, another 10” the next Phase (reduc-
  ing the character’s or object’s movement by a total 
  of 20”), and so on until the object gets away from 
  him or is brought to 0” of movement.
  If a character fails to stop the moving charac-
  ter or object completely with his STR the ﬁrst Phase 
  he tries to do so, but it does not break free from his 
  grip, he will be dragged along by the moving char-
  
  Hero System 5th Edition
  208 ■ The HERO System Movement Companion
  acter or object unless he lets go. If he is dragged, 
  his weight may cause the moving character or 
  object to slow down even further. Consult the rules 
  for Encumbrance (The HERO System 5th Edition, 
  Revised, page 379) to determine what eﬀect, if any, 
  the extra weight has, based on the character’s or 
  vehicle’s STR (if the object is not a vehicle, the GM 
  should assign it a STR for this purpose).
  Example:  Defender (STR 55, Flight 10”, weighs 
  200 kg) tries to stop a runaway bus (STR 40, 
  Ground Movement 15”, moving at 45” per 
  Phase with Noncombat Movement). He makes 
  an Attack Roll and Grabs the vehicle. The vehi-
  cle immediately gets to try to break free from 
  his Grab. It rolls 9½d6 (for 40 STR + 8 STR 
  from Combat Movement) and gets 8 BODY; 
  Defender rolls 12d6 (for 55 STR + 5 STR from 
  Combat Movement) and gets 12 BODY, so he 
  maintains his Grab. Defender’s STR slows the 
  bus down by 12”; it’s now moving at 33” per 
  Phase. Because Defender did not stop it and it 
  did not break his grip, he’s being dragged (or 
  pushed) along by the vehicle; his weight isn’t 
  enough to slow it down any further. He keeps 
  subtracting 12” per Phase from its movement 
  until it comes to a stop or breaks free.
  OBSTACLES
  If a character comes to an obstacle while 
  moving, he has several options. First, he can stop 
  his movement, assuming he has suﬃcient room 
  to slow down. Second, he can perform a Move 
  Through on the object, thereby smashing through it 
  (if successful) or running into it and hurting him-
  self (if not) (see below). Third, he can try to shrug 
  it aside by using his Casual Strength (see Strength, 
  page 34 of The HERO System 5th Edition, Revised, 
  for more details on Casual STR). Fourth, in some 
  circumstances he can Abort to turn, or to activate 
  a power that can protect him (like Force Field or 
  Desolidiﬁcation); this counts as a “defensive action” 
  in these circumstances because it can save the char-
  acter from the eﬀects of a collision.
  Example: Baran the warrior (STR 25) is ﬂee-
  ing from a ﬁre demon when he comes to a thin 
  wooden door. Not wanting to slow down, Baran 
  uses his Casual STR — 13 STR — to try to push 
  the door open. The GM looks at the Strength 
  Table to ﬁnd that 13 STR would lift 150 kg, so 
  he rules that’s more than enough to push aside 
  the door. Baran ﬂings the door wide and con-
  tinues his escape without wasting a step.
  CRASHING THROUGH OBSTACLES
  The Uncontrolled movement rules on page 
  220 cover what happens when a character loses 
  control of his movement and collides with some-
  thing. But there are circumstances in which a char-
  acter deliberately crashes into something, typically 
  in the hopes of damaging it or in a desire to smash 
  through it and keep going.
  This constitutes a Move Through, using the 
  character’s STR and velocity to determine damage 
  (though the GM may reduce the character’s STR if 
  the collision is one where he judges that the char-
  acter wouldn’t have the chance to use it, such as 
  when an enemy erects a Force Wall right in front of 
  a character as he moves). Usually there’s no need to 
  make an Attack Roll, but if the GM requires one he 
  may want to reduce the OCV penalty.
  If the BODY done by the attack is less than 
  the DEF+BODY of the object, the character stops 
  moving right there and takes the full damage from 
  the attack, as usual for a Move Through that fails 
  to “Knock Back” its target (in this case, “crashing 
  through” takes the place of “Knocking Back”). If 
  the BODY done by the attack equals or exceeds the 
  DEF+BODY of the object, the character smashes 
  through and keeps going (taking half damage as 
  usual).
  Under the standard HERO System rules, a 
  character crashing through an obstacle this way 
  isn’t slowed down at all — if he were moving at, 
  say, 24” when he hit the obstacle, after he smashes 
  through it he can keep right on moving at 24” with 
  no loss of velocity. In more “realistic” campaigns, 
  the GM may want this sort of collision to slow the 
  character down. In this case, reduce the character’s 
  inches of movement by the DEF+BODY of the 
  barrier or obstacle he crashed through. For every 1 
  BODY beyond that total that his Move Through did 
  to the obstacle, add back 1” of movement.
  Example:  Thunderbolt, running at 20” per 
  Phase, hits a 5 BODY, 5 DEF wall. Rolling his 
  Move Through damage, he does 12 BODY. That 
  means he smashes through (since the BODY 
  damage he did is equal to or greater than the 
  obstacle’s DEF+BODY), but doing so slows him 
  down. His velocity drops to (20” - (5+5) =) 
  10”, but since he did 2 BODY damage past the 
  DEF+BODY, add 2” back for a ﬁnal reduced 
  velocity of 12”.
  SEGMENTED  
  MOVEMENT
  For some campaigns, the Phase-by-Phase 
  nature of movement may not work well — even 
  though it’s just a game representation of a charac-
  ter’s or vehicle’s overall course of movement, not a 
  series of stop-and-go motions, it doesn’t suit some 
  gamers. To get around this diﬃculty, you can use 
  the Segmented Movement rules.
  The Segmented Movement rules split a charac-
  ter’s movement down Segment by Segment, rather 
  than Phase by Phase. This works well to simulate 
  some types of uncontrolled movement (like falls 
  or skids), where a character’s SPD shouldn’t neces-
  sarily have any aﬀect on his velocity or ability to 
  move. Some gamers also ﬁnd that it works well for 
  vehicles. The GM decides what types of movement, 
  and what characters/objects, can use Segmented 
  Movement, and under what circumstances.
  
  209 
  The Ultimate Speedster ■ Chapter Four
  CALCULATING SEGMENT-BY-SEGMENT 
  MOVEMENT
  To use Segmented Movement, you must 
  first determine how far a character can move per 
  Turn. To do this, multiply his inches of Combat 
  Movement by his SPD. For example, a character 
  with Running 20” and SPD 5 moves (5 x 20” 
  =)100” per Turn.
  Next you divide that per-Turn movement by 
  12 — the 12 Segments in a Turn. That indicates 
  how many inches a character can move per Seg-
  ment. If the inches per Turn aren’t evenly divis-
  ible by 12, the GM decides in which Segments to 
  add or subtract movement to make everything 
  balance out. (Preferably, any additional inches or 
  rounding should help the character on Segments 
  when he actually has a Phase.) He should try to 
  keep the character’s movement as consistent as 
  possible throughout the Turn, and a character 
  should never gain more inches of movement per 
  Turn via Segmented Movement than he’d have 
  with normal movement.
  Example:  Snow Falcon has Flight 20” and SPD 
  5. That means she moves 100” per Turn. 100 
  divided by 12 = 8.33. Thus, she moves at least 8” 
  per Segment using Segmented Movement, but 
  needs to move an extra inch on four Segments 
  (since 8” x 12 only equals 96”). The GM decides 
  that she gets +1” movement (9”) on each of her 
  four last Phases in the Turn — Segments 5, 8, 
  10, and 12. This ties in with her SPD, which 
  makes sense to the GM because she should have 
  a little more control over her movement in Seg-
  ments when she gets other Actions. Alternately, 
  he might decide to split the extra inches evenly 
  over the Turn, giving her +1” of movement in 
  Segments 3, 6, 9, and 12.
  USING SEGMENTED MOVEMENT
  A character using Segmented Movement may 
  (but does not have to) move every Segment, includ-
  ing Segments in which he does not have a Phase. 
  If a character chooses not to move in a Segment, 
  he does not get to “save” the inches he could have 
  moved for a later Segment; as with the ordinary 
  movement rules, he simply chooses not to move.
  Half Moves, Full Moves, Noncombat Movement, 
  And Acceleration/Deceleration
  When a character uses Segmented Movement, 
  a Half Move consists of any amount of movement 
  up to half of his per-Segment movement, while a 
  Full Move consists of any amount of movement 
  more than that. For example, if Snow Falcon can 
  move 8” per Segment, her Half Move is 1-4”, and 
  her Full Move 5-8”; if she can move 9” per Segment, 
  her Half Move is 1-5”, and her Full Move 6-9”.
  The standard Noncombat Movement rules 
  apply to Segmented Movement, but they apply to 
  the inches a character can move per Segment. Any 
  character can move up to double his per-Segment 
  inches with any mode of movement, and can pur-
  chase the Improved Noncombat Movement Adder 
  to move even faster (see page 28). For example, if 
  Snow Falcon can move 8-9” per Segment with a 
  standard x2 Noncombat multiplier, she can move 
  16 or 18” per Segment when moving Noncombat; 
  if she pays to have a x8 Noncombat multiplier, 
  she can move 64 or 72” per Segment Noncombat. 
  Other rules for Noncombat movement, including 
  its reduction of CV, apply.
  Acceleration and deceleration work the same 
  with Segmented Movement as regular movement.
  Movement And Actions
  In Segments when the character doesn’t 
  have a Phase, all he can do is move (either a Half 
  Move or a Full Move). He gets to move on his 
  DEX in the Segment, just as if he had a Phase. 
  He cannot change the allocation of Combat 
  Skill Levels, perform an attack (even one involv-
  ing movement), activate powers other than the 
  Movement Powers he’s using, or perform any 
  other Actions except move. (He can, of course, 
  use Actions that take no time, such as making a 
  soliloquy or a Presence Attack.)
  In Segments in which the character has a 
  Phase, he may also move, but the standard rules 
  apply:  he can make a Half Move (which requires a 
  Half Phase Action) or a Full Move (which requires 
  a Full Phase Action). He can perform attacks, 
  including ones involving movement (like a Move 
  Through). In short, the character has a standard 
  Phase; he can use it in any way he could use a Phase 
  under the standard rules. The only diﬀerence is that 
  the amount of movement he can use is less than 
  under the standard rules.
  If a character Aborts to a defensive action 
  in a Segment in which he does not have a Phase, 
  he cannot also move in that Segment unless the 
  movement is part of the defensive action (such as 
  performing a Dive For Cover). If the character has 
  already used his movement in that Segment, he 
  cannot Abort.
  Using Segmented Movement, even in a Segment 
  in which a character does not have a Phase, does not 
  aﬀect a character’s CV, PER Rolls, or the like.
  Separating Movement And Actions
  As noted above, in Segments when a character 
  has a Phase, his Segmented Movement counts as 
  an Action he takes. In some campaigns, the GM 
  may prefer to change this and separate movement 
  and the SPD/Action rules altogether. In this case, 
  moving never uses up any of a character’s Actions 
  in his Phases (unless the movement is part of an 
  Action that does, such as making a Move By or 
  Diving For Cover). In eﬀect, in every one of his 
  Phases the character gets an “extra movement 
  Phase” that lets him make up to a Full Move. This 
  doesn’t count against his Phase for other Actions, 
  such as attacking. Using these rules, a character 
  could perform a Full Move (doesn’t count as an 
  Action), then use a Skill (a Half Phase Action, per 
  the GM), and then make an attack (a Half Phase/
  Attack Action).
  Under this system, a character can use his 
  movement at any time during a Segment, except 
  (a) after performing an Attack Action (which ends 
  his ability to act in any way in that Phase) or (b) 
  when the GM forbids it for any reason. At the GM’s 
  
  Hero System 5th Edition
  210 ■ The HERO System Movement Companion
  option, either before or after using his “free” move-
  ment a character who has a Phase in a Segment can 
  move even more by using his standard Actions to 
  perform a Half Move or Full Move.
  NORMAL MOVEMENT
  “Normal” movement means those modes of 
  movement all characters possess — Running, Leap-
  ing, and Swimming.
  Running
  Running is the standard form of movement 
  for most characters. All characters start with 6” 
  of Running; they can increase this by +1” for 
  every 2 Character Points. In Heroic campaigns, 
  the Normal Characteristic Maximum breakpoint 
  for Running is 10” per Phase; after this maxi-
  mum, the cost doubles. There is no maximum for 
  Superheroic campaigns.
  Running has no Turn Mode (see Flight, below); 
  a character can turn as often as he wants when Run-
  ning. The GM may require characters to use a Turn 
  Mode if the footing is especially treacherous, and may 
  forbid actions he deems contrary to common sense, 
  dramatic sense, special eﬀects, game balance, and 
  similar considerations (such as a character claiming 
  he can Run back and forth in the same hex, taking 
  advantage of the lack of Turn Mode to accelerate to 
  full velocity without moving anywhere).
  WALKING, CRAWLING, AND TROTTING
  A character’s base Running 6” assumes he’s 
  Running all-out, as fast as he can go in terms of 
  Combat Movement. If he only Runs 1”, he’s crawling 
  or walking slowly. If he moves 2”, he’s walking. If he 
  moves 3”, he’s trotting or jogging; at 4” he’s trotting 
  quickly. Running 5” is running slowly.
  METERS INSTEAD OF HEXES
  To create greater “granularity” and precision for movement within the game, you 
  might consider changing Movement Powers from being deﬁned by hexes to being 
  deﬁned by meters. Thus, instead of buying Flight 15” or Running 9”, a character 
  would buy Flight 30m and Running 18m. Here’s what the various Movement 
  Powers cost using this system:
  Power 
  Cost Per 1 Meter Of Movement
  Extra-Dimensional Movement 
  N/A
  FTL Travel 
  N/A
  Gliding 
  ½ Character Point
  Flight 
  1 Character Point
  Leaping 
  ½ Character Point
  Running 
  1 Character Point
  Swimming 
  ½ Character Point
  Swinging 
  ½ Character Point
  Teleportation 
  1 Character Point
  Tunneling 1 Character Point per 1m Tunneling through 1 DEF material; increase the 
  character’s velocity for +1 Character Point per each +1m; increase the DEF Tunneled 
  through for +3 Character Points per each +1 DEF
  If you switch to this system, you should consider changing other Powers to work on a 
  meters basis instead of via hexes. For example, maybe Darkness to Sight Group costs 
  +5 Character Points for each +1 meter radius; Area Of Eﬀect (Radius) gives a power 
  a radius of 2 meters per 10 Active Points for a +1 Advantage. Change Environment, 
  Images, and Explosion could all use meters as well.
  
  211 
  The Ultimate Speedster ■ Chapter Four
  If desired, for velocities greater than 6” you can 
  scale these modes of ground movement up pro-
  portionately. For example, if a character has Run-
  ning 12”, he can crawl/walk slowly at 2” per Phase 
  instead of the usual 1”. In most cases it’s easier and 
  more logical to use the amounts indicated above no 
  matter what the character’s upper Running limit is, 
  but there might be times when, for example, a char-
  acter wants to crawl as fast as possible to get some-
  where quickly while remaining hidden or behind 
  Concealment. Special eﬀects might also alter these 
  ﬁgures; for example, a snake that slithers at Run-
  ning 10” is eﬀectively “crawling” in that it’s moving 
  very low to the ground.
  METHODS OF RUNNING
  Running is the primary movement power 
  of most comic book speedsters. Options, Advan-
  tages, or additional Powers may be needed to 
  simulate some speedster tricks (like running on 
  the surface of the water or up the sides of build-
  ings), but in the end Running remains a popular 
  choice among speedsters. (See Hyper-Running 
  I, page 61, for some examples.) Among other 
  things, its lack of Turn Mode makes it ideal for 
  performing many Combat Maneuvers and speed-
  ster tricks at optimum effectiveness.
  When a speedster buys Running, he should 
  also define his “mechanic of motion,” since the 
  precise “special effect” of how he moves quickly 
  could suggest Advantages or Limitations for 
  Running as well as other powers or abilities 
  he could purchase. By default a speedster with 
  Running is doing just that — running, alternate 
  stepping at a fast pace. Although at higher veloci-
  ties there might be brief moments when both 
  of a character’s feet don’t touch the ground, a 
  a Running character is never considered to be 
  airborne. A Running character pushes off against 
  the ground in two directions at once:  vertically 
  against the ground to keep himself upright; and 
  horizontally against the ground to propel himself 
  forward and occasionally change direction. If the 
  character loses control of either of these two fac-
  tors, then he’s probably no longer Running; he’s 
  probably skidding out of control or “wiping out.”
  Beyond that, a Running character could be 
  oozing, rolling, skidding, sliding, or slithering, 
  among others. By default, all of these methods work 
  equally well, but you can easily “customize” them a 
  bit if you prefer:
  Oozing:  With oozing, the character’s body actu-
  ally changes, in that it “pours” across a surface in 
  a forward direction, much like Rolling. To use 
  it a character needs a flexible, malleable, shape-
  shifting, or perhaps non-human body. Oozing 
  tends to be slow — possibly even slower than 
  characters’ base 6” of Running, which makes it 
  an odd choice for a speedster. However, it makes 
  sense for many types of creatures that don’t have 
  legs, such as giant slugs or amorphous horrors. 
  To compensate for the lack of speed, the char-
  acter may have Clinging or other abilities that 
  expand the scope of where he can move.
  Rolling:  Rolling leaves the character at the mercy of 
  gravity — he can roll downhill, and maybe roll on 
  level surfaces at his standard speed if he has even a 
  weak method of “propulsion.” On the other hand, 
  he may not be able to go uphill at all, or at most for 
  short distances (one-fourth of the inches he moved 
  in his previous Phase for gentle inclines, even less, 
  possibly 0”, for steeper grades). Additionally, terrain 
  may aﬀect a character’s ability to roll — if it’s too 
  rough, he gets slowed down even going downhill. 
  To represent all these diﬃculties, take the Limita-
  tion Rolling (-1).
  Skidding:  Skidding by deﬁnition is Uncontrolled 
  movement, and thus almost never chosen by speed-
  sters or other characters voluntarily. See page 220 
  for more information.
  Sliding:  Sliding is the form of Running chosen by 
  characters who can control friction, who can gener-
  ate a near-frictionless surface to slide on (such as 
  a sheet of ice), who stand on a smooth surface and 
  “ride” it downhill (i.e., skiing), and the like. In eﬀect 
  the character “skates” along the frictionlessness, 
  achieving great speeds and performing cool stunts 
  (like turning on a dime by grabbing a lamppost 
  or similar object and spinning himself back in the 
  direction he just came from). In “cinematic” cam-
  paigns like most superhero games, sliding works 
  just as well as (and the same as) ordinary running. 
  In more “realistic” games, characters who slide have 
  trouble with inclines — “skating” uphill is tough, 
  since the character depends on his momentum 
  to keep sliding along. In game terms, the eﬀect of 
  gravity is doubled; it takes 4” of movement to move 
  upward 1”. You can represent this with a -¼ Limita-
  tion, Sliding.
  Slithering:  For the most part, slithering is like 
  oozing (although the character doesn’t necessarily 
  have to change shape the way most oozing char-
  acters do). However, it’s possible to slither at great 
  speeds; some terrestrial snakes can slither as fast as 
  a man can run.
  Leaping
  All characters have a base forward leap of 
  1” and a base upward leap of ½” (half the for-
  ward leap) for every 5 points of STR (the upward 
  leap distance defines how far off the ground 
  the character’s shoulders are at the uppermost 
  point of the leap). A character can increase his 
  forward leap by +1” for every 1 Character Point. 
  The Normal Characteristic Maximum breakpoint 
  for Leaping in Heroic campaigns is 5”; after this 
  maximum the cost doubles. There is no maxi-
  mum for Superheroic campaigns.
  In Heroic campaigns, fast-moving charac-
  ters can leap further:  for every +1” of Running a 
  character has above the normal Run of 6”, add +1 
  meter (½”) to the jump distance when he makes a 
  Running Leap. (The character doesn’t have to use 
  his Running in conjunction with his Leap — he just 
  has to have paid for the extra Running — but the 
  extra inches only apply with Running Leaps.)
  
  Hero System 5th Edition
  212 ■ The HERO System Movement Companion
  A character cannot change direction once 
  he starts a leap — there’s no way to leap around 
  a corner, for example. (But see Bouncing on page 
  38.) It’s possible to perform a leap of up to half the 
  character’s inches as a Half Move. For some leaps, 
  characters may have to make Attack Rolls to land 
  in the target hex (see page 37). When a character 
  lands from a leap, he doesn’t hurt himself, and gen-
  erally causes no damage to whatever he lands on 
  unless he’s performing a Move Through or the GM 
  rules otherwise.
  THE LEAPING ARC
  Leaping typically carries a character forward 
  in an arc, which means the character has to be a 
  certain minimum distance below any obstacles 
  (such as ceilings, roofs, and overhangs) or else 
  he’ll collide with them. This distance equals half 
  the inches of forward Leaping the character uses 
  (standard rounding rules apply). For example, if the 
  character Leaps 15”, he’s got to be at least 7” below 
  any overhead obstacles, or he’ll collide with them.
  RUNNING LEAPS AND STANDING LEAPS
  The standard Leaping distances, the ones listed 
  in the Strength Table (see page 35 of The HERO 
  System 5th Edition, Revised rulebook), are based 
  on a running broad jump, or Running Leap — the 
  character takes a step or two and leaps. A Standing 
  Leap is only half as far (and, as noted above, leaps 
  upward are only half of the forward leap). This 
  does not mean that he’s required to make a Half 
  Move or the like; the “step or two” are part of the 
  overall distance he covers with his leap. However, it 
  does mean that a character who has 0” of Running, 
  for whatever reason, cannot make Running Leaps 
  unless the GM rules otherwise for some reason.
  SIZE, MASS, AND LEAPING
  As an optional rule, the GM may base a char-
  acter’s total leaping distance on his mass — after 
  all, heavier characters have more to lift when they 
  jump. To determine the leaping distance for charac-
  ters who are heavier than normal, move down the 
  Strength Chart 5 STR for every 2x mass; for char-
  acters who are lighter than normal, move up 5 STR 
  for every x½ mass. Thus, characters with Growth 
  or Density Increase cannot intrinsically leap fur-
  ther than characters of normal size and weight just 
  because they gain some STR from those Powers. 
  Characters with Shrinking can leap further than 
  normal (+3” for every level of Shrinking) unless 
  they buy down their STR.
  Example:  A puppy isn’t very strong (STR -15). 
  This would normally mean it couldn’t jump. 
  However, it only weighs 6.25 kg (1/16 normal 
  human mass). Therefore it gets +20 STR for 
  determining Jumping distance, meaning it can 
  jump 1” with a running start.
  Now it’s Leadboy’s turn. He weighs 25 tons due 
  to Density Increase. He has a 60 STR, but all of 
  it except 10 STR is from DI. He can only jump 
  4” with a running start.
  REALISTIC LEAPING
  Since a character who leaps is “throwing him-
  self” forward (more or less), you can use the “realis-
  tic throwing” rules on pages 114-15 of The Ultimate 
  Brick to determine how far high-STR characters 
  can “really” leap, if your campaign stresses “realism.” 
  Find the character’s weight on the Realistic Throw-
  ing Tables, and from that ﬁnd out how far the 
  character can leap. The character spends one Phase 
  in mid-leap for every 150” (1,000 feet) of leap, and 
  other rules for Leaping apply.
  For example, assuming a character weighs 
  100 kilograms, if he has STR 40 and uses the 
  “realistic leaping” rules he can Leap 20,480” 
  — but he spends 136 Phases in mid-leap (that’s 
  27 Turns, or over five minutes, for a SPD 5 char-
  acter, and 34 Turns, or nearly seven minutes, for 
  a character with SPD 4). If he has STR 60, he can 
  make Leaps up to 5 million hexes long!
  Swimming
  All characters can swim a base distance of 
  2” per Phase. A character can increase his Swim-
  ming rate by +1” for every 1 Character Point. The 
  Normal Characteristic Maximum breakpoint for 
  Swimming in Heroic campaigns is 5”; after this 
  maximum the cost doubles. There is no maxi-
  mum for Superheroic campaigns. Swimming has 
  no Turn Mode; a character can make as many 
  turns as he wants when Swimming.
  Based on their conception, some characters 
  won’t know how to swim. For example, Dwajmi the 
  desert nomad has never seen water except in a well or 
  a shallow oasis, so he’s never learned to swim. Char-
  acters such as Dwajmi may sell back their natural 2” 
  of Swimming, gaining 2 Character Points to spend 
  on something else. If they later decide to learn how to 
  swim, they must buy Swimming at the standard cost. 
  Unless a character has at least 1” of Swimming, he 
  cannot even stay aﬂoat. The GM may rule that some 
  characters (for example, Heavyworlders in a Science 
  Fiction campaign) can never learn how to swim.
  DIVING
  Characters outside the water may need to dive 
  into it when they want to use their Swimming. As 
  long as the character is on the same level as the 
  surface of the water, diving is a simple matter. But if 
  he’s above the water, it may be more diﬃcult... even 
  potentially dangerous. A character can safely Dive a 
  number of inches equal to his inches of Swimming 
  or 4”, whichever is greater. All inches beyond that 
  are treated like Falling and thus may inﬂict damage 
  on the character (but he can use Breakfall to reduce 
  the damage, as normal).
  METHODS OF SWIMMING
  The methods of Swimming are similar to 
  those of Flight (q.v.):  exertion, thrust, and personal 
  power. The most typical is physical exertion, as the 
  character pushes oﬀ against the water with some 
  sort of repetitive motion. The classic swimming 
  strokes evolved to provide maximum movement 
  with even exertion. Most strokes include kicking 
  
  213 
  The Ultimate Speedster ■ Chapter Four
  legs as a major source of propulsion, since legs 
  are more powerful than arms. The arms are swept 
  back with hands cupped on the forward push, and 
  pulled close to the body on when returning arms 
  to the front for the next stroke. Diﬀerent strokes 
  can be used for diﬀerent circumstances (front 
  stroke, breast stroke, back stroke, side stroke, doggie 
  paddle, dead man’s ﬂoat). To improve his “pushing” 
  ability, a swimmer might wear swimﬁns or the like.
  Thrust is a rare form of Swimming, since 
  it’s unusual to burn fuel in the water, but it’s not 
  impossible. It’s more common with vehicles; 
  see The Ultimate Vehicle and The HERO System 
  Vehicle Sourcebook for plenty of examples. Per-
  sonal power includes superheroic abilities such 
  as control over water.
  POWERED MOVEMENT
  “Powered” movement means those modes of 
  movement characters have to pay Character Points 
  for:  FTL Travel, Flight; Gliding; Swinging; Tele-
  portation; and Tunneling. (It also includes Extra-
  Dimensional Movement, which isn’t covered here.)
  FTL Travel
  A character’s velocity using FTL Travel (which 
  only works in space, never in atmospheres or the 
  like) depends on how many Character Points he 
  spends on it (see page 34). It does not have a Non-
  combat Movement multiple, and characters using it 
  cannot perform Half Moves.
  The standard acceleration and decelera-
  tion rules do not apply to FTL Travel, since it 
  works over a vastly different scale than other 
  Movement Powers. However, characters using it 
  cannot accelerate or decelerate instantly (unless 
  they buy the Instant Lightspeed Adder). Typically, 
  to reach lightspeed (1 Light-Year per year, or 10 
  Character Points’ worth of FTL Travel) takes one 
  Full Phase and one hex worth of distance. For 
  every +2 Character Points’ worth of FTL Travel 
  (i.e., every doubling of the character’s velocity) 
  it takes another Full Phase and x2 the number of 
  hexes to reach full FTL velocity. (In other words, 
  the number of inches needed to achieve full 
  speed always equals the number of light-years 
  the character can travel in a year.) For example, 
  a character with 30 points of FTL Travel (1,000 
  Light-Years/year) needs 11 Full Phases and 
  1,000” of distance to reach his full superluminal 
  velocity. The same rules apply to decelerating.
  FTL Travel also does not use the standard 
  Turn Mode rules — again, it functions on a scale 
  that makes such considerations meaningless. But 
  characters moving faster than light can’t change 
  course whenever it suits them. If the character’s 
  moving at full speed, he can make one 60-degree 
  turn a one hex side shift on a hex grid) in the same 
  distance it takes him to accelerate/decelerate to 
  full speed. If he’s moving slower than full speed, 
  it takes him whatever fraction of his full speed 
  he’s moving to turn. For example, a character with 
  30 Character Points’ worth of FTL Travel (1,000 
  Light-Years/year) needs 1,000” of distance to reach 
  his full superluminal velocity. That means he also 
  needs 1,000” to turn 60 degrees. If he’s only moving 
  at a speed of 356 Light-Years/year, he needs 356” to 
  turn 60 degrees. At the GM’s option, a character can 
  buy the No Turn Mode Advantage for FTL Travel so 
  he can turn without having to travel such distances 
  and can make turns of any degree.
  Flight
  A character’s Flight speed depends on how 
  many Character Points he spent on Flight. A char-
  acter who ﬂies isn’t as maneuverable as someone on 
  the ground — he has a Turn Mode that deﬁnes how 
  often he may make a 60-degree turn (or a one hex 
  side shift on a hex grid). The Turn Mode is deﬁned 
  by the formula:
  Current Turn Mode =  
  Total Distance Traveled This Phase/5
  A character can make his ﬁrst 60-degree turn 
  any time after the start of his move; this turn is 
  “free.” Once he’s turned, he cannot turn again until 
  he moves his Turn Mode in inches forward. As a 
  simple rule, a character using Combat Movement 
  cannot make more than ﬁve evenly spaced turns 
  during a move. If the character moves at Non-
  combat velocities, he can make no more than two 
  evenly spaced turns.
  Example:  Lazer ﬂies at 10” per Phase. Using 
  the formula, he has a Turn Mode of 10/5 = 
  2”. Lazer wants to turn around, so he turns 60 
  degrees, moves 2”, turns 60 degrees, moves 2”, 
  turns a ﬁnal 60 degrees and completes his move 
  by ﬂying 6” (see illustration).
  As discussed on page 206, gravity aﬀects 
  Flight. A ﬂying character must use 2” of Flight 
  distance to gain 1” of altitude (i.e., to ﬂy upward, 
  against gravity). If he dives, he gains +1” of veloc-
  ity for every 1” of Flight distance he has (i.e., ﬂying 
  downward, with gravity, increases his speed). To 
  pull out of such a dive, the character should dive 
  his Turn Mode in inches. If he’s diving straight 
  down (his Flight distance in inches free, plus his 
  Flight distance down) then he must dive twice his 
  Turn Mode. When a character has pulled out of a 
  dive, he’s considered to be ﬂying level (at his regular 
  velocity) and can continue ﬂying whatever direc-
  tion he wants.
  
  Hero System 5th Edition
  214 ■ The HERO System Movement Companion
  METHODS OF FLIGHT
  Most forms of Flight fall into one of three cat-
  egories:  exertion; thrust; and personal power.
  Exertion means the ﬂyer actually physically 
  moves part of his body or otherwise physically 
  exerts energy to stay aloft. Typically this means 
  using wings. Winged beings like birds are specially 
  designed for a life of ﬂight, with streamlined bodies 
  and hollow bones to reduce drag and weight. “Real-
  istically,” Human-sized and -shaped characters 
  might need wings and STR even larger than the 
  proportional equivalent to overcome their non-
  aerodynamic bodies.
  Thrust means the ﬂyer burns fuel or otherwise 
  creates thrust that “pushes” him through the air. 
  Planes work this way. Their aerodynamic shape 
  reduces drag, the shape of their wings keeps them 
  aloft, and their propellers or engines provide the 
  thrust. (See The Ultimate Vehicle for more informa-
  tion on aircraft.)
  “Personal power” is a catch-all for the sorts of 
  Flight abilities seen in comic books, movies, and 
  novels:  the power to “manipulate gravity,” magical 
  spells of ﬂying, control over the winds, and so on. 
  This form of Flight can (and usually does) com-
  pletely defy the laws of physics and “real world” 
  scientiﬁc considerations.
  Which method of Flight a character chooses 
  may impact other aspects of his design or suggest 
  other abilities he has. For example, if a speedster ﬂies 
  via thrust, how does he personally generate thrust 
  from his body? If he can “project energy” behind him, 
  might he have other “energy projection” abilities, such 
  as Energy Blast, Force Field, or Force Wall?
  Simulating Vehicular Flight
  Some characters may want their Flight to work 
  more the way ﬂying works with an airplane or 
  other ﬂying vehicle. If so, they should consider the 
  following two Limitations, adapted from The Ulti-
  mate Vehicle and rewritten here for characters.
  Stall Velocity (-¼, -½):  Stall Velocity means a ﬂying 
  character has to maintain a certain airspeed or risk 
  stalling. This means he cannot slow down below a 
  certain threshold, move backwards, hover in place, 
  move straight up or down, or the like. Instead, 
  he may “stall” if he’s not ﬂying quickly enough to 
  exceed his stall velocity. (This doesn’t prevent him 
  from slowing down to land; any ﬂying character 
  can safely do that.)
  If the Stall Velocity is half the character’s maxi-
  mum Combat Movement velocity, then this is a -¼ 
  Limitation. If the Stall velocity equals the charac-
  ter’s Combat Movement velocity, then this is a -½ 
  Limitation (such a character can only stay airborne 
  by making Full Moves every Phase or moving at 
  Noncombat velocity).
  A stalled character is at ½ DCV and begins to 
  fall normally. The character can attempt to pull out 
  of his stall by succeeding with a DEX Roll at -2. The 
  GM may impose penalties to the roll based on how 
  fast and far the character’s fallen... and in any event, 
  given that ﬂying characters have a Turn Mode, if 
  the character doesn’t pull out of the dive by a cer-
  tain point, he won’t have room to do so (see above)
  Takeoff/Landing (-1):  A ﬂying character with this -1 
  Limitation requires a signiﬁcant amount of smooth, 
  level ground to get airborne or land (if the charac-
  ter hasn’t sold back his Swimming, he can also do 
  this on a relatively calm body of water, such as a 
  large lake). He needs a number of inches of smooth, 
  level ground equal to his maximum Noncombat 
  Flight velocity to takeoﬀ or land without diﬃculty. 
  In that situation, unless there’s some sort of emer-
  gency or crisis, he doesn’t have to make any sort 
  of Skill Roll to take oﬀ or land. If he has less space 
  than this, or the ground isn’t as smooth and level 
  as it ideally should be, he has to make a DEX Roll 
  to take oﬀ or land successfully (see accompanying 
  table). Taking oﬀ or landing requires a number of 
  Phases equal to the character’s SPD. This does not 
  qualify for an Extra Time Limitation; it’s part of the 
  overall value of the Limitation.
  Gliding
  The GM should regulate how rapidly a glid-
  ing character can climb. Climbing is relatively 
  easy when there are thermals or good winds; a 
  glider can generally gain 1d6” of altitude per Phase 
  (halved for working against gravity, as normal). At 
  other times a character’s ability to gain altitude may 
  be limited or nonexistent. The Turn Mode and dive 
  rate of a gliding character are the same as for Flight. 
  Characters can only gain velocity while Gliding by 
  losing altitude (see page 36).
  CHARACTER TAKEOFF  
  AND LANDING TABLE
  Landing Strip Length 
  DEX Roll Penalty
  75-99% of required length 
  -1
  50-74% of required length 
  -3
  25-49 % of required length 
  -6
  Less than 25% of required length 
  -10
  Landing Strip Condition 
  DEX Roll Penalty
  Rough ground 
  -2
  Very rough ground 
  -4
  Incredibly rough ground 
  -8
  Mildly steep/slanted 
  -1
  Steep/slanted 
  -2
  Very steep/slanted 
  -4
  Prevailing Weather 
  DEX Roll Penalty
  Rain 
  -1
  Strong Rain 
  -2
  Snow/Ice 
  -4
  All listed penalties are cumulative. For example, 
  the penalty for landing on a rough strip 60% of the 
  required length that’s also mildly slanted imposes a 
  -6 penalty.
  A failed landing or takeoﬀ roll usually means the char-
  acter crashes (either into the ground, or into a nearby 
  obstacle), particularly during a landing. However, it 
  may just mean he cannot take oﬀ at this time, or has to 
  try another approach.
  
  215 
  The Ultimate Speedster ■ Chapter Four
  Swinging
  A character’s Swinging speed depends on how 
  many Character Points he spent on Swinging. The 
  GM determines the direction of a swing based 
  on the situation, the point to which the character 
  attaches his swingline, and other factors. Typi-
  cally a swing takes place in a straight line, and the 
  character cannot change direction once he begins 
  the swing (he cannot, for example, swing around 
  corners, though the GM might allow minor shifts 
  in direction based on body motion and the like). 
  However, the GM may allow characters to swing in 
  arcs in some circumstances. For example, if a char-
  acter attaches his swingline to the corner of a build-
  ing, he might be able to swing in an arc around the 
  corner of the building. In this case, Swinging has 
  the standard Turn Mode (see above), unless the 
  GM rules otherwise. The character should describe 
  the arc of his swing to the GM before making it so 
  the GM can approve it, and cannot change it once 
  he begins the swing unless the GM permits him to.
  GENERAL RULES
  Here are a few general rules that help to 
  explain how Swinging works and some of its rami-
  ﬁcations. These rules are optional, and generally 
  appropriate for the more “realistic” views or uses of 
  Swinging (see below); in many campaigns GMs will 
  ignore them entirely.
  The Swing Arc
  Swinging typically carries a character in an arc, 
  which means the character has to be a certain mini-
  mum distance above the ground or else his Swing-
  ing will really be “falling.” This distance equals half 
  the inches of Swinging the character uses (standard 
  rounding rules apply). For example, if the charac-
  ter Swings 20”, he’s got to be at least 10” above the 
  ground or he’ll collide with it, taking damage as if 
  he fell. For multiple-Phase Swings, the arc distance 
  equals half the total distance Swung, from launch-
  ing point to landing point.
  For non-standard Swings, such as a character 
  who attaches a swingline to a telephone pole so he 
  can Swing horizontally around it, the GM should 
  adapt these rules as he sees ﬁt to determine if the 
  character collides with some object.
  Attacking The Swingline
  In some cases, it’s possible to make trouble for 
  a Swinging character by attacking his swingline. 
  Typically a swingline has a DCV equal to that of 
  the character using it, and the attacker also suﬀers a 
  Target Size OCV penalty of -6 or more. If the swin-
  gline is a Focus or a Physical Manifestation, it has 
  the standard DEF and BODY speciﬁed for those 
  Limitations. If it’s neither — for example, if it’s a 
  strand of energy the character generates — then 
  it cannot be damaged so attacking it is probably 
  useless. However, even in that case just hitting the 
  swingline may throw the Swinging character oﬀ 
  course (or require him to succeed with a DEX Roll 
  to remain on course).
  Breaking A Swingline
  In some games, particularly “realistic” ones or 
  ones using the Real World Swinging guidelines (see 
  below), the question of the breakability of swing-
  lines may arise. The rules assume that a character’s 
  swingline is fully capable of supporting him under 
  ordinary conditions. But what if it becomes frayed 
  
  Hero System 5th Edition
  216 ■ The HERO System Movement Companion
  or damaged? What if he carries a passenger or 
  burden? Here are some rules to resolve this situa-
  tion; they presume, of course, that the swingline is a 
  Focus or Physical Manifestation, otherwise it won’t 
  break at all.
  First, determine the swingline’s DEF and 
  BODY. Second, determine the swingline’s 
  “Strength.” At a base level, a swingline has a STR 
  equal to twice the STR needed to lift the charac-
  ter (thus, 20 STR in most cases). A character may 
  increase the STR of his swingline with a special 
  Adder, Stronger Swingline:  for each +1 Character 
  Point, the swingline has +5 STR.
  As long as the combined weight of the char-
  acter and anything he carries does not exceed 
  the weight limit of the swingline’s STR, there’s no 
  chance of the swingline breaking (assuming it’s in 
  good condition; see below). If the swingline carries 
  more weight than that, ﬁgure out how much STR 
  it would take to lift the “extra” weight, and use that 
  STR to do Normal Damage (BODY only, of course) 
  to the swingline. The GM may increase the “STR” 
  used to calculate damage if appropriate (for exam-
  ple, during multiple-Phase Swings that especially 
  stress the swingline). When enough BODY damage 
  gets past the swingline’s DEF to reduce its BODY to 
  0, the swingline breaks.
  If a swingline is in bad condition, this should 
  be reﬂected by reducing its BODY. That represents 
  the damage, wear and tear, and fraying it’s experi-
  enced. The reduced BODY means it’s more likely 
  the swingline will snap if it takes damage. If the 
  character uses his swingline under less than opti-
  mal conditions — for example, if it rubs against a 
  sharp edge while in use — the GM can convert the 
  Normal Damage from STR into the equivalent DCs 
  of Killing Damage.
  Knockback
  If a character is hit by an attack while in mid-
  Swing, he’s considered to be “in the air,” so you roll 
  one less d6 for Knockback.
  REAL WORLD SWINGING
  Like Running and Swimming, Swinging is a 
  movement mode that mimics a real-world form of 
  movement, but many hard-core details are omitted 
  to reﬂect the dramatic reality of most games and 
  game settings. Since the Power is less restrictive 
  than reality, you can use campaign ground rules 
  (or perhaps Limitations) to customize it to make it 
  more “realistic,” if desired. There are three styles of 
  Swinging:  Real World Swinging, which mirrors the 
  real world closely; Heroic Swinging, which shares 
  some of the restrictions of Real World Swinging, 
  but is looser and more suited to a Heroic level 
  action-adventure; and ﬁnally Superheroic Swinging, 
  which has very few game mechanics and is suited 
  for a four color game.
  Here’s how Swinging might “realistically” work.
  The Swingline
  First, you would need some kind of swing-
  line or rope, with the following characteristics:  
  compact, lightweight, ﬂexible, slightly elastic, long 
  enough to carry you a signiﬁcant distance, and 
  strong enough to hold your weight (if not more). 
  If you’ve ever carried a coil of rope around before, 
  you realize that you’ve already entered the realm of 
  fantasy just looking for this ideal swingline.
  At one end of the swingline, you need some 
  sort of grappling hook or device with the follow-
  ing features:  lightweight and compact enough to 
  carry around; heavy enough to reach the build-
  ing ledge or pivot point when propelled through 
  the air; it clings, hooks, or otherwise fastens 
  securely to almost any type of surface with few 
  (if any) re-try attempts; it unhooks or releases 
  reliably when necessary. At the other end of the 
  swingline, you need a securely connected handle 
  or grip so you don’t cut your hands to ribbons 
  when you put your full weight on the line. The 
  grip must be such that it doesn’t slip out of your 
  hands in mid-Swing. In addition, you need a way 
  to store the swingline so you don’t tangle your-
  self up with it before you’re ready to use it, a way 
  to reel in the swingline after the Swing so you 
  don’t spend a long time putting the line away, 
  and a method of propelling the grappling hook 
  toward the pivot point so it catches on reliably.
  Not all swinglines need to ﬁt all the above 
  criteria (which is a good thing, because realistically, 
  no swingline is anywhere near that good). If the 
  swingline is disposable, the character doesn’t need 
  to worry about post-Swing retraction, although 
  now storage and reliability of multiple swinglines 
  become a greater issue (as does the possibility of 
  enemies gathering information from the leftover 
  swinglines by forensic analysis). Perhaps the envi-
  ronment is already full of potential swinglines, like 
  the vines in a jungle, and the Swinging character 
  just comes along and borrows them to travel to the 
  next tree (see the Improvised Swinging ability in 
  Chapter Two).
  A character using Real-World Swinging typi-
  cally has an amount of swingline equal to four 
  times his inches of Swinging, and can increase that 
  amount by x2 for every +5 Character Points spent 
  on Swinging. However, the ﬁnal decision is up to 
  the GM based on special eﬀects, the campaign set-
  ting and tone, game balance, and similar consider-
  ations.
  Finding The Pivot Point
  Once a character has an acceptable swingline, 
  the next step is to ﬁnd a pivot point to attach it to 
  so he can Swing on it. The pivot point must have 
  several qualities:
  ■ it must be within range of the character’s 
  swingline
  ■ it must be within range of whatever the 
  character uses to propel the swingline
  ■ it must be high enough oﬀ the ground so 
  the character doesn’t hit the ground while 
  trying to Swing (see above)
  ■ it must be sturdy enough to support the 
  full weight of the character and swingline 
  for the duration of the swing (if necessary, 
  the GM can assign a DEF and BODY to it, 
  then assign the swingline/Swing a Normal 
  EXAMPLE  
  SWINGLINES
  A non-exclusive list of 
  swinglines characters 
  might use include:
  Cord tied to a boomer-
  ang or other throwing 
  weapon that also serves 
  as a grapnel
  Energy strands the char-
  acter creates
  Linegun or ropethrower
  Long, ﬁnely-made, ﬂex-
  ible chains
  Nylon wire stored on a 
  secret reel inside a walk-
  ing cane
  Rope and grapnel
  Spider webs the charac-
  ter can generate (either 
  by himself or via a 
  device)
  Super-tech expandable 
  cord concealed in a belt 
  buckle
  Vines (and other “envi-
  ronmental swinglines”)
  
  217 
  The Ultimate Speedster ■ Chapter Four
  Damage value to determine how badly they 
  could damage it — typically 1 DC per 5” of 
  Swinging works well)
  ■ it must be of appropriate size for the swing-
  line to attach to it, if the swingline includes a 
  grappling hook or other object that might be 
  restricted by size
  In many cases, the pivot point will be obvious 
  — in a city setting, for example, building ledges, 
  ﬂagpoles, and the like abound; in a forest there 
  are plenty of tree limbs large enough to support 
  a human-sized character. But in some cases, the 
  GM may require the character to make a PER Roll 
  (with appropriate modiﬁers) to ﬁnd an appropri-
  ate pivot point. A character with Swinging can also 
  make an INT Roll to judge whether a given pivot 
  point meets the criteria set forth above, if he doesn’t 
  already know or it isn’t obvious. Finding a pivot 
  point is usually a Zero Phase Action, but may take 
  up to a Full Phase if the character has to look hard.
  Of course, it’s conceivable that there are no 
  good pivot points in the vicinity. For example, 
  Swinging’s rarely of much use in the desert, the 
  Arctic wastes, or many other outdoor environ-
  ments. In that case, the character’s simply out of 
  luck. And this is one restriction that carries over 
  even to Superheroic Swinging.
  Attaching And Detaching The Swingline
  Having identiﬁed an acceptable pivot point, 
  the character must attach his swingline to it. With 
  Real-World Swinging, this takes a minimum of a 
  Full Phase, and perhaps longer. The character must 
  make an Attack Roll, to which the Range Modi-
  ﬁer and Target Size penalties apply if appropriate, 
  to attach the swingline to the pivot point. This 
  assumes, of course, that attachment is possible; in 
  some cases what seems to be an acceptable pivot 
  point won’t be because the point and the swingline 
  are incompatible.
  After performing his swing, the character 
  detaches the swingline from the pivot point 
  (assuming that’s possible). This takes a minimum 
  of a Half Phase Action, and possibly a Full Phase 
  or longer.
  In some cases, characters have to (or try to) 
  perform “hot swings,” in which the swingline is 
  detached and then attached to another pivot point, 
  all in mid-Swing. This is tricky at best, and any 
  complications are likely to result in a long and 
  painful fall.
   Swinging On The Swingline
  With swingline attached (and presumably 
  tested with a strong yank to make sure it won’t 
  come loose!), the character’s now ready to Swing. 
  Don’t think about it and don’t look down; either 
  action’s likely to cause the character to hesitate (at 
  best) and cost himself more Phases, or abandon the 
  idea of Swinging altogether as the sort of action 
  only a fool who doesn’t understand how to use a 
  sidewalk would contemplate.
  For a typical straight Swing, the character 
  simply “falls” or lightly jumps off his starting 
  point, and away he goes. But for a Swing where 
  the character wants to arc around something 
  or the like, he’s going to have to jump to propel 
  himself in the appropriate direction. The GM 
  may require a DEX Roll so the character makes 
  the arc he wants to make.
  During the downward/outward arc the char-
  acter feels a real strain on his wrists as he picks up 
  speed (after all, he’s largely engaging in a controlled 
  fall). He reaches his maximum velocity just past the 
  bottom/most outward point of the arc (though in 
  game terms, Swinging uses the standard accelera-
  tion rules). On the upward arc he gains altitude to 
  compensate for the altitude lost during the down-
  ward part of the arc. As he reaches his destination, 
  he slows down.
  Reaching the right destination isn’t neces-
  sarily guaranteed. The GM may require an Attack 
  Roll or DEX Roll for the character to land where 
  he wants to land; after all, Swinging isn’t an 
  entirely controlled form of movement. The GM 
  may require a separate roll, such as a DEX Roll 
  or STR Roll, for the character to remain on the 
  surface after landing; some surfaces are slippery 
  or otherwise hard to hold onto.
  Because Swinging involves so much exertion, 
  the GM may require a character to pay END not 
  only for Swinging itself, but for his STR.
  HEROIC SWINGING
  In Heroic (but not Superheroic) campaigns, 
  characters typically don’t worry about all of the 
  possibilities for failure intrinsic in Real World 
  Swinging — the rules are boiled down enough to 
  keep things simple and ﬂavorful.
  The Swingline
  In a Heroic campaign, you’re enough into 
  the realm of the cinematic and fantastic not to 
  worry about things like the weight of the swin-
  gline (as discussed above under Real-World 
  Swinging). Even if the setting itself doesn’t 
  provide appropriate technology (such as mono-
  filament-woven cord in a Star Hero game, or an 
  enchanted rope in a Fantasy Hero setting), “real-
  istic” considerations as gritty as the weight of 
  the line aren’t appropriate for Heroic Swinging. 
  However, the GM may still want to worry about 
  the “grappling hook” end (i.e., the mechanism of 
  attachment to the pivot point), how the character 
  propels his swingline to the pivot point, and how 
  the character retracts his swingline. Use the rules 
  from Realistic Swinging, above, but weaken or 
  modify them as appropriate to Heroic games.
  A character using Heroic Swinging typically 
  has an amount of swingline equal to eight times his 
  inches of Swinging, and can increase that amount 
  by x2 for every +5 Character Points spent on 
  Swinging. However, the ﬁnal decision is up to the 
  GM based on special eﬀects, the campaign setting 
  and tone, game balance, and similar considerations.
  Finding The Pivot Point
  With Heroic Swinging, it’s assumed a character 
  can easily ﬁnd acceptable pivot points, if any are 
  available at all. Heroic genre settings tend to be 
  ﬁlled with ﬂagpoles, lampposts, chandeliers, build-
  ing ledges, tree limbs, candle sconces, torch holders, 
  
  Hero System 5th Edition
  218 ■ The HERO System Movement Companion
  cranes, bridges, and all sorts of other objects that 
  make useful, if not cinematically cool, pivot points. 
  At most the character has to make a PER Roll 
  to locate one. Usually any pivot point he ﬁnds is 
  strong enough to hold him (that’s part of what he’s 
  looking for with the PER Roll), but if appropriate 
  the GM can have him make an INT Roll to evaluate 
  the point. Finding the pivot point is almost always a 
  Zero Phase Action (at worst).
  Heroic Swinging rarely causes any damage 
  to the pivot point, but if the GM wants he can use 
  the rules for Realistic Swinging to determine if the 
  point breaks.
  Attaching And Detaching The Swingline
  With Heroic Swinging, characters rarely (if 
  ever) have to make Attack Rolls to attach swing-
  lines, and even when they do the Range Modiﬁer 
  and Target Size penalty usually don’t apply. Detach-
  ing the swingline either occurs automatically at the 
  end of the Swing, or must be performed next Phase 
  as a Zero Phase Action. Thus, hot swings are much 
  easier and safer... though still not safe.
  Swinging On The Swingline
  The actual act of Swinging is largely the same 
  in the Real World and Heroic versions. However, 
  Heroic characters usually don’t have to make any 
  sort of roll to land where they want to (landing 
  safely on slippery surfaces is another matter). They 
  also don’t have to pay END for STR as well as 
  Swinging itself; they’re used to the exertion.
  SUPERHEROIC SWINGING
  Superheroic Swinging is a piece of cake. Char-
  acters don’t have to make any rolls or pay any extra 
  END to use Superheroic Swinging, don’t have to 
  worry about the weight or quality of their equip-
  ment (if they even need it — some can generate 
  swinglines without the need for gear!), and rarely 
  have trouble ﬁnding and using appropriate pivot 
  points (when any are available at all — not even 
  a Superheroic character can Swing in the barren 
  desert). Swinging takes no additional time to use; 
  a Half Move is a Half Phase Action, a Full Move 
  a Full Phase Action, and the process of ﬁnding a 
  pivot point and attaching/detaching the line is just 
  a part of the overall Action.
  A character using Superheroic Swinging 
  typically has an amount of swingline equal to 16 
  times his inches of Swinging, and can increase 
  that amount by x2 for every +5 Character Points 
  spent on Swinging. However, the final decision is 
  up to the GM based on special effects, the cam-
  paign setting and tone, game balance, and similar 
  considerations.
  Teleportation
  Many aspects of and rules for Teleporting 
  are covered under Teleportation, page 40. Here are 
  some additional rules and options.
  TELEPORTING BLIND
  As discussed in more detail on page 41, when a 
  character cannot see his target location and doesn’t 
  have it memorized, any attempt to Teleport is con-
  sidered “blind.” The character makes an Attack Roll 
  to hit the target hex (DCV 3), with a normal Range 
  Modiﬁer. If the roll misses, he ends up in a diﬀerent 
  hex (use the standard rules for attacks that miss a 
  hex to determine where he goes). If the hex is occu-
  pied, the character takes damage.
  TELEPORTING INTO A SOLID OBJECT
  If a character is unlucky enough to Teleport 
  into a solid object (for whatever reason), his 
  natural safety system kicks in, getting him to the 
  closest space from the target hex where he fits. 
  The system shock is terrible, and may be fatal. To 
  determine damage, use the accompanying table. 
  The Teleporting character gets no defenses of 
  any kind against this damage. (But see the Coher-
  ent Form ability on page 148.)
  It’s impossible for a character to deliberately 
  Teleport another character into a solid object, 
  even if the Teleportation is bought Usable As 
  Attack. (See Deadly Aportation on page 143 as a 
  way to build a power that simulates allowing a 
  character to do this.)
  Example: Cheshire Cat (Teleportation 30”) is 
  in a cell. Although he can’t see out, he decides 
  to try to escape by Teleporting straight up. He 
  declares his target hex and makes a success-
  ful Attack Roll (even after applying the Range 
  Modiﬁer). Unfortunately, the cell is buried 100” 
  underground, so the nearest safe location is the 
  cell. His Teleportation shifts him back to the cell 
  automatically. The GM rolls 2d6 for the eﬀect; 
  he rolls a 9, which means Cheshire Cat takes 
  2d6 of d6 of Normal Damage. The roll is an 8, 
  so the Cat takes 8d6 Normal Damage with no 
  defense. Ouch!
  TELEPORTATION  
  DAMAGE TABLE
   2d6 Roll Effect
   
  2-7 
  3d6 of d6 STUN Only Damage
   
  8-11 
  2d6 of d6 Normal Damage
   
  12 
  1d6 of d6 Killing Damage
  If the nearest safe hex is further than the character’s 
  Combat Movement with Teleportation, add 2 to the 
  eﬀect roll. If the nearest safe hex is more than double 
  his Combat Movement with Teleportation, add 4 to 
  the eﬀect roll. 
  
  219 
  The Ultimate Speedster ■ Chapter Four
  LONG-DISTANCE TELEPORTATION
  One of the fascinating things about Telepor-
  tation is that it raises the possibility of traveling 
  enormous distances in the blink of an eye — who 
  wouldn’t want to be able to do that?
  Typically long-distance Teleportation involves 
  some level of MegaScale. The accompanying table 
  shows how many unmodiﬁed inches of Teleporta-
  tion would be needed to cover various large dis-
  tances in a Full Move using Combat Movement.
  Of course, “realistically” moving instanta-
  neously from one point on Earth to a distant point, 
  much less from one planetary body to another, 
  has a likelihood of introducing changes in velocity 
  vector that could potentially prove fatal to the Tele-
  porter unless his Teleportation has the No Relative 
  Velocity Adder. However, in the interest of dramatic 
  sense, most GMs choose to ignore this, requiring 
  No Relative Velocity only for situations like Tele-
  porting into a moving car safely.
  Tunneling
  Tunneling has no Turn Mode. A character 
  cannot automatically perceive where he’s going 
  when he’s Tunneling unless he has Sensory Powers 
  that let him perceive through the medium he’s Tun-
  neling through. See page 46 for more information.
  A Tunneler cannot “breach” the way a Swim-
  ming character does (see page 39). When he 
  reaches the surface he stops moving (though he 
  could move along on top of the surface using some 
  other form of movement), no matter how fast he 
  was moving with Tunneling.
  TUNNELING AND BODY
  The standard rules for Tunneling refer only 
  to the DEF of the substance Tunneled  through, 
  making fragile but dense (i.e., low DEF but high 
  BODY) materials unusually “vulnerable” to Tunnel-
  ing. At the GM’s option, Tunneling can also factor 
  in the BODY of the substance Tunneled through. 
  In this case, the base BODY that can be Tunneled 
  through equals the base DEF — for example, Tun-
  neling 6” through 6 DEF materials becomes Tun-
  neling 6” through 6 BODY and 6 DEF materials. 
  DEF bought up separately does not aﬀect BODY, 
  but BODY can be bought up separately as well, for 
  +1 Character Point per +1 BODY.
  Tunneling’s BODY indicates the amount of 
  BODY of material that can be Tunneled through 
  per Phase. This takes precedence over the pur-
  chased inches of Tunneling; once a character has 
  Tunneled through his deﬁned maximum BODY, he 
  must stop (even if he still has inches left to travel). 
  Using this system, a character with  Tunneling 6” 
  through 6 BODY and 6 DEF materials could only 
  move about ½” at a time through dirt (10 BODY 
  per hex). Thus, this form of Tunneling, while argu-
  ably more realistic, is much less eﬃcient (or much 
  more expensive for an equivalent level of utility).
  TUNNELING AND UNSTABLE GROUND
  It’s possible that a character might want to 
  Tunnel through, in, or near an area of unstable 
  ground — for example, a mountainside prone to 
  avalanches, or a underground cavern complex 
  where a cave-in might occur (or perhaps recently 
  LONG-DISTANCE TELEPORTATION TABLE  
   
  Inches 
  Range
  Area/Distance 
  Required 
  Modiﬁer
  Anywhere in a major urban area (diameter 40 miles) 
  32,000” 
  -26
  Anywhere in the continental US 
  4 million” 
  -40
  Anywhere on Earth 
  8 million” 
  -42
  Anywhere on Earth or the Moon 
  202 million” 
  -52
  Anywhere in the solar system (Sol to Pluto) 
  3.7 trillion” 
  -80
  SPECIAL EFFECTS  
  FOR TELEPORTATION
  Teleportation is perhaps the most unusual and most-
  discussed Movement Power, since it represents a form 
  of movement with no real-world analogue (yet). As 
  such it’s open to pure speculation regarding how it 
  might work and what its ramiﬁcations might be. Of 
  course, the answers to such questions often depend on 
  the power’s special eﬀects. Some of the most common 
  special eﬀects for Teleportation include:
  ■ The character instantaneously converts his physi-
  cal body to energy, moves where he wants to go, then 
  returns to his normal state. This may lead to questions 
  about what other energy powers the character could 
  have, or whether his semi-energy state leaves him vul-
  nerable to certain types of attacks.
  ■ The character instantaneously opens a micro-portal 
  to another dimension where the laws of reality don’t 
  work the same as they do here (or, at least, space is 
  much more “compressed”), steps through, goes to the 
  point corresponding to where he wants to be in his 
  native dimension, and then steps back through. This 
  raises all sorts of questions:  is the other dimension 
  safe? Does anyone live there? If so, what do the inhab-
  itants think of humans, or of the character who uses 
  their living room as his own personal walkway? Could 
  a way be found to access the “teleportation dimension” 
  with technology?
  ■ The character instantaneously melds with or ﬂows 
  into the environment, travels to where he wants to go, 
  and re-appears. For example, an earth elemental might 
  transport himself through the earth this way (his body 
  crumbles into loose, lifeless soil at the departure point, 
  then a new one grows out of the ground at his destina-
  tion point), while a plant elemental can “walk” from 
  tree to tree all around the world.
  ■ The character is so fast he can, in eﬀect, access the 
  Speed Zone for short periods to “instantly” travel from 
  one point to another.
  ■ The character can create “personal space warps” 
  that instantaneously transport him from one place to 
  another.
  ■ The character ceases to exist at Point A, but simulta-
  neously and instantaneously comes back into being at 
  Point B.
  ■ The character’s body is broken down into his com-
  ponent atomic particles, which are then “transmitted” 
  (or otherwise travel) to his destination, where they’re 
  re-assembled into him.
  
  Hero System 5th Edition
  220 ■ The HERO System Movement Companion
  occurred). In this situation it’s possible that vibra-
  tions caused by the character’s Tunneling (assum-
  ing it isn’t bought with Invisible to Touch Group; 
  see page 46) might trigger a disastrous event. The 
  GM has to determine whether this happens based 
  on the circumstances. As a rough guideline, the 
  character should be allowed to make a DEX Roll 
  to avoid causing a problem. If he’s in the same hex 
  as, or a hex adjacent to, what the GM judges to be a 
  “trigger point” for the event, he suﬀers a -6 penalty. 
  For each hex removed from the hex adjacent to 
  the trigger point, decrease the DEX Roll penalty by 
  1 (for example, three hexes away from the trigger 
  point the penalty would be -4). The GM can impose 
  further penalties for particularly “fragile” trigger 
  points and other such circumstances.
  CONTROLLED AND  
  UNCONTROLLED  
  MOVEMENT
  Most of a character’s movement is Controlled 
  — he moves when he wants to move, where he 
  wants to move, under his personal direct control. 
  This includes virtually all uses of any Movement 
  Power, and is addressed by the rules above and 
  elsewhere in this book. Control is interactive, as 
  the character continuously receives input from 
  his environment and moves through it the way he 
  wants to based on that input.
  Uncontrolled movement, on the other hand, 
  is any type of movement not under a character’s 
  direct control; examples include skidding, slipping, 
  falling, and taking Knockback. This can cause real 
  problems for a character, including injury.
  Controlled Movement
  Controlled movement requires three things:  
  a capable character; regular contact with the envi-
  ronment (good “footing,” so to speak); and good 
  terrain. A capable character is of sound mind, body, 
  perception, and endurance, and possesses a move-
  ment mode compatible with the environment. Bal-
  ance and orientation determine whether he main-
  tains regular contact with the environment (see 
  below). “Terrain” is the summary of all the external 
  factors which might help or hinder a character’s 
  movement. Practically speaking, a character must 
  be able to accelerate, decelerate, and turn reliably to 
  be considered “in control.”
  Controlled movement is taken for granted 
  under normal circumstances and reasonably 
  good conditions. Most of the time a character’s 
  movement is an unchallenged action, i.e., it 
  either doesn’t occur in combat or isn’t chal-
  lenged, so no sort of “control roll” is necessary. 
  However, if something happens to “challenge” the 
  movement action, either internally (the character 
  executes a maneuver) or externally (the terrain 
  changes, the character is attacked in certain 
  ways), the character must make a DEX Roll with 
  modifiers for the new condition(s). If he suc-
  ceeds, he maintains control over his movement 
  (i.e., he doesn’t slip or fall, keeps his “footing” 
  and orientation, and so forth). If he fails, he loses 
  control, and Uncontrolled movement results (to 
  put it another way, he “crashes” or “wipes out”).
  Uncontrolled Movement
  A character begins Uncontrolled movement by 
  losing control of Controlled movement before that 
  movement comes to a complete halt. During the 
  “wipe-out” interval prior to a “crash” the character 
  may attempt to regain control of the movement by 
  making a modiﬁed Breakfall or DEX Roll. Regain-
  ing control avoids most of the consequences of 
  losing control and quickly puts the character back 
  into Controlled movement. A failed roll means the 
  character stays out of control and must face the 
  consequences until he stops moving.
  BALANCE, ORIENTATION, AND CONTACT
  Characters who exert physical force to “push 
  off” the environment (water, air, ground, or the 
  like) for propulsion — which is to say, nearly all 
  characters, even in a Champions campaign where 
  the special effects of Movement Powers may 
  not even pay lip service to conventional science 
  — must maintain regular contact with that envi-
  ronment to stay in control. For all surface modes 
  of movement except Leaping, a character must 
  maintain controlled contact with the surface 
  throughout his movement. Terrain modifiers like 
  slipperiness affect the success of these mechan-
  ics. A character moving in air or water likewise 
  has to maintain controlled contact with a “sur-
  face”; in this case the “terrain” modifiers include 
  wind and water currents, thermal variations, and 
  the like.
  The most important thing a character needs 
  to maintain contact with the environment is ori-
  entation — that is, he must face “upright” (i.e., in 
  the correct orientation required for his movement 
  mode and mechanic). This entails two things:
  ■ The character must maintain his balance. 
  With Running and related forms of move-
  ment, that means keeping his body’s center 
  of gravity oriented over his feet; with Flight, 
  it may mean keeping one’s body “shaped” for 
  greatest aerodynamicity. Maintaining balance 
  (and thus orientation) is assumed in most 
  circumstances; if there’s some doubt, a char-
  acter must make a DEX Roll; success means 
  he’s balanced, failure that he’s lost balance 
  (resulting in Uncontrolled movement).
  ■ Generally, the part of the character that 
  interacts with the environment to eﬀect the 
  movement must touch the environment. For 
  example, Running requires a character’s feet 
  (or wheels, or what have you) to be on the 
  ground; Swimming that his feet and hands 
  can paddle through the water.
  
  221 
  The Ultimate Speedster ■ Chapter Four
  CONTROL ROLLS
  The DEX Roll a character makes to main-
  tain Controlled movement — a Control Roll — is 
  aﬀected by many circumstances and potential 
  modiﬁers.
  When To Require A Roll
  The GM decides when a character must make 
  a Control Roll, and what modiﬁers (if any) apply. 
  Here are some conditions under which Control 
  Rolls are usually required:
  ■ the character loses his balance
  ■ the character loses ﬁrm contact with the envi-
  ronment (he “loses his footing,” so to speak)
  ■ the character is unable to perceive the envi-
  ronment with a Targeting Sense (he’s “blinded”)
  ■ the character runs out of the fuel/END used to 
  keep his Movement Power functioning
  ■ the character suﬀers a reduction in DEX (for 
  example, someone attacks him with a Drain 
  DEX)
  ■ the character’s Movement Power is suddenly 
  enhanced (for instance, he’s aﬀected by an Aid 
  Running, or he begins a dive while Flying)
  ■ the terrain, weather, currents, or other ambient 
  conditions change
  ■ obstacles get in the character’s way
  ■ the character suﬀers an impact or injury (i.e., 
  he gets hit in combat with an attack the GM 
  deems powerful enough to potentially cause 
  him to lose control of his movement even if it 
  does no Knockback or Knockdown)
  A Control Roll is particularly appropriate 
  when a change in current conditions is sudden 
  or unexpected. The accompanying table lists gen-
  eral or basic modifiers for Control Rolls. See the 
  information on terrain, below, for terrain-based 
  modifiers.
  If a character takes Knockback while moving, 
  he travels the distance indicated by the Knockback 
  and then stops moving; he doesn’t begin Uncon-
  trolled movement. (However, a GM running a 
  highly “realistic” campaign might have the charac-
  ter begin Uncontrolled movement from the point 
  at which the Knockback stops in the direction the 
  character was moving when hit.) If a character 
  takes Knockdown while moving, he begins Uncon-
  trolled movement (a skid; see below) unless the 
  GM rules otherwise.
  LOSING CONTROL
  When a character fails a Control Roll, he loses 
  control and begins Uncontrolled movement. The 
  exact consequences of that depend on his move-
  ment mode, special eﬀects, current velocity, the 
  environment, and why he lost control.
  A lot of energy accompanies fast movement, 
  so when a character loses control of that move-
  ment, the energy must be dissipated safely or it will 
  apply directly to the character and his surrounding 
  environment — in game terms, he (and possibly the 
  environment) will take damage. Due to the large 
  number of factors involved, the ultimate determi-
  nation of what happens depends on the GM; what 
  follows are simply some guidelines to help him 
  adjudicate the situation.
  First, the GM must determine what the char-
  acter’s last Controlled velocity was.
  Loss Of Orientation?
  Second, the GM must determine is whether 
  the character maintained orientation or not. Consul 
  the Terrain Eﬀects Table on pages 222-23. If the 
  character failed a Control Roll while traversing any 
  terrain with a “Loss Of Orientation” value of “Yes,” 
  then he loses orientation — his legs, wheels, wings, 
  or whatever part of him interfaces with the envi-
  ronment is no longer in the correct position to so 
  interface, so he cannot control his movement until 
  he corrects that situation. If the terrain has a Loss 
  Of Orientation value of “No,” the character main-
  tains his orientation. (However, as noted below 
  under Skidding And Crashing, characters on the 
  ground still have to make a roll to keep their foot-
  ing and avoid falling, and thus loss of orientation, 
  even in “No” terrain.)
  Loss of orientation can be brutal, since it pre-
  vents easy recovery on subsequent Phases. A Flying 
  character typically starts to fall; a Swimming char-
  acter starts to sink; a Running character may fall 
  and skid or roll along the ground (see Skidding And 
  Crashing, below). On the other hand, disorientation 
  can be a great way for a character to cut oﬀ his pro-
  BASIC CONTROL  
  ROLL MODIFIERS
   
  Modiﬁer 
  Circumstance
   
   
  Velocity
   
  -0 
  1-40” per Turn
   
  -1 
  41-80” per Turn
   
  -2 
  81-160” per Turn
   
  -3 
  161-320” per Turn
   
  -4 
  321-640” per Turn
   
  -5 
  641-1,250” per Turn
   ...and so on
   
   
  Enhanced Movement
   -1 per +3” 
  Character’s movement is  
  improved somehow (other than  
  by terrain eﬀects)
   -1 per +1 SPD 
  Character’s SPD is improved somehow
   -1 per 2 BODY 
  Injury:  character suﬀers BODY 
  damage (in some cases, this penalty 
  may only apply in the Phase the 
  character suﬀers the injury; in others 
  it may last until the injury heals)
   
  Varies 
  Loss of DEX:  reduction in DEX can 
  force a Control Roll, but it imposes 
  no penalty beyond the fact that a 
  character with reduced DEX may 
  also have a reduced DEX Roll
   
  -2 
  Moving Backwards
   
   
  Perception
   
  Varies 
  PER Roll is penalized; Control Roll 
  penalty equals PER Roll penalty
   
  -5 
  Character cannot perceive environ-
  ment with a Targeting Sense (he’s 
  “blinded”)
  
  Hero System 5th Edition
  222 ■ The HERO System Movement Companion
  pulsion to prevent even worse consequences.
  Does Movement Continue?
  The third thing to determine is whether the 
  character continues to move.
  If the character’s propulsion depends on orienta-
  tion (for example, the character’s legs or wheels must 
  touch the ground, or his wings must ﬂap against the 
  air), then loss of orientation means loss of propulsion. 
  In that case, the character comes to a halt eventually. 
  For ground-based movement, that usually means 
  skidding (see below). If the character’s orientation 
  subjects him to gravity (as with Flight, and to a lesser 
  extent Swimming), he starts to fall and is subject to 
  the rules for Falling (see pages 434-37 of The HERO 
  System 5th Edition, Revised rulebook) if appropriate. 
  He won’t necessarily fall straight down — his forward 
  momentum will carry him toward the ground in a 
  ballistic arc — but if he doesn’t correct the problem 
  he’s eventually going to hit the ground.
  In some cases the character’s propulsion may not 
  automatically cease when he loses control. For exam-
  ple, if a character’s movement power depends on an 
  external source, like a jetpack, that source doesn’t nec-
  essarily turn oﬀ just because he’s lost control. Similarly, 
  the character may lose control for some reason other 
  than loss of orientation — for example, high winds 
  may buﬀet a Flying character around. In this case, the 
  character doesn’t decelerate as described below under 
  Consequences Of Loss Of Control. He keeps moving 
  every Phase, often (though not necessarily) in a direc-
  tion he didn’t intend, at the same velocity (number 
  of inches per Phase) as he had when he lost control. 
  This may cause major problems (for example, if he 
  crashes into something, he rolls more dice for colli-
  sion damage than a character whose loss of control 
  involves deceleration).
  Regaining Control
  Until all velocity energy is accounted for 
  — i.e., until the character’s movement drops to 0” 
  for whatever reason — on his Phases a character 
  in Uncontrolled movement may attempt to regain 
  control of his movement by succeeding with a Con-
  trol Roll. This is a Zero Phase Action but may only 
  be attempted once per Phase. The GM may modify 
  this roll as he sees ﬁt, but usually it has at least a -2 
  penalty due to the loss of control. (For characters 
  skidding along the ground or the like, the GM may 
  substitute a Breakfall roll at no base penalty, if he 
  prefers.) If the roll fails, the character remains in 
  Uncontrolled movement. If the roll succeeds, the 
  character regains control of his movement and can 
  keep moving as he wants to.
  CONSEQUENCES OF LOSS OF CONTROL
  A character’s loss of control of his movement 
  can have several consequences.
  Combat Value
  A character in Uncontrolled movement is at -2 
  DCV, and -2 OCV as well (if he can even attack at all). 
  For characters skidding along the ground, the 
  -2 DCV is replaced by the ½ DCV penalty for being 
  prone. At the GM’s option, a character can buy Envi-
  ronmental Movement:  Uncontrolled Combatant (no 
  penalties during Uncontrolled movement) for 3 Char-
  TERRAIN EFFECTS TABLE
  Terrain 
  Movement 
  Control Roll 
  Loss Of
  Effect 
  Impediment 
  Modiﬁer 
  Orientation?
  Ground Terrain, Paved Ground
  Smooth paved ground —  Typical paved road or parking lot
  Dry 
  None 
  +2 
  No
  Wet 
  -1”/6” 
  +1 
  No
  Ice-/snow-covered* 
  -1”/5” 
  -3 
  Yes
  Deep snow covered 
  -1”/3” 
  -4 
  Yes
  Rough paved ground — Paved roads in poor condition
  Dry 
  -1”/6” 
  +0 
  No
  Wet 
  -1”/5” 
  -1 
  No
  Ice-/snow-covered 
  -1”/4” 
  -3 
  Yes
  Deep snow covered 
  -1”/3” 
  -4 
  Yes
  Unpaved Ground
  Smooth unpaved ground — Football ﬁeld, meadow
  Dry 
  -1”/6” 
  -1 
  No
  Wet/muddy 
  -1”/5” 
  -2 
  No
  Ice-/snow-covered 
  -1”/4” 
  -4 
  Yes
  Deep snow covered 
  -1”/5” 
  -4 
  Yes
  Rough unpaved ground  —  Rocky ground, typical oﬀ-road terrain
  Dry 
  -1”/5” 
  -2 
  No
  Wet/muddy 
  -1”/4” 
  -3 
  No
  Ice-/snow-covered 
  -1”/3” 
  -4 
  Yes
  Deep snow covered 
  -1”/2” 
  -4 
  Yes
  Ground Terrain, Interior Floors
  Slick — Tile, linoleum
  Dry 
  None 
  +1 
  No
  Wet/muddy 
  -1”/5” 
  -2 
  No
  Ice-/snow-covered 
  -1”/4” 
  -3 
  Yes
  Deep snow covered 
  -1”/3” 
  -4 
  Yes
  Non-slick — Carpeted, ﬂagstones
  Dry 
  None 
  +1 
  No
  Wet/muddy%  
  -1”/6” 
  +0 
  No 
  Ice-/snow-covered 
  -1”/5” 
  -2 
  Yes
  Deep snow covered 
  -1”/4” 
  -4 
  Yes
  Ground Terrain, Miscellaneous Ground Surfaces
  Earthquake in progress 
  -1”/3” 
  -4 
  Yes
  Flat ice
  Dry 
  -1”/4” 
  -4 
  Yes
  Frozen lake surface
  Wet/melting 
  -1”/2” 
  -5 
  Yes
  Mud, deep 
  -1/1” 
  -5 
  Yes
  Quicksand 
  -1/1” 
  -5 
  Yes
  Water Terrain
  Current/tide, moving against
  Weak current 
  -1”/6” 
  -0 
  Yes
  Moderate current 
  -1”/4” 
  -1 
  Yes
  Strong current 
  -1”/2” 
  -2 
  Yes
  Current/Tide, moving with
  Weak current 
  +1”/6” 
  -0 
  Yes
  Moderate current 
  +1”/4” 
  -0 
  Yes
  Strong current 
  +1”/3” 
  -1 
  Yes
  Other conditions
  Calm waters 
  None 
  -0 
  Yes
  Choppy waters 
  -1”/5” 
  -1 
  Yes
  Rough waters 
  -1”/4” 
  -2 
  Yes
  Extremely rough waters 
  -1”/2” 
  -4 
  Yes
  *:  Any appropriate ice-/snow-covered entry can also be used for the same surface covered 
  in oil or other slick substances.
  %: No impediment in some cases
  
  223 
  The Ultimate Speedster ■ Chapter Four
  acter Points to eliminate these penalties.
  Loss Of Velocity
  Typically a character engaged in Uncontrolled 
  movement decelerates at the rate of 5” per hex trav-
  eled. This almost always occurs when a Running 
  character loses control, particularly when he skids 
  (the friction slows him down); the exception would 
  be when he’s on an extremely slippery surface, like 
  a sheet of ice. Swimmers and Flyers get slowed 
  down by drag. The GM may, if he wishes, increase 
  or decrease the rate of deceleration to reﬂect envi-
  ronmental conditions. For example, a character 
  skidding along smooth, water-slicked ground might 
  only decelerate at 3” per hex.
  Skidding And Crashing
  Skidding occurs when a character moving along 
  the ground loses control, falls, and keeps moving 
  because velocity energy is still “pushing” him along. 
  If a character moving on the ground loses his orien-
  tation (see above), he must make a Breakfall roll at 
  +1, or a DEX Roll at -1; either roll suﬀers the penalty 
  for velocity listed in the Basic Control Roll Modi-
  ﬁers Table. If the roll succeeds, he’s in Uncontrolled 
  movement and decelerating as described above, 
  but he keeps his feet (i.e., he’s only at -2 DCV, not 
  ½ DCV) and doesn’t suﬀer any damage. If the roll 
  fails, he falls down and skids. A skidding character 
  takes damage as if he were hit with a Move By with 
  0 STR (in other words, he takes a number of dice of 
  Normal Damage equal to the velocity he had before 
  losing control divided by 5).
  Example:  Kinetik is moving along at 60” 
  using his Flight Only In Contact With A Sur-
  face. He hits a patch of ice, fails a Control 
  Roll, and loses control of his movement. He 
  then fails his Breakfall roll, loses his footing, 
  and goes into a skid. He takes (60”/5=) 12d6 
  damage from the skid. Ouch! Time to invest 
  in some non-skid boots.
  If a character’s Uncontrolled movement carries 
  him into a solid object, whether he’s Skidding or not, it 
  constitutes a Crash. Crashes inﬂict damage on a char-
  acter just like a Skid, but it’s as if the character were hit 
  by a Move Through (so he takes velocity divided by 
  3 in dice of Normal Damage). The maximum dice of 
  damage equals the DEF+BODY of the object crashed 
  into. If the character Skidded ﬁrst, he takes Skidding 
  damage and then Crash damage, but of course the 
  Skid slows him down so the Crash won’t be quite as 
  severe. However, unlike Skidding a Crash can occur 
  with just about any form of movement, not just move-
  ment along the ground.
  Terrain Effects And Modiﬁers
  Local environmental conditions that impede 
  or assist movement are referred to as “terrain 
  eﬀects.” Most game movement assumes “normal” 
  conditions by default and ignores the environment, 
  but the GM can modify movement any time he 
  wants the eﬀect of the environment to come into 
  play. Terrain can modify velocity, Control Rolls, or 
  both; make a trip longer or shorter; increase fuel/
  TERRAIN EFFECTS TABLE (CON’T)
  Terrain 
  Movement 
  Control Roll 
  Loss Of
  Effect 
  Impediment 
  Modiﬁer 
  Orientation?
  Air Terrain
  Wind/air currents, moving against (headwinds)
  None 
  None 
  -0 
  No
  Very Light (12”-26”/Turn) 
  None 
  -0 
  No
  Light (48”-72”/Turn) 
  -1”/5” 
  -0 
  No
  Moderate (84”-108”/Turn) 
  -1”/4” 
  -1 
  No
  Heavy (120”-144”/Turn) 
  -1”/3” 
  -2 
  Yes
  Very Heavy (156”-180”/Turn) -1”/2” 
  -4 
  Yes
  Storm Force (192”+/Turn) 
  -1”/1” 
  -8 
  Yes
  Wind/air currents, moving with (tailwinds)
  None 
  None 
  -0 
  No
  Very Light (12”-26”/Turn) 
  None 
  -0 
  No
  Light (48”-72”/Turn) 
  +1”/6” 
  -0 
  No
  Moderate (84”-108”/Turn) 
  +1”/5” 
  -1 
  No
  Heavy (120”-144”/Turn) 
  +1”/4” 
  -2 
  Yes
  Very Heavy (156”-180”/Turn) +1”/3” 
  -4 
  Yes
  Storm Force (192”+/Turn) 
  +1”/2” 
  -6 
  Yes
  Wind/air currents, moving perpendicular (crosswinds)
  None 
  None 
  -0 
  No
  Very Light (12”-26”/Turn) 
  None 
  -0 
  No
  Light (48”-72”/Turn) 
  -1”/6” 
  -0 
  No
  Moderate (84”-108”/Turn) 
  -1”/5” 
  -1 
  Yes
  Heavy (120”-144”/Turn) 
  -1”/4” 
  -2 
  Yes
  Very Heavy (156”-180”/Turn) -1”/3” 
  -4 
  Yes
  Storm Force (192”+/Turn) 
  -1”/2” 
  -8 
  Yes
  Other wind eﬀects
  Wind Shear 
  None 
  Spec 
  Yes
  Wind shear results when a character moves between two points in the atmosphere that 
  have signiﬁcantly diﬀerent wind speeds. Subtract the lower speed from the higher speed 
  and use that to determine the penalty as if the character were moving against the wind.
  OTHER MODIFIERS
  Obstacles (however deﬁned) 
  Movement 
  Control Roll 
  Loss Of
  Number of obstacles 
  Impediment 
  Modiﬁer 
  Orientation
  Few obstacles 
  None 
  -0 
  No
  Numerous obstacles 
  -1”/6” 
  -1 
  Yes
  Extremely numerous obstacles 
  -1”/5” 
  -2 
  Yes
  Size of obstacle(s)
  Small (obstacle is 25% of character’s size, or smaller) None 
  -0 
  No 
  Medium (obstacle is 26-50% of character’s size) 
  -1”/6” 
  -1 
  Yes 
  Large (obstacle is 51-75% of character’s size) 
  -1”/5” 
  -2 
  Yes 
  Very Large (obstacle is 76-100% of character’s size) -1”/4” 
  -4 
  Yes 
   
  Extremely Large (obstacle is 101% of character’s 
  size, or larger) 
  -1”/3” 
  -6 
  Yes 
   
  The modiﬁers listed in the table are cumulative. In the case of Control Roll penalties, simply 
  add the penalties together. If you combine two or more movement impediments, use the 
  worst one as a base and then reduce the number to the right of the slash by 1” for each 
  additional impediment. (The same applies for combining two or more enhancements, but 
  use the best of them as a base.) If combining a movement impediment and a movement 
  enhancement, look at the numbers to the right of the slash. If the impediment number is 
  smaller, the overall eﬀect is an impediment; if the enhancement number is smaller, the over-
  all eﬀect is an enhancement. Determine the diﬀerence between the two numbers and add 
  that to the number to the right of the slash to lessen/decrease the eﬀect of the impediment 
  or enhancement. For example, if you combine a -1”/3” impediment and a +1”/5” enhance-
  ment, the overall eﬀect is an impediment. The diﬀerence between 5” and 3” is 2”, so the 
  -1”/3” impediment is diminished to (3”+2”=) -1”/5”. If any modiﬁer has a Yes in the Loss Of 
  Orientation? column, then the combined eﬀect of them is also a Yes.
  The GM may, if he wishes, alter any of these modiﬁers to suit particular conditions. The 
  GM may also rule that movement on or through some types of terrain or weather condi-
  tions is impossible; for example, few characters can move through waist-deep snow with-
  out getting so slowed down that movement is eﬀectively meaningless.
  
  Hero System 5th Edition
  224 ■ The HERO System Movement Companion
  END consumption; or just make moving around 
  less pleasant.
  MOVEMENT IMPEDIMENTS
  In “cinematic” games, terrain rarely has any 
  eﬀect on movement — it’s easier and more dra-
  matic not to worry about it. But in more “realistic” 
  games, the GM may want to impose a movement 
  impediment to represent how unfavorable ter-
  rain can slow a character down. “Unfavorable” in 
  this case includes ground that’s slippery, uneven, 
  viscous, sticky, or broken; water or wind currents 
  opposed to the character’s movement; and simi-
  lar conditions. In some cases the terrain actually 
  helps a character, making it more of a movement 
  enhancer. This includes favorable tail winds and 
  running down a slope. (For purposes of these 
  rules, gravity is a type of “terrain.” As discussed on 
  page 206, moving against gravity slows a character 
  down, while moving with it speeds him up. Instead 
  of using those rules, you can consider this a -1”/2” 
  impediment or a +1” per 5” or 3” enhancement.)
  The movement impediment and enhancement 
  rules work by increasing or decreasing the number of 
  inches a character moves. The Terrain Eﬀects Table on 
  pages 222-23 has a Movement Impediment column 
  indicating the speciﬁc eﬀect for various terrain eﬀects. 
  This is expressed as a sort of ratio, such as -1”/3” or 
  +1”/5”. This means that every time the character 
  moves a number of inches equal in full to the number 
  to the right of the slash, he suﬀers the modiﬁer to the 
  left of the slash. If an impediment becomes so bad that 
  it’s rated -1”/1” (really deep mud, really deep snow, 
  quicksand), it constitutes a barrier because it eﬀec-
  tively prevents movement instead of just impeding it.
  Example:  A character moving on smooth, 
  paved ground covered with ice suﬀers a -1”/5” 
  impediment. That means for each full 5” he 
  moves, he loses 1” of movement, so moving 5” 
  actually only moves him 4”. Thus, to cross 10” 
  of distance he has to move 12” — the ﬁrst 5” 
  moves him 4” forward, the second 5” another 4” 
  forward (total of 8”, and the last 2” another 2” 
  for a total of 10”.
  The Movement Impediments and Enhance-
  ments Tables provide a shorthand reference for 
  the eﬀects of various amounts of impedence or 
  enhancement.
  Movement impediments and enhancements 
  do not aﬀect the END used to move, or whether 
  a move constitutes a Full Move or Half Move. 
  Determine those things based on the number of 
  inches the character declares he’s moving, not the 
  number he actually moves after the impediment or 
  enhancement is applied.
  Long-Range Travel
  For long-range travel where calculating 
  Phase-by-Phase movement isn’t important, use 
  the Travel Table on page 225 to determine the 
  effects of terrain on movement speed. It pro-
  vides speeds in kilometers per hour for various 
  methods of travel by land and sea. It ignores 
  characters’ or vehicles’ defined purchased inches 
  of movement in favor of “dramatically realis-
  tic” results, and uses dramatic/narrative terms 
  (such as “walk” and “run”) instead of precise 
  game terms. The GM determines how to apply 
  the table (including how long characters can 
  maintain a “run” or a horse can “gallop,” what 
  constitutes “heavy fog” or “rough” ground, and so 
  forth), and any other penalties, rules, or modi-
  fiers that might apply (such as use of Long Term 
  Endurance). As always, the GM may adjust the 
  table as he sees fit; sometimes it’s appropriate to 
  let characters move a little faster than “realism” 
  dictates, and sometimes you have to slow the 
  PCs down to make the events of the story flow 
  more smoothly.
  When you use the Travel Table for mixed 
  groups of characters, use the slowest rate for any 
  of them or the worst possible penalty. Thus, a 
  single halfling, gnome, or sprite in an adventur-
  ing party can slow the whole group down. A 
  group riding a mix of different kinds of horses 
  uses the largest penalty (i.e., it can only travel as 
  fast as the slowest horse).
  CONTROL ROLL MODIFIERS
  Control of movement depends heavily on 
  the environment, so terrain effects play a large 
  role in determining the risk factor and ultimate 
  success of movement. Terrain effects endanger 
  movement by reducing stable and regular contact 
  between the character and environment, hinder-
  ing his ability to accelerate/decelerate, maintain 
  forward momentum, and turn. The accompany-
  ing Terrain Effects Table lists the suggested pen-
  alties for various types of terrain.
  MOVEMENT IN UNUSUAL 
  ENVIRONMENTS
  Characters don’t always ﬁnd themselves on 
  solid ground or in an Earth-like atmosphere. Here 
  MOVEMENT IMPEDIMENTS TABLE
   Character’s 
  How Far Character Actually Moves
   Declared 
  -1”/6” 
  -1”/5” 
  -1”/4” 
  -1”/3” 
  -1”/2”
   Movement 
  Impediment 
  Impediment 
  Impediment 
  Impediment 
  Impediment
   
  60” 
  50” 
  48” 
  45” 
  40” 
  30”
   
  50” 
  42” 
  40” 
  38” 
  33” 
  25”
   
  40” 
  33” 
  32” 
  30” 
  27” 
  20”
   
  30” 
  25” 
  24” 
  23” 
  20” 
  15”
   
  20” 
  17” 
  16” 
  15” 
  13” 
  10”
   
  10” 
  8” 
  8” 
  8” 
  7” 
  5”
  MOVEMENT ENHANCEMENTS TABLE
   Character’s 
  How Far Character Actually Moves
   Declared 
  +1”/6” 
  +1”/5” 
  +1”/4” 
  +1”/3” 
  +1”/2”
   Movement Enhancement Enhancement Enhancement Enhancement Enhancement
   
  60” 
  70” 
  72” 
  75” 
  80” 
  90”
   
  50” 
  58” 
  60” 
  63” 
  67” 
  75”
   
  40” 
  47” 
  48” 
  50” 
  53” 
  60”
   
  30” 
  35” 
  36” 
  38” 
  40” 
  45”
   
  20” 
  23” 
  24” 
  25” 
  27” 
  30”
   
  10” 
  12” 
  12” 
  13” 
  13” 
  15”
  
  225 
  The Ultimate Speedster  Chapter Four
  are some notes about how unusual environments 
  affect Movement Powers.
  Moving Underwater
  In the water, Swimming becomes the default 
  form of movement in place of Running. Thus, for 
  most characters, that means they won’t be able to 
  move more than 2” per Phase (4” Noncombat). 
  Characters who’ve bought the Usable [As Second 
  Mode Of Movement] Advantage for Running, 
  Flight, or the like so they can use that Movement 
  Power as if it were Swimming (see page 30) can 
  use that power underwater without restriction. 
  (However, standard combat penalties for fighting 
  underwater — -2 DCV, -2 DCs to all attacks — still 
  apply unless the character has the Aquatic Move-
  ment form of Environmental Movement. The Power 
  Works Normally Underwater (+¼) Advantage dis-
  cussed on page 40 of Hidden Lands can eliminate 
  the DC penalty for Attack Powers.)
  !!!###TRAVEL TABLE FROM PAGE 333 OF FAN-
  TASY HERO GOES HERE
  Travel Table
  Type of Travel 
  Speed (KPH)
  Walking
  Easy ground (roads, plains, meadows) 
  5.0
  Typical ground 
  5.5
  Rough ground (hills, broken ground, forests) 
  3.0
  Very rough ground (swamps,  
  mountains, thick forests) 
  2.0 (or slower)
  Riding horse (or other mount)
  Easy ground (roads, plains, meadows) 
  5.5
  Typical ground 
  5.0
  Rough ground (hills, broken ground, forests) 
  3.0
  Very rough ground (swamps,  
  mountains, thick forests) 
  Not possible 
  Riding in a wagon/carriage/chariot
  Easy ground (meadows, plains) 
  4.5
  Typical ground 
  4.0
  Rough ground (hills, broken  
  ground, forests) 
  1½ (or slower)
  Very rough ground (swamps,  
  mountains, thick forests) 
  Not possible 
  Water travel
  Calm/typical water 
  4.5
  Rough water 
  3.5
  Very rough water 
  Not possible
  Modifiers 
  Speed (KHP)
  Encumbrance
  0-10% 
  +0
  11-24% 
  -2
  25-49% 
  -4
  50-74% 
  ½ movement rate
  75-89% 
  ¼ movement rate
  90-100% 
  Not possible
  Foot speed
  Walk 
  +0
  Slow Run 
  +1½
  Run 
  +5
  Fast Run 
  +9½
  Injury 
  -.1 per 2 BODY
  Mount type
  Pony 
  -1⁄5
  Riding Horse 
  +0
  Draft Horse 
  -1⁄5
  Light Warhorse 
  -1⁄5
  Medium Warhorse 
  -1⁄3
  Heavy Warhorse 
  -½
  Camel 
  -1⁄5
  Donkey 
  -1⁄5
  Mount pace
  Walk 
  +0
  Trot 
  +1½
  Run 
  +5
  Gallop 
  +9½
  Size
  Insectile (down to 1⁄64 human size) 
  -8
  Minute (down to 1⁄32 human size) 
  -4
  Minuscule (down to 1⁄16 human size) 
  -2
  Tiny (down to ⅛ human size) 
  -1
  Diminutive (down to ¼ human size) 
  -4⁄5
  Small (down to ½ human size) 
  -½
  Human size 
  +0
  Large (up to twice human size) 
  +½
  Enormous (up to 4 times human size) 
  +4⁄5
  Huge (up to eight times human size) 
  +1
  Gigantic (up to 16 times human size) 
  +2
  Gargantuan (up to 32x human size) 
  +4
  Colossal (up to 64 times human size) 
  +8
  Size of group
  1-16 
  +0
  17-64 
  -1⁄10
  65-250 
  -1⁄3
  251-1,000 
  -½
  1,001-4,000 
  -3⁄5
  4,001 or more 
  -4⁄5
  Stealthy travel 
  ½ movement rate
  Time of day
  Daytime 
  +0
  Nighttime 
  -3⁄5
  Water travel modifiers
  Drifting with the current 
  +0
  Paddling with the current 
  +2
  Paddling against the current 
  -1½
  Sailing with the current
   Strong current 
  +13
   Average current 
  +8
   Weak current 
  +5
  Sailing against the current
   Strong current 
  -13
   Average current 
  -8
   Weak current 
  -5
  Sailing with the wind
   Strong wind 
  +13
   Average wind 
  +8
   Weak wind 
  +5
  Sailing against the wind
   Strong wind 
  -8
   Average wind 
  -5
   Weak wind 
  -2½
  Weather
  Fine/normal 
  +0
  Heavy fog 
  -.3
  Rainfall 
  -.1
  Storm 
  -.5
  Snow/ice 
  -1⁄10 per inch of snow or ¼” of ice
  Apply all pluses and minuses before any halving or quartering of movement rate.
  
  Hero System 5th Edition
  226 ■ The HERO System Movement Companion
  RUNNING
  Characters can only have Running 1” under-
  water (2” Noncombat, ½” Half Move). This assumes 
  they’re on the ocean ﬂoor or some other surface 
  they can actually run on; if they’re in mid-water, 
  they can’t run at all. Even then, the surface may 
  be so slippery that the GM requires a character to 
  make DEX Rolls or Breakfall rolls every Phase to 
  keep his feet.
  At the GM’s option, characters with signiﬁ-
  cantly more than the standard Running 6” (such as 
  some speedsters) can Run underwater at one-sixth 
  their normal Combat Movement rate.
  LEAPING
  Characters can only Leap underwater if they 
  have a solid surface to push oﬀ of (such as bedrock 
  on the ocean ﬂoor, the side of a submarine, the top 
  of an Atlantean building, or the like).
  A character’s Leaping speed is halved while 
  he’s underwater. The GM may wish to reduce this 
  even further if he has poor footing, if the shape of 
  his body would increase drag through the water, or 
  the like.
  For long leaps, due to the problems of perceiv-
  ing underwater (see Hidden Lands, page 32), char-
  acters may have a much harder time perceiving the 
  target hex.
  FLIGHT
  Unless Flight is bought Usable As Swimming 
  (a.k.a. Usable Underwater), it doesn’t work at full 
  eﬀect underwater — it depends on the power’s special 
  eﬀects. At best, Flight works at half speed in the water; 
  this would apply to graviton manipulation, telekinetic 
  levitation, and other forms of Flight that don’t involve 
  any physical motion or eﬀort on the character’s part. 
  For Flight involving wings or the like, the GM may 
  restrict a character to one-quarter speed. Flight based 
  on projecting ﬂame or energy behind the character 
  for a “rocket eﬀect” probably won’t work at all. The 
  ﬁnal decision is up to the GM.
  GLIDING
  Gliding doesn’t work at all underwater unless 
  it’s bought Usable As Swimming.
  SWINGING
  Swinging usually doesn’t work at all underwa-
  ter unless it’s bought Usable As Swimming. How-
  ever, the GM might allow a character to Swing 1” in 
  appropriate circumstances, and characters still may 
  be able to use their swinglines to pull themselves 
  up the side of underwater buildings or cliﬀs, across 
  underwater chasms, and so on.
  TELEPORTATION
  Teleportation with the Must Pass Through 
  Intervening Space Limitation suffers the same 
  restrictions as Running when used underwater. 
  Other forms of Teleportation typically work at 
  full effect underwater, but characters and GMs 
  must keep two things in mind. First, due to the 
  problems of perceiving underwater (see Hidden 
  Lands), characters may have a much harder time 
  perceiving the target hex.
  Second, and more importantly, Teleporting 
  into an area ﬁlled with water constitutes “Teleport-
  ing into a solid object,” requiring the character 
  to roll on the Teleportation Damage Table as 
  described on pages 367-68 of the HERO System 
  5th Edition, Revised rulebook. This may eﬀec-
  tively make Teleportation useless underwater for 
  many characters. The Safe Aquatic Teleport Adder 
  described on page 44 eliminates this problem. (If 
  the GM ﬁnds this too restrictive, he can either con-
  sider Teleporting into water to be the same as Tele-
  porting into air, or only invoke the Teleporting into 
  solid objects rules occasionally [say, on an 11- roll 
  each time the character Teleports].)
  TUNNELING
  Characters cannot Tunnel through the water. 
  However, they can Tunnel normally through the 
  ocean ﬂoor, the walls of an Atlantean building, or 
  similar underwater structures/objects.
  Moving In Different Gravity
  High and low gravity aﬀect Flight, Gliding, 
  Leaping, Running, Swimming, and Swinging. (As a 
  general rule, don’t forget the eﬀects of normal grav-
  ity on movement; see page 205.)
  FLIGHT
  Gravity makes ﬂying more diﬃcult. In high 
  gravity, winged ﬂyers have to go faster to keep aloft, 
  helicopters or thrust-based ﬂying machines have to 
  work harder, and antigravity and other “rubber sci-
  ence” methods of levitation require more power.
  In gravities greater than 1 G, divide Flight 
  movement by local gravity, since ﬂyers are burning 
  more power just staying oﬀ the ground. Characters 
  GRAVITY AND  
  FLIGHT/SWIMMING
  Here’s a quick reference table for the eﬀects of grav-
  ity on Flight and Swimming. The table rounds oﬀ the 
  results for a more even curve of eﬀect.
  Normal Movement:  divide inches by local gravity
   Gravity 
  5” Movement Equals...
   
  .25 
  5”
   
  .50 
  5”
   
  .75 
  5”
   
  1.0 
  5”
   
  1.5 
  3”
   
  2.0 
  2½”
   
  2.5 
  2”
   
  3.0 
  1½”
  Climbing:  multiply 2” by local gravity (min. 1”/1”)
   Gravity 
  Climbing 1” Requires...
   
  .25 
  1”
   
  .50 
  1”
   
  .75 
  1½”
   
  1.0 
  2”
   
  1.5 
  3”
   
  2.0 
  4”
   
  2.5 
  5”
   
  3.0 
  6”
  
  227 
  The Ultimate Speedster ■ Chapter Four
  or Vehicles with Stall Velocity should multiply Stall 
  Velocity by the square root of local gravity (lift is 
  proportional to velocity squared). Maneuvers become 
  more strenuous:  climbing (Flying opposite the pull 
  of gravity) requires 2” times local gravity to gain 1”. 
  Thus, a jetpack with 12” of Flight in a 2 G ﬁeld would 
  only be capable of 6” Flight, and would burn 4” of 
  movement to gain 1” of altitude. This means a jetpack 
  with less than 6” of Flight can’t take oﬀ in a 2 G envi-
  ronment. Alternately, GMs may rule that any Flight 
  device simply can’t operate at gravity levels more than 
  50% greater than the environment it was designed 
  for (unless they buy extra inches of Flight with a -1 
  Limitation, Only To Counteract Gravity Flight Penalty; 
  these inches allow the device to take oﬀ, but do not 
  counteract or add to the modiﬁer for ﬂying with/
  against the pull of gravity). (See also the optional No 
  Gravity Penalty Advantage on page 29.)
  In gravities lower than 1 G, Flight gets more 
  complicated. Maximum speed remains unchanged, 
  but it gets easier to maneuver. Climbing uses 2” 
  times local gravity to gain altitude — though the 
  value can never be less 
  than +1” per 1” used to 
  gain altitude. The rules 
  for diving (moving with 
  the pull of gravity) are 
  unaﬀected; characters 
  still add +1” per 1” 
  moved.
  Forms of Flight 
  requiring lift (wings, 
  rotor blades, and the 
  like) depends a lot on 
  atmosphere density, 
  which can aﬀect carry-
  ing ability and the ability 
  to stay aloft; see the sec-
  tion on Atmospheres on 
  page 283 of Star Hero.
  GLIDING
  Gliding requires 
  a local gravity ﬁeld to 
  work. Beings and gad-
  gets with Gliding can’t 
  use it to move in zero 
  gravity, although GMs may let them try to “swim” 
  clumsily through the air at 1-2” or so.
  Gliding works ﬁne in heavy gravity — if the 
  local air density is high enough (see page 283 of 
  Star Hero). However, multiply the 1” the character 
  must descend per Phase by local gravity; Gliding 
  characters drop more quickly in high G.
  The same rule applies for low gravity — mul-
  tiply the 1” by local gravity — but in this case the 
  eﬀect is to allow characters to Glide longer/further 
  without losing altitude. For example, on a world 
  with .5 G, a Gliding character only has to drop ½” 
  per Phase (or 1” per two Phases).
  LEAPING
  Gravity aﬀects a character’s vertical Leaping 
  and horizontal Leaping distance. Divide the charac-
  ter’s inches of Leaping by the local gravity level.
  Example:  The New Patagonian Pampas-Leaper 
  can normally jump 10” in a 1 G environment. 
  In the Martian Interstellar Zoo, where the grav-
  ity is 0.4, the Pampas-Leaper can jump 25”, but 
  on the planet Adamant (local gravity 2 G) it 
  can only cover 5”.
  SWIMMING
  Swimming is affected by gravity much like 
  Flight. In high-G environments, divide Swim-
  ming movement by local gravity, and multiply 
  the inches needed to gain 1” when Swimming 
  against gravity by local gravity. In low-G envi-
  ronments, maximum speed and diving speed 
  remains unchanged, but climbing speed improves 
  (multiple the normal 2” per inch climbed by the 
  local gravity).
  SWINGING
  Swinging, like Gliding, requires gravity to 
  work; in a zero-G situation, characters cannot 
  Swing. In high or low gravity situations, Swing-
  GRAVITY AND LEAPING
  Here’s a quick reference table for the eﬀects of gravity 
  on Leaping. The table rounds oﬀ the results for a more 
  even curve of eﬀect.
  Divide inches of Leaping by local gravity
   Gravity 
  5” Leaping Equals...
   
  .25 
  20”
   
  .50 
  10”
   
  .75 
  7”
   
  1.0 
  5”
   
  1.5 
  3”
   
  2.0 
  2½”
   
  2.5 
  2”
   
  3.0 
  1½”
  
  Hero System 5th Edition
  228 ■ The HERO System Movement Companion
  ing suffers no net affect; the affect on the down-
  ward arc of the swing balances out the affect on 
  the upward arc.
  RACING
  Competitive sports share many of the same 
  qualities as combat:  full contact, challenged 
  actions, controlled movement, ranged accuracy. 
  Competitors are physically resisting the efforts 
  of others, either indirectly or head to head. 
  Competitive movement is considered “combat” 
  movement (even though sports are supposed to 
  be “fun”) because OCV and DCV apply to many 
  of the activities.
  Naturally, most speedsters’ favorite sport is 
  racing, a form of competitive movement where the 
  goal is not to score points, but to ﬁnish a ﬁxed task 
  (such as running a length of 100 meters) before the 
  other competitors. Racing is usually an individual 
  sport, but some events involve teams who pass a 
  baton or other token to one another.
  Additionally, chases — such as when one 
  character tries to run away from another char-
  acter who’s trying to catch him — can be con-
  sidered a type of “race” and adjudicated using 
  these rules. In this case the “task” is to get away 
  or to capture the fleeing character, which means 
  that “victory” in the race is defined by something 
  other than the fastest time.
  TYPES OF RACES
  Inevitably, a speedster wants to know how 
  well he stacks up against fast vehicles or other 
  speedsters. Whether he’s participating in an event 
  for sport or a charity, chasing someone down, or 
  escaping from enemies, a race participant strives to 
  win by proving he can reach the goal or complete 
  the task ﬁrst.
  Roughly speaking, there are three types of races:
  ■ In a Noninterfering race, the participants 
  are prohibited from interfering with each 
  other’s progress, and in fact may not even 
  run the course at the same time — each 
  racer might run separately and compare 
  elapsed times. (Most speed skiing races 
  work this way, for example.) While a Non-
  interfering race is the safest and purest 
  form of “sport” race, it’s the shortest to play 
  out and the least interesting of the three 
  for gaming purposes. Racers have few 
  choices to make, since there’s no reason not 
  to use full Noncombat Movement.
  ■ In a Competitive race, the participants run 
  simultaneously and may even interfere with 
  each other in a non-combative way, e.g., 
  vying for a limited resource such as posi-
  tion on the inside track. If the terrain and 
  terms of the race are interesting, then the 
  players have lots of choices, making the race 
  fun to play out. Even a friendly Competitive 
  race between two speedsters for charity can 
  develop... complications... further down the 
  road.
  ■ In a Combative race, the participants 
  may openly duel as they race, with vary-
  ing degrees of rules. There may be a set 
  of disqualifying moves, or it may be a “no 
  holds barred” competition. A Combative 
  race may not even be a race, but rather a 
  chase-escape scenario, where one racer is 
  out to destroy or capture the other racer. If 
  an actual race is really going on, there must 
  be incentive to finish it, or else there’s no 
  reason not to stop along the way and dis-
  able your opponent completely (which is 
  how most chases end, if the pursuer wins). 
  In a Combative race, most of the move-
  ment will be Combat Movement, and most 
  of the choices will be combat choices.
  Factors Aﬀecting The Outcome Of A Race
  Movement abilities in the HERO System 
  tend to be speciﬁc and non-random, so it seems 
  like there would be no surprises concerning the 
  outcome of a race between two speedsters — just 
  calculate who moves the most inches per Turn, and 
  he wins. However, when racers can interact, as in 
  Competitive and Combative races, Combat Values 
  become a factor along with the corresponding ran-
  domness. The terrain of the course also plays a role 
  in making the race non-deterministic, as in some 
  respects do Combat Maneuvers like Hipshot and 
  Hurry (if the GM allows them, which entails ﬁnd-
  ing a way to make their inherent drawbacks mean-
  ingful in a race context). The three primary factors 
  which determine the race outcome are:  the abilities 
  of the racers; how they manage the race course; and 
  how they handle complications along the way.
  A racer with superior raw movement capa-
  bilities has a clear advantage — at least during 
  the pre-race analysis. Lots of Combat Movement 
  coupled with a high SPD enables a racer to cover 
  more inches per Turn. A high number of Noncom-
  bat multiples (or MegaMovement) coupled with 
  Improved Acceleration/Deceleration lets a racer 
  reach top speed as quickly as possible. A low END 
  cost for movement let him sustain top speed for 
  longer periods of time without resting, and a high 
  REC reduces rest intervals to a minimum. Finally, a 
  successful racer typically has few, if any, Disadvan-
  tages that might interfere with his ability to race.
  A successful racer must be able to handle the 
  terrain of the racecourse. Raw speed wins the race 
  on a straight course under ideal conditions, but not 
  all racecourses are so boring — they feature terrain 
  designed to challenge the control capabilities of 
  the participants. A racer must maintain control of 
  his movement despite the modiﬁers introduced by 
  racecourse obstacles, and higher speeds just make 
  it harder to maintain control. Besides terrain and 
  other environmental factors, obstacles can include 
  negotiating around other racers using such maneu-
  vers as Passing, Drafting, or Slingshot (see below).
  During a Competitive or Combative race, 
  many complications could arise that don’t relate to 
  movement in the race. Conﬂicts with other racers 
  or hostile bystanders may require combat action, 
  with CV determined by the racer’s DEX and type of 
  movement (Combat or Noncombat). A racer may 
  
  229 
  The Ultimate Speedster ■ Chapter Four
  ﬁnd it necessary to Push his abilities beyond their 
  normal limits, possibly conquering his own psycho-
  logical obstacles (via an EGO Roll) to do so.
  RACING MANEUVERS
  For the most part, races just involve moving. 
  Here are a few Racing Maneuvers characters can 
  use to make the situation more interesting than 
  just, “OK, I make a Combat Move forward.” Using 
  Racing Maneuvers doesn’t require extra time or any 
  Actions; it’s more a question of taking advantage 
  of the right circumstances and making the relevant 
  rolls. A character may use two or more Racing 
  Maneuvers in a single Phase, if appropriate.
  Drafting
  Maintaining top racing speed can be a drag, 
  literally, due to wind resistance. But if a racer can 
  maintain movement behind something that takes 
  the brunt of the resistance, i.e., another racer, it 
  takes less eﬀort to maintain movement.
  To take advantage of this, racers can use a 
  Racing Maneuver called Drafting. To Draft, a 
  racer must spend his entire Phase moving exactly 
  one hex (1”) behind another racer, and doing this 
  requires a DEX Roll (with any modiﬁers from the 
  Basic Control Rolls or Terrain Eﬀects tables the 
  GM sees ﬁt to impose). If the roll succeeds, the 
  character reduces his END expenditure for move-
  ment by -1 for every Noncombat Movement multi-
  ple he’s using (to a maximum of reducing the END 
  cost he’d otherwise pay for movement that Phase by 
  half, rounding in his favor).
  Example:  Vector and Comet are moving at 480” 
  per phase (30” with x16 Noncombat), costing 
  them each 7 END per phase. Vector decides to 
  conserve END by Drafting behind Comet. He 
  succeeds, so this reduces his END cost to 3 END 
  for that Phase.
  If the character being followed wants to “shake 
  oﬀ” the Drafter, he can try to do so by executing 
  a complicated maneuver pattern that the Drafter 
  may have trouble following. He makes a DEX Roll. 
  If he succeeds, however much he made the roll by 
  becomes a penalty on the Drafter’s DEX Roll — in 
  other words, the Drafter has to be as deft and clever 
  as the person he’s following, or Drafting won’t 
  work. If the roll fails, the character being followed 
  must spend 50% more END (i.e., x1.5 END) for his 
  movement that Phase, with a minimum of +2 END.
  Passing
  The situation is fundamental to racing:  more 
  than one racer wants to occupy a given position, 
  such as the inside track, and only one can physi-
  cally do so. At any given time, a racer further from 
  the target position can try to negotiate around a 
  racer closer to the position, while the closer racer 
  tries to block the move. This is called Passing.
  In HERO System terms, Passing involves OCV 
  in a manner similar to Block. If the leading character 
  doesn’t oppose the Passing, it automatically succeeds 
  if the Passer has enough inches of movement to 
  outdistance him. If the leading character opposes the 
  attempt to pass, the Passing character must make an 
  Attack Roll using his OCV against the leading char-
  acter’s OCV. (To make this more interesting, if both 
  characters are using Noncombat Movement, use their 
  normal OCVs, don’t reduce them to 0. If only one 
  character is using Noncombat Movement, his OCV 
  should be 0 as usual.) If he succeeds, he gets past; if 
  
  Hero System 5th Edition
  230 ■ The HERO System Movement Companion
  he fails, he must end his movement for that Phase a 
  minimum of 1” behind the leading character (and at 
  the GM’s option, possibly as much as -1” per point by 
  which the Attack Roll failed). The characters must pay 
  END for all inches of movement they use, even if the 
  attempt to Pass fails. Additionally, both racers must 
  make a Control Roll; opposed attempts to Pass often 
  involve jostling or tripping (even if only accidental).
  Example:  Vector and Comet are moving at 480” 
  per phase, side by side, with Vector on the inside 
  track. Due to the curvature of the race track, 
  Vector has one less hex to travel each lap, and 
  uses these extra inches of movement to move 
  ahead, ﬁrmly establishing inside track position. 
  Not to be outdone, Comet Pushes his move-
  ment ability to get a burst of speed, intending to 
  use these extra inches to Pass Vector and claim 
  position on the inside track. Comet (with an 
  adjusted OCV of 3) declares that he’s Passing, 
  and Vector challenges (with an adjusted OCV 
  of 4). Comet needs to roll a (11 + 3 - 4=) 10 or 
  less. He rolls a 12 and fails — Vector defends 
  his position with a slight body check that earns 
  a few boos from the crowd. Comet still pays the 
  END for Pushing his movement, but he can’t 
  use more inches of movement than would put 
  him a minimum of 1” behind Vector. Both 
  speedsters must make Control Rolls to main-
  tain Controlled Movement.
  Slingshot
  A racer Drafting behind another racer can fall 
  back and then accelerate, using the reduced wind 
  resistance to temporarily gain some extra inches 
  of movement. Once the racer reaches the leading 
  character, he uses these extra inches to Pass around 
  his opponent into the lead. This maneuver is called 
  a Slingshot.
  To Slingshot, a racer must have spent at least 
  one Phase using Drafting, and then must succeed 
  with a DEX Roll (with a base penalty of -1, plus 
  any modiﬁers from the Basic Control Rolls or Ter-
  rain Eﬀects tables the GM sees ﬁt to impose). If the 
  roll fails, he gains no beneﬁt; he simply moves his 
  declared number of inches forward and pays the 
  usual END cost. If he succeeds, for this one Phase 
  only he gets +1” of movement for each Noncombat 
  Multiple he’s currently using, and these inches do 
  not cost any additional END. If the Slingshotting 
  character has to make a Control Roll at any time 
  during the Phase, he suﬀers a -1 penalty (in addi-
  tion to any others imposed by the GM). If appro-
  priate, the Slingshotting character must also Pass 
  his opponent.
  Example:  Comet decide to Draft for a phase 
  and Slingshot past Vector. He’s using a total of 
  four Noncombat multiples, so Slingshotting will 
  add +4” of movement, giving him 484” inches 
  of movement this Phase if his DEX Roll suc-
  ceeds. Vector can oppose this maneuver, requir-
  ing Comet to succeed in Passing him. Whether 
  he does or not, Comet suﬀers a -1 to all Control 
  Rolls he makes this Phase.
  DESIGNING AND RUNNING RACES
  The GM designs the racecourse, either spur of 
  the moment (as in a chase/escape scenario) or in 
  advance (as in a sporting or charitable event). The 
  Random Road Generator on pages 209-12 of The 
  Ultimate Vehicle can be a big help in this, especially 
  if the race occurs unexpectedly in mid-game. But 
  if the GM has the time to plan, he can make a race 
  even more exciting.
  To make a race fair and interesting, each par-
  ticipant must have a chance of winning, so the race 
  outcome must depend on more than raw move-
  ment. You have to introduce constraints or handi-
  caps to equalize things, create meaningful tactical 
  options, and so forth. The terrain may introduce 
  penalties for higher velocities (less control, chance 
  of Uncontrolled movement and its consequences), 
  making traveling at top speed treacherous. Perhaps 
  there’s a trade-oﬀ between moving at top speed and 
  performing an Action along the way that requires 
  a high OCV or Skill roll. The GM can make the 
  event more unusual by making characters race as 
  a team or setting the race in an exotic locale. There 
  may also be pre-planned events occurring at set 
  times during the race to make it more challenging 
  — anything from natural disasters (“Rockslide! 
  Look out!”), to cheating competitors who try to 
  hurt the PCs, to funny-looking aliens who sit along 
  the racecourse and shoot their riﬂes at the racers 
  just for the fun of it.
  Racing Basics
  Races typically start on Segment 12 with all 
  knowing participants getting an initial action. In a 
  chase-escape scenario, at least one participant may 
  be Surprised and not realize a race has begun, thus 
  not getting a Segment 12 action. Until more than 
  one character starts moving, it’s not really a race 
  — it’s just a single character moving. Depending on 
  the terrain, racers are assumed to be in control of 
  their movement at the start, but are subject to Con-
  trol Rolls when something extraordinary arises.
  Most races are run using standard Phased 
  Movement, but if the GM and players are willing to 
  do a little extra bookkeeping a Segmented Move-
  ment race may be more fun. The greater number 
  of movement actions may oﬀer a tactical depth 
  Phased movement would not.
  At the GM’s option, to keep the issue of who 
  moves ﬁrst in a Phase from making aspects of the 
  race too predictable, the order of initiative may be 
  determined by DEX Rolls rather than raw DEX. 
  Racers get to move in order based on how well 
  they make their DEX Rolls, so in some Phases the 
  lowest-DEX character may luck out and get to 
  move ﬁrst. This can really add some drama to a 
  LANE STATISTICS
   
  Lane 
  Distance 
  Turn Mode Required
   
  A 
  7 
  1
   
  B 
  11 
  2
   
  C 
  15 
  3
   
  D 
  19 
  4
   
  E 
  22 
  5
  
  231 
  The Ultimate Speedster ■ Chapter Four
  race, especially as it nears the 
  ﬁnish line and the issue of 
  who moves ﬁrst can become 
  crucial.
  Courses And Checkpoints
  When laying out the 
  actual race, the GM must 
  decide between a “course” or 
  a “checkpoint” system. Fair-
  ness dictates that all racers 
  follow the course, if it exists, 
  since the race objective is 
  to cover the same distance, 
  although the course may 
  be designed to give racers a 
  trade-off of distance versus 
  control. For instance, a race 
  track has several lanes. The 
  innermost lanes cover a 
  shorter distance, especially 
  when calculated over mul-
  tiple laps, but the turn radius 
  is shorter, so it’s harder to 
  maintain control around 
  curves (especially at high 
  speeds). The outermost lanes 
  cover more distance, but 
  are easier to negotiate. All racers must travel the 
  same number of laps around the same track, but 
  won’t follow the same exact path. If the entire 
  course can be observed by spectators there’ll 
  be more incentive to follow the course and less 
  opportunity to cheat. A more complicated exam-
  ple might offer different pathways, each with its 
  own obstacles and perils, so that a racer’s choice 
  of which “branch” to take is a tactical one made 
  to maximize what he sees as his advantages.
  The objective of a checkpoint system race is 
  not to cover the same amount of ground, but to 
  “check in” at speciﬁed locations scattered around 
  a larger setting. A scavenger hunt is an example 
  of a checkpoint-style race. A checkpoint race isn’t 
  necessarily observable by spectators unless they’re 
  situated near the checkpoints. A racer wins the race 
  by plotting the most eﬃcient course to cover all the 
  checkpoints in the shortest amount of time... and 
  by avoiding any obstacles encountered along the 
  way as eﬃciently as possible.
  Overlaying the racecourse with a hex map 
  can help a great deal. Imagine one end of a five 
  lane race track with lanes designated A through 
  E (see accompanying diagram and table). Note 
  the difference in distances covered and Turn 
  Mode required for each lane. If appropriate, the 
  GM should apply Control Roll modifiers to the 
  racers to reflect tighter or more open turns, even 
  if they’re using a type of movement with no Turn 
  Mode (i.e., Running).
  
  Hero System 5th Edition
  232 ■ The HERO System Movement Companion
  N
  ot all movement involves characters 
  moving under their own power. Some-
  times they ride in vehicles or on mounts.
  VEHICLE MOVEMENT
  Vehicles move just like characters:  they have a 
  SPD, Combat Movement velocity, and Noncombat 
  Movement velocity. However, all vehicles have a 
  Turn Mode with all forms of movement (see Flight, 
  above), including Ground Movement (Running).
  For further information on vehicle movement 
  in combat situations, see Vehicle Combat, pages 
  472-75 of The HERO System 5th Edition, Revised (or 
  the more advanced vehicular combat rules in The 
  Ultimate Vehicle).
  MOUNTED MOVEMENT
  In some games, such as Fantasy campaigns, a 
  lot of movement takes place while the characters 
  are riding horses or other mounts. This often pro-
  vides a character with greatly enhanced movement 
  capability, but at the cost of restricting his ability to 
  perform certain Actions in combat.
  A mount essentially functions as a vehicle. Its 
  inches of Running (or other form of movement) 
  substitute for the character’s. However, when it 
  moves, and what Actions it can take, depend upon 
  its SPD and DEX and the rider’s SPD and DEX.
  RELATIVE SPEED AND DEXTERITY
  If the rider’s SPD exceeds the mount’s, the 
  rider can only make the mount move on its own 
  Phases. The rider either has to (a) Hold his Action 
  so he can act on his mount’s Phases (thus, they act 
  together); (b) make the mount Hold its Actions so 
  that it takes its Phases in Segments in which the 
  rider also has a Phase; or (c) limit himself to per-
  forming Actions other than moving (such as attack-
  ing or defending himself) in Segments in which he 
  has a Phase but the mount does not.
  If the mount’s SPD exceeds the rider’s, or the 
  mount has Phases in Segments in which the rider 
  does not, the rider can make the mount Hold its 
  Action so their Phases coincide, thus allowing him 
  more control over the mount (or the rider may, 
  if he chooses, Hold his own Actions for the same 
  purpose). However, the rider may choose to let the 
  mount move on its own, with only minimal control 
  from him. To do so, he makes a Riding roll (this 
  takes no time). If he succeeds, the mount makes a 
  Half Move or Full Move in whatever direction the 
  rider desires; it may, if it makes only a Half Move, 
  perform another Half Phase Action (such as an 
  attack, if it’s trained to ﬁght). If he fails, the mount 
  does not move, or may move in an undesired 
  direction. In either case, the rider is considered 
  to be moving at Noncombat Movement veloc-
  ity (and thus to be at ½ DCV), regardless of his 
  actual velocity. (Note that this halving of DCV only 
  applies when the mount moves on a Segment when 
  the rider cannot act; riding a mount does not, per 
  se, aﬀect a character’s DCV.)
  Regardless of their relative SPDs, both rider 
  and mount can only act on their own DEXs in their 
  Phases. Thus, if a high-DEX character rides a low-
  DEX mount, he has to wait until the mount’s DEX 
  comes up during the Phase before the mount (and 
  thus he) can move. The rider can take his Action 
  (such as attacking a nearby foe) on his own DEX 
  — but if he does so, he’ll be unable to control the 
  mount properly if it moves on its own DEX (just as 
  if the mount moves in a Segment in which it has a 
  Phase but the rider does not).
  COMBAT TRAINING FOR MOUNTS
  In combat, the rider’s ability to function eﬀec-
  tively as a mounted warrior depends on whether 
  his mount is trained for battle or not. A mount is 
  considered trained for combat if it has a Presence 
  of 15 or greater or it knows the Riding Skill itself 
  (in this case, the Skill simulates the mount’s self-
  control and knowledge of how to move to help its 
  rider ﬁght). If a mount isn’t trained for combat, the 
  rider must spend a Half Phase and make a Riding 
  roll every one of his Phases; this helps him keep the 
  mount under control and make it act as he wishes 
  (though he cannot make it attack). Furthermore, 
  even if the rider makes his Riding roll, he is at ½ 
  OCV (his DCV remains normal). If the rider fails 
  his Riding roll, he must make a second Riding roll 
  to keep from being thrown; he can do nothing that 
  Phase but hang on to the mount and make a Half 
  Move directly away from the thick of battle.
  If the mount is trained for combat, the rider 
  may make the mount move without making a 
  Riding roll; furthermore, the rider is at normal 
  OCV (but suﬀers a -2 penalty; see below). If rider 
  and mount both have a Phase in the same Segment, 
  both may attack. They make up to a Half Move, 
  and then the rider makes a Riding roll (this takes 
  no time). If the roll succeeds, the rider may make 
  his attack, and the mount may also make an attack. 
  Alternately, the mount can make a Full Move (thus 
  preventing it from making an attack) and the 
  rider has a Half Phase Action in which to attack or 
  OTHER
  MOVEMENT
  
  233 
  The Ultimate Speedster ■ Chapter Four
  defend himself. If the roll fails, the rider may use 
  his remaining Half Phase to attack, but the mount 
  may not attack or move any further.
  COMBAT VALUES AND FIGHTING
  In combat, the mount and the rider each have 
  their own CVs calculated from their own DEXs. 
  However, the rider is always at -2 OCV because, 
  even with a trained combat mount, he must spend 
  some energy and concentration keeping his seat 
  and controlling his mount. At the GM’s option, any 
  negative modiﬁers applied to the Riding roll in a 
  Phase may also apply to the rider’s (or the mount’s) 
  OCV, reﬂecting the diﬃculty of keeping the mount 
  controlled in such conditions. If the rider attacks 
  targets on foot, and the campaign uses Hit Loca-
  tions, the Hit Location should be rolled as a High 
  Shot (see pages 414-15 of The HERO System 5th Edi-
  tion, Revised).
  If a mount is injured, its rider may, at the GM’s 
  option, have to make another Riding roll to control 
  it (this takes no time). If he fails the roll, the mount 
  moves away from combat as fast as it can in its next 
  Phase. Mounts trained for combat usually won’t do 
  this unless badly injured (i.e., they take 5 or more 
  BODY from a single attack).
  If the mount takes Knockback from an 
  attack, it usually loses its balance and falls. The 
  rider must make a Riding roll to leap off the 
  mount or otherwise prevent himself from being 
  caught in the fall and taking the same damage as 
  the mount takes from the Knockback (this takes 
  no time). If the rider takes Knockback from an 
  attack, he must make a Riding roll at -1 for every 
  2” (or fraction thereof) of Knockback taken or 
  fall off the mount; if the roll succeeds, the rider 
  takes no Knockback and retains his seat (other-
  wise he’s knocked off the mount). If the mount 
  is Knocked Out, it will fall, requiring the rider to 
  make a roll as described above.
  If either the mount or the rider performs a 
  defensive Combat Maneuver such as Dodge or 
  Block, the beneﬁts of that Maneuver apply only 
  to the character making them. A rider does not, 
  for example, gain bonuses to his DCV because his 
  mount Dodges.
  The GM may apply modiﬁers of -1 to -5 to any 
  Riding roll to reﬂect combat conditions, monsters, 
  damage the mount has suﬀered, and anything else 
  that might scare a mount.
  Example:  Sir Gareth (DEX 18, SPD 4, 6” Run-
  ning) rides his trusty steed Destrier (DEX 15, 
  SPD 3, 12” Running) into battle. Destrier is a 
  trained warhorse (PRE 15).
  In Segment 3, Sir Gareth has a Phase, but Des-
  trier does not. Sir Gareth could attack someone 
  if he wanted to, but he cannot move, because 
  Destrier doesn’t have a Phase. Sir Gareth opts 
  to Hold his Action until Destrier can move. In 
  Segment 4, on DEX 15, Destrier moves forward 
  12”, carrying Sir Gareth with him. Because Des-
  trier is a trained warhorse and is not making 
  an attack, Sir Gareth need not make a Riding 
  roll to get Destrier to go where he (Sir Gareth) 
  wants, and he has his full OCV (-2 for riding a 
  mount) when he attacks this Phase. Sir Gareth 
  swings his sword at a foe, using his OCV 4 (6-2) 
  
  Hero System 5th Edition
  234 ■ The HERO System Movement Companion
  to hit the enemy and wound him.
  In Segment 6, Sir Gareth has a Phase, but Des-
  trier does not. Because there is another enemy 
  within HTH range nearby, Sir Gareth decides 
  to use his Phase to attack. He rolls again with 
  OCV 4 and hits and kills his target.
  In Segment 8, Destrier has a Phase, but Sir 
  Gareth does not. Sir Gareth has Destrier Hold 
  his Action so they can act together in Segment 
  9. Had Sir Gareth chosen to have Destrier run 
  forward, he could have made a Riding roll to 
  get Destrier to go where he (Sir Gareth) wanted 
  him to, but he would have been at ½ DCV until 
  his next Phase. 
  In Segment 9, on DEX 15, Sir Gareth urges 
  Destrier to charge towards an enemy knight. 
  However, an enemy wizard has cast a fear spell 
  over the battleﬁeld, frightening Destrier, so Sir 
  Gareth must make a Riding roll at -2 to get him 
  to act. Sir Gareth succeeds, so Destrier makes 
  a 6” Half Move towards the foe. Sir Gareth 
  decides they will both attack. He makes another 
  Riding roll, so Destrier can use his remaining 
  Half Phase to attack. As Sir Gareth hacks at the 
  enemy knight and misses (the GM imposed the 
  -2 for the initial Riding roll on his OCV, to sim-
  ulate the diﬃculty he’s had controlling Destrier 
  this Phase), Destrier tries to bite (HKA 1 point) 
  the enemy knight’s horse. Destrier rolls a 6 with 
  his OCV 4, and hits! The enemy horse takes a 
  minor wound; the GM has the enemy knight 
  make a Riding roll to keep his horse under con-
  trol (he succeeds easily).
  In Segment 12, both Sir Gareth and Destrier 
  have a Phase. Sir Gareth decides they will 
  attempt to Coordinate their attack. He Holds 
  his Action until DEX 15. The GM allows them 
  to Coordinate if both make 8- rolls; they suc-
  ceed! As Destrier rears up and comes crashing 
  down on the enemy knight, Sir Gareth uses the 
  momentum of the maneuver to increase the 
  force of his sword-blow (the GM grants him +1 
  Damage Class to simulate this); both hit, and 
  the enemy knight falls lifeless to the ground.
  MOVEMENT SKILL LEVELS
  If the character has any Skill Levels that 
  apply to a particular type of movement, they 
  have several uses:
  First, he can use each Level to lower his 
  Turn Mode by 1 (minimum of 0”). However, the 
  character’s still restricted to making no more than 
  ﬁve turns in a single move, unless the GM rules 
  otherwise.
  Second, each Skill Level provides a +1 to any 
  roll required to land in, or otherwise move to, a 
  particular hex.
  Third, at the GM’s option, the character can 
  use each Skill Level to increase his acceleration or 
  deceleration with his modes of movement (not 
  with vehicles) by 1” per hex per Skill Level applied.
  Fourth, at the GM’s option, a character can use 
  Levels with movement to improve his DCV if he 
  Dodges or uses a Combat or Martial Maneuver that 
  provides bonuses to DCV while moving.
  Skill Levels with one mode of movement cost 
  2 Character Points per Level. Skill Levels that apply 
  to any of a character’s modes of movement cost 3 
  Character Points per Level.
  See pages 23-24 for more information.
  
  235 
  The Ultimate Speedster ■ Chapter Four
  F
  or most campaigns, real-world consider-
  ations of scientiﬁc accuracy and the like 
  aren’t particularly relevant — the HERO 
  System is a game, not a physics textbook, 
  and most of the time bringing real-world science 
  into play only causes problems. But in some “realis-
  tic” campaigns, GMs and players want to give some 
  consideration to maintaining scientiﬁc accuracy, 
  or at least be heavily informed by it. For those 
  campaigns, here’s a brief discussion of some of the 
  physics behind movement.
  MASS:  THE MOVING BODY
  All moving bodies, speedsters included, 
  have mass, the intrinsic quality of matter that 
  measures the amount of physical material pres-
  ent. A body’s mass is affected by gravity to give 
  the body weight. The average HERO System 
  character has 100 kilograms of mass and is 
  roughly human sized. HERO System characters 
  can increase or decrease their mass through the 
  Powers Density Increase and Shrinking, or as the 
  special effect of a wide variety of abilities and 
  powers (see, for example, Density Increase Powers 
  on pages 116-18 of The Ultimate Metamorph). In 
  many cases the amount of BODY a character or 
  object has also relates to its mass, but this isn’t 
  necessarily the case; a scrawny fellow with an 
  intense will to live might have a lot more BODY 
  than a big, burly warrior.
  The HERO System does not speciﬁcally track 
  or calculate the mass of objects — that’s left to the 
  GM to determine. Equipment tables in books like 
  Fantasy Hero and Pulp Hero often indicate the mass 
  of objects as a convenient reference; The Ultimate 
  Brick also has extensive information about the 
  weight of various objects and substances.
  A character’s mass usually doesn’t aﬀect move-
  ment in the game, since HERO System Movement 
  Powers assume a character can always carry his 
  own weight without diﬃculty (unless a Limitation 
  or Disadvantage indicates otherwise). However, 
  most Movement Powers do not automatically 
  permit a character to carry passengers or cargo, so 
  in those cases a character must have enough STR to 
  lift his load (and the Encumbrance rules may come 
  into play). The exceptions to this are Teleportation 
  and Extra-Dimensional Movement, both of which 
  have an Increased Mass Adder designed to let the 
  character carry more mass than normal when using 
  them. And of course, a character could buy all sorts 
  of abilities, such as Telekinesis, that make it easier 
  for him to carry more weight.
  In the HERO System, a body can move even 
  if it has no mass. For example, movies and comic 
  books are full of instances where a mystic projects 
  his “astral” or “spiritual” body into a situation where 
  sending his physical body would be inappropriate, 
  dangerous, or strategically inept. Some mentalists 
  can “move” their minds or sensory perception out 
  of their physical bodies, and some speedsters are 
  composed of living energy and thus might not have  
  physical mass. While most characters have mass, it’s 
  not a requirement for movement.
  SPACE:  THE ARENA  
  OF MOVEMENT
  Space is the physical world a character 
  moves his body through. Three aspects of space 
  affect Movement:  distance; trajectory; and the 
  environment.
  Distance
  As a character moves his body through physi-
  cal space, he displaces himself — that is, he starts 
  movement in one place and ends up in another 
  place, crossing the intervening physical space in the 
  process. Distance is the amount of displacement, 
  and since normal physical space has three dimen-
  sions, distance represents three displacements:  
  height, width, and depth. The HERO System mea-
  sures distance in game inches (or “hexes”); one inch 
  represents two meters, or approximately 6½ feet in 
  the real world (a 1/72 scale).
  Trajectory
  Trajectory is a character’s path of move-
  ment through the intervening space, between and 
  including the departure and destination points. A 
  character starts at his departure point. Unless the 
  movement mode is Teleportation, the next space 
  he occupies is adjacent to the point of departure. 
  He continues to occupy neighboring spaces in 
  sequential order until he reaches his destination. 
  Many HERO System maps use a hex grid to help 
  plot a character’s movement, but this isn’t required 
  or necessary.
  Environment
  The environment consists of the qualities of 
  the space that a character physically encounters as 
  he moves through it. In normal three-dimensional 
  MOVEMENT 
  PHYSICS
  
  Hero System 5th Edition
  236 ■ The HERO System Movement Companion
  space, you can classify the environment as solid 
  (earth), liquid (ocean), gas (air, sky), or vacuum 
  (outer space). Environments may change — for 
  example, a solid (ice) environment converts to a 
  liquid (water) environment by the melting process, 
  and liquid converts to gas (water vapor) by the 
  evaporation process. A surface is where two envi-
  ronments meet, with the Earth’s surface being the 
  most popular for character movement.
  THE SOLID ENVIRONMENT
  The molecules in a solid material do not move 
  freely but rather are held in a lattice by inter-molec-
  ular forces. Most of a solid’s chemical properties are 
  irrelevant to movement, but an object’s non-ﬂuid 
  nature gives it material properties such as DEF. 
  Various object and equipment tables in The HERO 
  System 5th Edition, Revised rulebook and supple-
  ments for it list the BODY and DEF for hundreds 
  of objects and substances.
  In most campaigns the largest solid environ-
  ment is the planet Earth, and most character move-
  ment takes place on the surface between the earth 
  and the sky — the ground, in other words. Other 
  solid surface combinations include solid-liquid (the 
  ocean ﬂoor) and solid-vacuum (which occurs on 
  planets without an atmosphere).
  Running is the most common Movement 
  Power used in a solid environment, but Leaping, 
  Swinging, Teleportation, and even Extra-Dimen-
  sional Movement typically imply ground contact 
  for part of the path (even if much of the path is oﬀ 
  the ground). Typical character movement is on a 
  solid surface, not through a solid itself. To move 
  through a solid material, a character must either (a) 
  use Desolidiﬁcation to become insubstantial and 
  move through the material without touching it, (b) 
  use Tunneling to destroy solid material in his path, 
  with the option of reconstructing it in his wake 
  (Tunneling is the primary movement mode of sub-
  terranean speedsters), or (c) use some other power 
  whose special eﬀect involves moving through solid 
  material. However, a material may have properties 
  that prevent characters from traveling through it, 
  represented by Advantages like Aﬀects Desolidiﬁed 
  or Cannot Be Escaped With Teleportation.
  THE LIQUID ENVIRONMENT
  The molecules in a liquid are not structured 
  as in a solid, but are still held together by enough 
  inter-molecular forces to prevent them from 
  becoming a gas. These forces give liquids some 
  very interesting properties:  they’re ﬂuid, so they 
  stay intact, take the same shape as their container, 
  have thickness (viscosity), and have a surface ten-
  sion enough to support tiny amounts of weight. 
  The most common liquid environment in most 
  campaigns is water, and the Power used to move 
  through liquid is Swimming.
  A character’s weight might be supported by a 
  liquid’s surface tension if he (a) has little enough 
  mass (typically due to the use of Shrinking) so 
  he doesn’t break it, or (b) was moving so quickly 
  across the surface that any one spot on the water 
  would not be supporting the character’s weight for 
  more than an instant (which in game terms is usu-
  ally simulated by Flight with the Limitation Only In 
  Contact With A Surface).
  Typical characters move through the liquid 
  itself, and not across its surface — even a character 
  or boat Swimming along the surface is really in 
  the water, and thus subject to water’s viscosity. As a 
  character moves through the water, he temporarily 
  parts the water in front of him. The water rushes to 
  ﬁll the space left by the moving character, re-form-
  ing after the character passes and creating a distur-
  bance, or “wake,” behind the character.
  A liquid environment can be any large body of 
  water such as a river, lake, or ocean (it’s referred to 
  as the “water,” regardless of whether it’s pure water 
  or not). An air-breathing character moves along 
  the water’s surface, giving him access to the air. 
  Characters who can breathe water or who have self-
  contained breathing can move beneath the surface 
  of the water.
  See Moving Underwater, page 254, for more 
  information on moving in liquid environments.
  THE GAS ENVIRONMENT
  The molecules in a gas ﬂy around and are not 
  held together by inter-molecular forces. Gas mol-
  ecules can temporarily overcome gravity so they 
  expand to ﬁll three-dimensional containers. When 
  ﬁrst released, gas molecules bounce oﬀ each other 
  until they’re suﬃciently far apart to mingle with 
  ambient gasses in the atmosphere. A gas dissipates 
  until it’s so non-concentrated it loses its identity in 
  the air. Since gas is not a single entity, but a “cloud” 
  of individual molecules, it won’t support a charac-
  ter’s weight. A character must use Gliding, Flight, 
  a vehicle, or other appropriate means to move 
  through a gas.
  The most common gaseous medium is the 
  atmosphere, commonly called “the air.” In most 
  Superheroic campaigns, and a few Fantasy games, 
  characters move through the air routinely; in 
  other games moving through the air, especially 
  under one’s own power, is rare. Flight is the most 
  common airborne movement mode, and the only 
  Power that permits fully controlled air movement. 
  Gliding permits partially controlled air movement, 
  while Uncontrolled movement through the air 
  usually constitutes “falling.” Swinging and Leaping 
  involving moving partially through the air, as can 
  Teleportation and Extra-Dimensional Movement, 
  though they all involve periodic contact with solid 
  surfaces.
  THE VACUUM ENVIRONMENT
  In a vacuum, there are almost no molecules, 
  just empty space — nothingness, no ground to 
  stand on or water to swim in. Nobody can hear you 
  scream because there’s nothing to propagate the 
  sound waves. Liquids and gasses drift apart, and the 
  structural integrity of solids is tested if they contain 
  liquid or gas pockets to exert pressure. Under some 
  unusual circumstances, certain liquids may not 
  fall apart in a vacuum due to the surface tension 
  between the molecules.
  
  237 
  The Ultimate Speedster ■ Chapter Four
  Assuming a character could survive in a 
  vacuum (which requires appropriate forms of Life 
  Support), movement in a vacuum is mostly the 
  same as movement in a gaseous environment, since 
  the stray molecules ﬂoating through space mean 
  it’s like a really sparse gas. Flight works normally 
  (though some forms of it, such as wings, may have 
  diﬃculty if the GM wants to be “realistic”); Gliding 
  does not work, since there’s no air to provide air 
  currents. FTL Travel only works in a vacuum, and 
  some forms of Teleportation and Extra-Dimen-
  sional Movement may also entail or allow space 
  travel. If a vacuum contains a solid surface and 
  gravity, ground-based forms of movement can be 
  used on that surface.
  UNMEASURABLE ENVIRONMENTS
  The above discussion of environments 
  assumes a normal, physical, three-dimensional 
  space — the kind found in virtually every gaming 
  campaign, and based on what gamers can perceive 
  and experience in the real world. But a ﬁctional 
  setting might be pseudo-physical, giving charac-
  ters the ability to perceive, measure, and travel in 
  environments like time and alternate dimensions. 
  Time is discussed brieﬂy below, but beyond that the 
  possibilities are so vast and unrestricted that each 
  GM has to decide for himself how he wants such an 
  unusual campaign to work.
  TIME
  Like the three dimensions of space, time is 
  yet another dimension, although it’s perceived and 
  measured diﬀerently. According to the theory of 
  special relativity, time is not the absolute parameter 
  it’s traditionally been thought of as, but instead it’s 
  relative to motion, which is itself deﬁned by space 
  and time. Most of The Ultimate Speedster assumes 
  the classic “4th dimension” deﬁnition of time, where 
  motion is some mass moving through space over 
  some distance.
  In the HERO System, time is measured 
  according to the situation — in situations like 
  combat, where exactly what happens when is 
  important, it’s measured precisely in second-by-
  second intervals called Segments. (The use of 
  Phases dictated by a character’s SPD affects “how 
  long” it takes him to perform certain actions in 
  a crude sense, but doesn’t change the basic Seg-
  mented nature of tracking time.) In other situa-
  tions, where such precision is pointless (or even a 
  hindrance), time is measured dramatically, based 
  on the needs of the scenario — a scene that 
  requires more attention gets more focus, while 
  scenes that hold no special interest can skip over 
  days of time in an instant. (“You travel for three 
  days, finally reaching the castle.”)
  
  Hero System 5th Edition
  238 ■ The HERO System Movement Companion
  SPEED, VELOCITY,  
  AND ACCELERATION
  When a mass moves over a distance in a time 
  interval, the rate at which this occurs is the body’s 
  speed. Speed is a measure of the rate of motion, 
  expressed in distance per time (e.g., miles per hour, 
  kilometers per second). Speed is just a number; 
  by itself it doesn’t completely describe movement 
  because it doesn’t indicate in which direction the 
  movement occurred. By adding a direction to 
  speed, you can derive a vector quantity. A vector 
  just means that speed has a number value and a 
  direction. A rate of motion expressed as a vector 
  is the moving object’s velocity; the only diﬀerence 
  between speed and velocity is the direction vector.
  In the HERO System, the term “Speed” (note 
  the capitalization) refers to something other 
  than speed (the rate of motion). It represents the 
  number of times a character can act in a 12 Seg-
  ment Turn, and those actions may or may not 
  involve motion. If the character actually moves, the 
  rules call that his velocity, since the term “Speed” 
  means something else. Velocity is deﬁned using 6.5 
  meter-long “inches” (hexes; see above).
  INERTIA
  One of the interesting things about mass is 
  that once it’s moving, it likes to keep moving unless 
  something stops it. Furthermore, it keeps moving 
  with constant velocity (the same speed in the same 
  direction) unless something changes that. Finally, 
  a mass at rest (not moving) remains at rest unless 
  something changes this. The property of mass that 
  causes this behavior is called inertia, and it’s a basic 
  assumption when dealing with moving objects. 
  From experience you know that objects don’t sud-
  denly move or change course without good reason 
  — that would require the use of force (see below).
  Many HERO System games routinely allow 
  characters to violate the real-world laws of phys-
  ics, including Newton’s Laws (the three described 
  above), but even the pseudo-physics of the HERO 
  System respects inertia via the rules pertaining to 
  acceleration and Turn Mode. A character can pur-
  chase immunity to the eﬀects of inertia in various 
  ways (such as the Advantages Improved Accelera-
  tion/Deceleration and No Turn Mode).
  ACCELERATION
  Acceleration is a change in velocity, either 
  in speed or direction. Because it may change the 
  direction of a vector quantity, acceleration is also 
  a vector quantity. For example, the force of gravity 
  accelerates objects at a certain rate in a downward 
  direction. Whenever an object at rest starts to 
  move, it accelerates, and when it stops moving, it 
  decelerates. When a moving object turns a corner, 
  it accelerates due to the direction change, even if it 
  maintains the same speed number.
  In the HERO System, acceleration of a charac-
  ter’s movement is normally ﬁxed according to a for-
  mula which doesn’t necessarily translate to the real 
  world. In classic physics, acceleration is expressed 
  in terms of change in velocity per unit of time, 
  and in the HERO System, it’s expressed in terms of 
  velocity change per unit distance. This ﬁxed accel-
  eration rate is +5” of velocity per inch (hex) trav-
  eled (though characters can alter this with various 
  Advantages and other game elements). More “real-
  istic” games, especially those using the Segmented 
  Movement rules, might want to alter this to +5” per 
  Segment, which means it takes most characters a 
  lot longer to reach full velocity.
  FORCE
  A moving body changes speed or direction in 
  response to the application of a force vector — for 
  example, gravity. The classic Newtonian equation F 
  = ma describes the relationship between force (F), 
  mass (m), and acceleration (a):  force equals mass 
  times acceleration. In the HERO System, force is 
  typically measured by STR, which permits char-
  acters to exert physical inﬂuence in the form of 
  punching, grabbing, lifting, squeezing, and throw-
  ing. Most of these applications require the charac-
  ter to execute a Grab maneuver and maintain a grip 
  on the target. Common natural forces are portrayed 
  in the HERO System as either damage (friction) or 
  movement (gravity, drag, buoyancy).
  GRAVITY
  Gravity is a pervasive force generated by a 
  mass that aﬀects all other mass in the area of eﬀect. 
  Technically all masses exert gravity, but in most cir-
  cumstances it’s only measurable and worth taking 
  into account when large masses (such as planets 
  and stars) are involved. Gravity’s inﬂuence covers 
  large portions of the solar system (not to mention 
  the Galaxy), and although it exerts less inﬂuence far 
  away from a planet, gravity is considered a constant 
  force for objects near a planet’s surface.
  A mass’s acceleration due to gravity is con-
  sidered its weight, and is roughly equal to +5” 
  per Segment, per Segment directed downward. 
  See the Falling rules on pages 434-37 of The 
  HERO System 5th Edition, Revised rulebook for 
  more information. Star Hero, pages 83-84 and 
  187 also discusses gravity in some detail, and 
  Moving In Different Gravity on page 226 of this 
  book provides some additional information 
  about moving in areas of high and low gravity.
  FRICTION
  Friction is a resistant force exerted by surfaces 
  that contact an object. Static friction is that minute 
  surface force that keeps an object motionless when 
  it’s at rest on top of a surface. A really slight push 
  on a resting object may fail to move it at all due to 
  static friction.
  Once an external push exceeds the force of 
  static friction, kinetic friction comes into play. Like 
  static friction, kinetic friction is generated along 
  the surface of motion in a direction opposite the 
  object’s motion (which is why it’s called a resistant 
  or retarding force).
  The HERO System rules don’t speciﬁcally 
  account for friction in any way. However, some 
  
  239 
  The Ultimate Speedster ■ Chapter Four
  rules, such as those for Dragging or Skidding, 
  impliedly involve friction in the damage calcula-
  tion or other aspects. The Kinetic Energy Powers 
  in Chapter Two showcase a wide variety of powers 
  and abilities that let characters control, overcome, 
  manipulate, or make use of friction.
  Surface Traction
  The basic Grab maneuver pits the Grab-
  bing character’s STR against the Grabbed target’s 
  STR. Those basic rules don’t account for friction 
  (surface traction), which can make it easier or 
  harder to maintain a grip. An ungloved hand 
  has better traction than a gloved hand, and a dry 
  hand better traction than a wet one. Just think 
  of all the movies featuring the classic cinematic 
  grapple at the edge of the cliff where the villain 
  falls to his death because his slick, sweaty hands 
  can’t hold on to the hero reaching out to try to 
  save him.
  If you want to account for traction when 
  characters Grab or hold on to other characters or 
  objects, the accompanying table provides suggested 
  “Traction Ratings” for various surfaces. Multiply 
  the rating by 5 STR, then add that amount to the 
  Grabbing character’s STR to determine how easy 
  it is for him to hold on. For example, a character 
  trying to hold on to an ice-slicked surface (Traction 
  Rating -4) adds (-4 x 5=) -20 STR (in other words, 
  he reduces his STR by 20) for purposes of deter-
  mining how easily he can hold on. A character’s 
  minimum STR using this system is 5, regardless of 
  traction modiﬁers.
  If characters want to use Change Environment 
  to alter traction, each +/-1 Traction Rating costs 3 
  Character Points as a combat eﬀect.
  DRAG
  Drag is a resistant force exerted by ﬂuids 
  or gasses as objects move through them. Drag is 
  proportional to the object’s surface area presented 
  toward the direction of motion, meaning a char-
  acter can reduce or increase his drag by changing 
  shape or size. Aircraft and sportscars are designed 
  based on this phenomenon — their shape decreases 
  their drag, allowing them to move more eﬃciently 
  (i.e., expend less fuel to attain and maintain high 
  speeds). Similarly, parachutes increase drag to slow 
  a falling character down.
  Drag is proportional to an object’s velocity, 
  so as an object accelerates faster it takes more 
  force to keep it accelerating or even to maintain 
  the same velocity. In other words, the faster a 
  body travels through air, the greater the oppos-
  ing drag force. There’s a point at which fuel is 
  being burned to compensate for air drag, instead 
  of propelling a vehicle faster. Eventually the drag 
  force equals the maximum acceleration, and 
  that means the object can’t accelerate any faster, 
  having reached its effective “top” speed. Past a 
  certain speed, it becomes difficult to accelerate 
  at all; for example, that’s why terminal velocity in 
  Earth’s atmosphere is restricted to 30” per Seg-
  ment — gravity can’t move an object downward 
  any faster than that through the air due to drag.
  BUOYANCY
  Buoyancy is a force exerted by the mass of a 
  ﬂuid on solid objects submerged within the ﬂuid. 
  Buoyancy opposes gravity and is proportional 
  to the diﬀerence between the submerged object’s 
  weight and the ﬂuid volume weight it displaces. 
  Thus, small objects that weigh more than the water 
  they displace sink, while light or inﬂated objects 
  rise if submerged underwater.
  The HERO System rules do not address bouy-
  ancy. However, “controlling bouyancy” could be the 
  special eﬀect of many Swimming-based powers. 
  In a campaign that took place underwater, the GM 
  might want to come up with rules that take the 
  eﬀects of bouyancy into account.
  TRACTION EFFECTS
   
  Traction 
  Examples
   
  Rating 
  Special Effects
   -6 or worse 
  Unnatural slipperiness
   
  -5 
  Smooth surface polished with liquid ﬁlm (ice with melted water)
   
  -4 
  Polished with liquid ﬁlm (frozen ice, hockey rink)
   
  -3 
  Polished or solid/liquid mix (mud)
   
  -2 
  Particulate solid (gravel, sand, crunchy snow)
   
  -1 
  Smooth or liquid ﬁlm (tile, hard-wood, rain, water)
   
  +0 
  Rough surface, normal traction (sidewalk, road)
   
  +1 
  Bumpy (cleats, rope, specially designed tires)
   
  +2 
  Really bumpy (rug, chains, tree bark)
   +3 or more 
  Clinging; unnatural stickiness
  
  Hero System 5th Edition
  240 ■ The HERO System Movement Companion
  ENERGY
  When a force is applied over a distance, work 
  is performed and energy is either stored, released, 
  or converted. In classic Newtonian physics energy 
  is another fundamental entity like mass. Einstein 
  proved the relationship between mass and energy 
  in his famous equation E = mc2 (energy equals 
  mass times the speed of light squared).
  Kinetic energy is the mechanical energy contained 
  in moving mass, equal to ½mv2, where m and v are 
  mass and velocity. In HERO System terms, kinetic 
  energy is represented by movement.
  Potential energy is the mechanical energy stored 
  in objects affected by certain external forces, e.g., 
  compressed springs or gravity. When the external 
  force is released the potential energy is converted 
  to other forms, like kinetic energy. In HERO 
  System terms, potential energy is represented by 
  Strength (STR).
  Deformation energy is the mechanical energy con-
  tained in the temporarily or permanently altered 
  molecular structure of a damaged object. In HERO 
  System terms, deformation energy is represented by 
  damage dice (d6).
  Heat energy is contained in objects with a higher 
  temperature than the surrounding environ-
  ment. Temperature depends on the amount of 
  motion and disorder in the object’s molecules. 
  Heat energy naturally transfers (as radiation or 
  air molecule excitation) from a hotter area to a 
  cooler area.
  Light energy is a visible form of electromagnetic 
  radiation energy. The entire spectrum includes 
  gamma rays, x-rays, ultraviolet rays, infrared, 
  microwaves, and diﬀerent forms of radio waves.
  Sound energy is contained in compressional wave 
  disturbances in the air, i.e., sound is nothing 
  more than air vibrating at different frequencies. 
  Sudden and violent changes in air pressure can 
  also cause sounds, like sonic booms induced by 
  high speed movement.
  MECHANICAL ENERGY
  Kinetic, potential, and deformation energy are 
  examples of mechanical energy, which causes, is stored 
  in, and results from a moving body. In roleplaying 
  campaigns people and objects are constantly ﬂying 
  around, perhaps colliding with other people and 
  objects. A super-strong character may use his STR to 
  throw a car, which converts potential energy to kinetic 
  energy. When the airborne car hits the wall, kinetic 
  energy is converted to deformation energy, inﬂicting 
  damage on both the car and the wall. Similarly, STR 
  converts to damage directly by punching or squeez-
  ing, to motion by leaping, lifting/carrying, and throw-
  ing, and to protection by being used to resist Knock-
  back or cushioning falls.
  Kinetic energy (movement mechanical energy) 
  can likewise be converted for uses other than just 
  moving. As discussed on page 207, movement can 
  augment a character’s STR for some purposes, and 
  page 421 of The HERO System 5th Edition, Revised 
  discusses how characters can use Flight to resist 
  Knockback. Various Combat/Martial Maneuvers 
  convert kinetic energy to deformation energy 
  (damage) through the velocity/5 (or /3) mechanic.
  
  SPEEDSTER CAMPAIGNING
  chapter ﬁve:
  chapter ﬁve:
  
  Hero System 5th Edition
  242 ■ Adventure At Top Speed: Speedster Campaigning
  S
  ince few roleplaying game campaigns are 
  run for a single player, typically you (the 
  GM) must incorporate a speedster into 
  a game that features other characters. 
  This creates the challenge of letting a player play 
  a speedster who has a lot of the classic speedster 
  “bits” and abilities but who doesn’t unbalance the 
  campaign. After all, a roleplaying game should 
  provide roughly equal “air time” for all characters, 
  something comic books, novels, and movies don’t 
  have to worry about.
  APPROVING  
  THE SPEEDSTER
  As with any other type of character, you 
  should review a speedster carefully before allowing 
  him into your campaign. But since speedsters tend 
  to be more likely to cause game balance problems 
  than many other types of characters, you may want 
  to pay special attention to them during the review 
  and approval process.
  THE CHARACTER CONCEPT AND  
  SPECIAL EFFECTS
  First, make sure the character concept is sound, 
  and that both you and the player are on the same 
  page regarding what the speedster can do and where 
  the player wants to go with the character. For most 
  campaigns, it’s going to be necessary for a speedster to 
  start out a little “weak” compared to what you’re used 
  to from the source literature. For most gamers, par-
  ticularly Champions gamers, the main inspiration for 
  most speedsters is the DC Comics character the Flash. 
  But unless your game is one where every character is 
  built on many hundreds or even thousands of Char-
  acter Points, you can’t easily build a character who can 
  do everything the Flash can do right oﬀ the bat... and 
  in fact, you probably don’t want to. Gaming isn’t the 
  same thing as comics or movies, and a character that 
  works in a comic — like the Flash — may not work 
  in a game, where the “author” (the GM) can’t directly 
  control him and keep him from doing game-unbal-
  ancing things. Instead, though it may be frustrating 
  for the player, the character probably has to start oﬀ 
  much weaker than his idols, then gradually, over the 
  course of the campaign, grow into his power.
  Because it’s unlikely the character can start the 
  campaign able to use every speedster trick already, 
  a tight, well-deﬁned speedster character concept 
  helps both you and the player get a handle on 
  the character (and, in the player’s case, minimize 
  frustration). Instead of going for plain old “super-
  speed” as a special eﬀect, the player should consider 
  a more precisely deﬁned eﬀect or explanation for 
  his powers. That way he can more easily determine 
  what powers are central to his character concept 
  (which he should have when the game begins) and 
  which are secondary (which he can buy later). This 
  may be as severe as choosing “Whirling Powers” 
  or “Vibration Powers” instead of pure Speedster 
  Powers, or it may involve deﬁning the source of the 
  character’s super-speed with greater precision (“I 
  can harness the motion of the atoms in my body,” “I 
  have a telepathic link to the Speed Zone”).
  SPEEDSTER 
  CAMPAIGNING
  SELLING SUPER-SPEED
  If a speedster isn’t a full-time adventurer or crime-
  ﬁghter, or sometimes even if he is, he might have a 
  job that lets him take advantage of his abilities. If 
  he has a Social Limitation:  Secret Identity or has to 
  hide the fact that he’s a speedster, he may have to go 
  to great lengths to conceal his abnormal productiv-
  ity. For example, if he’s a freelance writer, he might 
  maintain multiple pen names so he can churn out 50 
  times as much work as an ordinary writer without 
  anyone becoming the wiser.
  If a speedster doesn’t have to hide his light beneath a 
  bushel, there are dozens of proﬁtable uses for speed-
  ster abilities. The most obvious are jobs like courier 
  (“When it absolutely, positively, has to be there 
  three seconds from now”), but just about any work 
  becomes easier when a character can move at hyper-
  velocity. For example, a speedster housepainter could 
  paint an entire block’s worth of houses in the time 
  it takes a mundane painter to get out his equipment 
  for one job, and a speedster computer programmer 
  can write, test, and bugproof massive amounts of 
  code while his fellow programmers are pouring their 
  morning coﬀee. A speedster artist can crank out a 
  masterpiece in a minute... if he feels like it.
  In some cases, a speedster’s abilities may allow him 
  to provide special services that don’t necessarily 
  relate to speed — for a premium fee, of course! A 
  ﬂying speedster might be able to repair or refuel 
  planes in ﬂight to prevent disasters or assist with a 
  military eﬀort. A Swimming speedster could reach 
  depths unattainable by human technology for 
  purposes of research or commerce. A Tunneling 
  speedster could make a fortune in the construction 
  industry (though at the risk of angering the excava-
  tors’ union).
  
  243 
  The Ultimate Speedster ■ Chapter Five
  STACKING UP
  Second, you should evaluate how a proposed 
  speedster character ﬁts into the “Speedster World” of 
  your campaign. If a player’s concept is that his char-
  acter is one of the fastest, if not the fastest, man on the 
  planet, you shouldn’t allow him to use that concept 
  unless you’re willing to make it true. If a player wants 
  his character to be a “mid-level” speedster who could 
  one day grow into the top ranks, what does that 
  mean? He needs to know what your benchmarks are 
  for non-speedsters, low-powered speedsters, mid-
  range speedsters, and top-ﬂight speedsters before he 
  can decide how much DEX, SPD, and the like are 
  appropriate for his character. If he’s already taken his 
  best guess and designed a speedster to suit, you may 
  have to ask him to make a few changes so his concept 
  is in line with your campaign parameters.
  THE COST OF SPEED
  Third, if a speedster has a power that you think 
  is, or may be, unbalancing in your game, see if it 
  has some cost associated with its use that dimin-
  ishes or removes the problem. The main cost asso-
  ciated with most speedster powers is END — fast-
  moving characters with plenty of Phases tend to 
  use up a lot of END (unless they’ve spent points on 
  Reduced Endurance, which itself may be a balanc-
  ing factor). Is the character likely to run into END 
  usage problems that will keep him from being a 
  problem in every combat? If so, he’s more likely to 
  merit approval than a character who won’t.
  Endurance isn’t the only possible cost you can 
  associate with a power. Instead of using up END, an 
  ability could consume Charges. Or it might have a 
  Side Eﬀect that costs a character BODY, STUN, or 
  something else important.
  HINDRANCES
  Fourth, has the player built enough hindrances 
  — Limitations, Disadvantages, and other “story 
  hooks” you can use — into his character to help 
  you keep the speedster under control, work him 
  into the campaign, and make his life interesting? 
  Can you plausibly design adversaries who can take 
  advantage of these weaknesses on occasion?
  MULTIPLE SPEEDSTERS
  Fifth, in some campaigns you may have to 
  cope with having multiple speedsters. As long 
  as they’re reasonably distinct (for example, one 
  runs at hypervelocity, the other’s a teleporter), 
  this probably isn’t a problem. If they’re too much 
  alike, not only can the game balance problems 
  they pose become even worse, but it makes it 
  harder for you to find distinctive things for them 
  to do. Be sure to evaluate multiple speedsters 
  with an extra-cautious eye.
  BRINGING IT ALL TOGETHER
  Checklists aside, ultimately determining 
  whether a character is appropriate for your cam-
  paign is a value judgment on your part. Even if you 
  can answer most of the questions asked above in a 
  positive way, there may be other factors you have to 
  consider. For example, do you trust the player not 
  to abuse his character’s powers? The same speedster 
  in the hands of two diﬀerent players could be either 
  a lot of fun and contribute to everyone’s enjoyment 
  of the campaign or a combat-spoiling nightmare of 
  a PC, depending on the players’ styles and attitudes. 
  Be sure to think about all the relevant factors before 
  letting that high-DEX, high-SPD, high-movement 
  character into your game.
  
  Hero System 5th Edition
  244 ■ Adventure At Top Speed: Speedster Campaigning
  GAMEMASTERING  
  FOR SPEEDSTERS
  Once you let a speedster into your game, 
  you’ve got to do things with him. This, too, pres-
  ents challenges.
  For one thing, making sure all characters get 
  an equal share of “stage time” and attention is the 
  Golden Rule of plotting, but it’s especially impor-
  tant when one character gets a lot more Actions 
  than the others. With a speedster in the campaign, 
  you could easily end up with a character who gets 
  twice as many Actions as some other characters, 
  and whose out-of-combat ability to aﬀect the world 
  is equally greater. Unless you want to run the risk 
  of having the speedster dominate most battles, you 
  should make an eﬀort to present a large number 
  and variety of challenges so there’s something for 
  characters of all varieties to do. There should be 
  some tasks specially suited for the speedster, tasks 
  any character can take on, and things that only a 
  non-speedster can do.
  For example, given both combat and non-
  combat tasks, a group of heroes will probably 
  divide the work according to speed level. Sup-
  pose a group of villains has set fire to an entire 
  neighborhood and stayed nearby to taunt the 
  heroes. When the heroes arrive, they face a 
  dilemma:  save the innocents and let themselves 
  get beaten upon by villains; or fight the villains 
  but risk letting the innocents suffer. A clas-
  sic dilemma... but one the group may be able 
  to avoid if it has a speedster. While the rest of 
  the team starts the fight, the speedster uses his 
  powers to rescue the innocents, then arrives at 
  the battlefield in plenty of time to get a few licks 
  in. You can even cut back and forth between the 
  combat and the rescue as appropriate to give 
  everyone enough his fair share of the spotlight.
  LET THE SPEEDSTER HAVE HIS FUN
  If you’ve got a speedster PC, you should do 
  your best to encourage him to apply his powers cre-
  atively. The nature of speedster abilities often sug-
  gests many ways a speedster can use the environ-
  ment around him or other “indirect” methods of 
  attacking... even if he hasn’t paid Character Points 
  for a relevant speedster trick. Instead of worrying 
  too much about who’s paid for what, let the charac-
  ter make a Speedster Tricks roll to accomplish the 
  task — encourage his creativity by not penalizing 
  him based on what isn’t written on his character 
  sheet. Since you’re the one controlling when and 
  how he does this, you can regulate it so the speed-
  ster doesn’t become unbalancingly eﬀective based 
  on a few Skill rolls.
  Similarly, give a speedster PC the chance to 
  strut his stuﬀ. Let him show oﬀ the fact that he’s 
  incredibly fast, particularly out of combat when 
  “game balance” really isn’t a problem. For example, 
  suppose the PCs in a Champions campaign are sit-
  ting around their base — it’s a roleplaying scene, 
  in other words. One of the heroes say, “Man, I’m 
  hungry. I could really go for one of those New 
  York-style pizzas we had when we accepted that 
  award at the UN last week.” The speedster blurs 
  for a second, there’s a stiﬀ breeze kicked up out of 
  nowhere that scatters some papers and dust, and 
  suddenly the speedster has a pizza in his hands! 
  The box says “Empire State Pepperoni Factory” and 
  the smell wafting out of it is delicious. “Hey, where’d 
  you get that?” the ﬁrst character says. “Times 
  Square,” the speedster replies with a grin.
  Has the speedster paid Character Points for 
  some sort of ability to create food out of thin air? 
  Probably not. But who cares? It won’t unbalance the 
  game for him to get a pizza for the PCs. It’s a fun 
  “bit” that lets him show oﬀ and entertain the other 
  characters. There’s absolutely no reason not to let 
  him do it other than a cramped and incorrect view 
  of how the HERO System rules work.
  In some cases, you may even want to rely on 
  the speedster’s ability to do things like this as an 
  element in a story. For example, the heroes have just 
  a few minutes to locate a person they don’t know in 
  a large city. The speedster could look up everyone 
  with the same name in the phone book and visit 
  them within a minute — if the player thinks of that. 
  How will the speedster’s cleverness (or lack thereof) 
  shape the story going forward?
  CLASSIC SPEEDSTER 
  PLOTS AND BITS
  Just like other character types, there are certain 
  classic plots, subplots, “bits,” or plot seeds associated 
  with speedsters, or with movement in general. Here 
  are a few you can peruse when you’re looking for 
  ideas that revolve around your speedster charac-
  ters. With regard to Champions speedsters, Villainy 
  Amok has plenty of other ideas you can easily adapt 
  to speedster-centric stories, such as a super-drug 
  that grants addicts super-speed.
  BALANCE OF POWER
  A gradual and dangerous global shift of world 
  politics ushers in a new age of national super-
  powers. For reasons unknown, alien species are 
  using Earth as a battleground, secretly dispensing 
  advanced technology to certain Earth governments, 
  each of which thinks it has the only ace in the 
  hole. One government gets alien technology from 
  outer space. One government gets technology from 
  another dimension. One government gets technol-
  ogy from the future. None of these governments is 
  a traditional world superpower, which makes the 
  existing Powers That Be nervous, even paranoid. 
  Because the alien and extra-dimensional powers 
  using humans as their catspaws are so far away, the 
  responsible nations need a speedster to investigate 
  the situation and ﬁnd a way to put a stop to it.
  THE BIG RACE I
  A well-known charity organization has put 
  together a race or competition between the heroes 
  to raise funds for some great cause. The heroes are 
  committed, and the media hypes the event. By the 
  time the big day arrives, the atmosphere is such 
  
  245 
  The Ultimate Speedster ■ Chapter Five
  that if the event doesn’t go oﬀ as planned, the char-
  ity loses funding for the needy as well as credibility 
  for future events. At various stages of the event, the 
  heroes discover one or more questionable groups 
  are taking advantage of this display to gather infor-
  mation about the heroes and their abilities, tap into 
  and collect their paranormal energy and super-
  speed, or make money oﬀ them (either through 
  illegal merchandising or committing a crime when 
  they’re otherwise occupied).
  The charity organization may or may not actu-
  ally be behind these plans. It makes for a stronger 
  story to have the charity entirely innocent of shady 
  doings, but in some campaigns suspecting the char-
  ity will come naturally to the heroes. The crux of 
  the matter is that the heroes can’t just refuse to par-
  ticipate when things start to go sour; walking away 
  from the situation makes things even worse. If they 
  do drop out of the race, they should suﬀer the con-
  sequences:  bad publicity, bankrupting the charity, 
  seeing the needy people they let down suﬀer.
  THE BIG RACE II
  The PC speedster and some other speedster 
  — perhaps a Rival or arch-enemy, perhaps another 
  hero with whom the character has a friendly rivalry 
  — challenge one another to a race. This may be set 
  up by an outside agency (as in the Big Race I) with 
  all the potential complications and subplots that 
  involves, or it may be purely between the racers for 
  bragging rights. Use the racing rules in Chapter 
  Four to resolve the competition, but make sure 
  there are plenty of unexpected events along the 
  way (people trying to rig the competition, crimes to 
  stop in mid-race, and so on).
  THE COLLECTOR
  A sorceress from another dimension discovers 
  the speedster from afar and casts a spell to track 
  and observe him. When the time is right, she sum-
  mons (and thus captures) him so she can harness 
  his speed. In fact, she’s acquired an entire collection 
  of superpowered beings for the purpose of feeding 
  her more powerful spells. The speedster’s swiftness 
  is the last component of a powerful spell that gives 
  the sorceress’s entire army the power of super-
  speed and certain victory in an upcoming series 
  of battles.... if the heroes don’t interfere with her 
  ﬁendish plans.
  If you don’t want to use a sorceress in this 
  story, you can substitute just about any ultra-pow-
  erful cosmic entity who has some reason for col-
  lecting superhumans (such as extending his own 
  lifespan or the sheer joy of collecting).
  HOAX
  The Hoax is a story device used (even over-
  used) in Silver Age comics that’s diﬃcult to repli-
  cate in a roleplaying game. A Hoax is a story involv-
  ing deception:  the reader sees an adventure full 
  of unusual occurrences, and then a surprise twist 
  ending where one character reveals what really hap-
  pened behind the scenes. The fun of a Hoax is lead-
  ing the reader on with a quirky mystery, and the 
  surprise that the protagonist was secretly behind 
  the weird events he witnessed. At the end, a series 
  of ﬂashback panels shows a behind-the-scenes look 
  at “what really happened.”
  Many super-speed eﬀects are invisible to the 
  naked eye, so speedsters are ideal Hoaxers. But 
  because the protagonist usually perpetrates the 
  deception, Hoaxes are tricky in RPGs and require 
  a little adaptation. Either some PCs perpetrate the 
  hoax and the end reveals it to the others, or the GM 
  and his NPCs perpetrate the hoax and reveal it to 
  the players. The important thing is that the players 
  have to see the reveal; without that, there’s no sur-
  prise and no point to the adventure.
  RIVAL
  A mysterious speedster appears in town 
  one day, ostensibly to fight crime. He’s faster and 
  more efficient than the PC speedster, and may 
  even gain popularity by out-performing him. 
  Furthermore, as the PC speedster attempts to 
  boost his abilities to catch up to the new guy, 
  the new guy goes even faster. The rival doesn’t 
  talk much — although he’s happy to pose for 
  publicity photos, he basically remains a complete 
  enigma to the heroes and to the public.
  The crux of the scenario is, of course, who is 
  this guy and what’s his agenda? The classic (and 
  predictable) approach is that he’s a villain in dis-
  guise who’s masquerading as a hero as part of some 
  
  Hero System 5th Edition
  246 ■ Adventure At Top Speed: Speedster Campaigning
  overarching criminal plot (for example, to win 
  enough accolades to earn a medal from the Presi-
  dent so he can get close enough to the President 
  to kidnap or kill him). Other possibilities include:  
  he’s a villain under some do-gooder cosmic being’s 
  powerful mind control; he’s an illusion created by a 
  wizard for some purpose; he’s a cosmic being who’s 
  fallen to Earth and doesn’t remember who he really 
  is; he’s some sort of PC group hallucination myste-
  riously brought to life.
  TAMPERING WITH SUPER SPEED
  This plot involves interfering with the 
  speedster’s powers in some way. Maybe the “speed 
  energy” that gives him his powers is tapped or 
  siphoned away, or a mysterious ray slows down 
  all the molecules in his body, or he’s somehow 
  “blocked” from accessing the Speed Zone. Some 
  possibile manifestations:
  ■ The super-speed goes away (completely 
  lost, “borrowed” by a friend, “stolen” by an 
  opponent, mysterious “transmitted” to some-
  one else as if it were a virus)
  ■ The super-speed mysteriously develops a 
  Side Eﬀect (unplanned sonic booms, extra 
  backdraft)
  ■ The super-speed becomes erratic (cuts 
  out at awkward times and places, cannot be 
  turned oﬀ, ampliﬁed to super-sonic or faster 
  than light)
  ■ The speedster can no longer navigate or 
  “steer”
  ■ The speedster loses a complementary pro-
  tective power (Life Support for Swimming, 
  Force Field for Flight)
  Over an extended period of time, the speed-
  ster starts to notice ﬂuctuations in his abilities. 
  Gradually, these ﬂuctuations get worse, leading to 
  full scale loss of control. Observations and exami-
  nations might uncover the ostensible reason for 
  this, but reversing the process is either impossible 
  or takes time. Meanwhile, the world goes on. The 
  speedster continues to witness events for which 
  super-speed would normally be the appropriate 
  response. Unfortunately, responding to these events 
  may unleash more problems. Eventually the speed-
  ster has to ﬁgure out what’s going on, put a stop to 
  it, and get full control of his powers back.
  THE VERY LARGE PROBLEM
  The Very Large Problem is a common classic 
  plot for speedsters and other powerful characters. 
  It involves a large-scale disaster the characters 
  must prevent, counteract, or rescue people from. 
  This plot is responsible for spawning such familiar 
  phrases as, “He may be the most power mortal 
  ever to walk the planet, but even he can’t be in two 
  places at once!”
  A Very Large Problem features many of the 
  following ingredients:  a large distance or area to 
  be covered; a short amount of time; a large amount 
  of intricate work to be performed; a large number 
  of combinations to try. In general, the problem 
  should require a large-scale exhaustive approach, 
  solvable by adding more people or more time. The 
  scale of the problem must be proportional to the 
  power of the speedster, otherwise it’s too easy or 
  too challenging. Similarly, you have to confront the 
  speedster with obstacles — critically injured people 
  to be rescued, fragile objects to keep from falling, 
  inﬂexible mechanical delays, malicious security 
  programming — or else there’s no real drama.
  Some examples Very Large Problems include:
  Deliveries
  The speedster must travel a large area and 
  distribute life-saving objects in a short amount of 
  time — for example, medicine, gas masks, poison 
  antidotes, food, or water. A speedster could take 
  a person who can provide a special service (like 
  medical attention, or better yet a healing-spell) on a 
  high-speed tour, eﬀectively “delivering” the service 
  to many places.
  Retrievals
  The speedster must travel a large area and col-
  lect dangerous objects or beings in a short amount 
  of time — things like guns, loose animals, tainted 
  food, booby-trapped toys, or poisoned candy. A 
  speedster could even facilitate a full-scale evacua-
  tion of a city by carrying people out a few at a time.
  Searches
  The speedster has to look for a speciﬁc thing 
  in a large area, i.e., the proverbial Needle in the 
  Haystack. It’s possible the target doesn’t even exist, 
  but the only way to determine that is a lengthy wild 
  goose chase. The perpetrator of this plot wants to 
  keep the speedster busy while he does something 
  else unchallenged.
  Work
  The speedster must perform an overwhelming 
  amount of work or try a large number of combina-
  tions in a short amount of time. As with all Very 
  Large Problems, the introduction of obstacles and 
  complications is necessary — something has to 
  prevent the speedster from just doing the work.
  WEATHER DISASTER
  Weather-related disasters like earthquakes, 
  tornadoes, tidal waves, hurricanes, and volcanic 
  eruptions occur naturally all over the world. Stop-
  ping them, or rescuing people from them, is a clas-
  sic task for speedsters.
  
  247 
  The Ultimate Speedster ■ Chapter Five
  SPEED BUMPS
  “Speed bumps” are forces or phenomena that 
  would tend to resist super-speed in the “real world.” 
  They come in three categories:  physiological; envi-
  ronmental; and obstacles. The GM (or perhaps a 
  speedster’s enemies) can use these to interfere with 
  a speedster during a scenario. Some of them are 
  only appropriate for campaigns stressing “realism.” 
  (See also Terrain Eﬀects And Modiﬁers and Move-
  ment Physics in Chapter Four.)
  Physiological Speed Bumps
  The human body is a complex system requir-
  ing the constant circulation of ﬂuids and oxygen 
  to function. It has nerve and muscle systems that 
  govern how fast a person can move and react. 
  Unprotected and unaugmented, a human body 
  subject to prolonged super-speeds would suﬀer a 
  variety of ill eﬀects. (Fortunately, most speedsters 
  have sturdier than normal bodies.)
  G FORCE
  High rates of acceleration or deceleration, or 
  abruptly sharp turns, can put a lot of extra gravi-
  tational or centrifugal force on a character. The 
  human body reacts to such movement by restrict-
  ing blood and oxygen ﬂow to the brain, causing the 
  traveler to black out. Circular and spinning motion 
  introduce extra Gs on inner ear ﬂuid, upsetting a 
  speedster’s sense of balance and DEX.
  In game terms, forces greater than normal 
  Earth gravity (1 G, or 60” per Turn) can cause 
  characters to suﬀer momentary blackouts (not 
  enough blood to the brain) and redouts (too much 
  blood to the brain). The greater the acceleration (or 
  deceleration, or centrifugal force), the greater the G 
  forces on the character, and the greater his chances 
  of experiencing problems or suﬀering injury.
  To determine the eﬀects of G force on a char-
  acter moving at tremendous velocity, determine his 
  rate of movement per Turn (don’t forget to account 
  for moving straight “up” or “down” compared to 
  gravity; see page 206). Then consult the accompa-
  nying Personal G Forces Table.
  In the Personal G Forces Table, the Damage 
  done to the character is Attack Versus Limited 
  Defense damage; the defense is one of the methods 
  of protection from G forces (see below). The char-
  acter takes this damage on each of his Phases that 
  the increased “gravity” remains in eﬀect.
  If the damage would cause the character to 
  lose consciousness, he may attempt a CON Roll 
  at the indicated modiﬁer to maintain quasi-con-
  sciousness. The Roll may only be attempted if the 
  character would be at -0 STUN or worse. If it’s suc-
  cessful, the character can stay conscious enough 
  to come to a stop or otherwise keep from losing 
  control (he can take no other Actions). A character 
  may only attempt this Roll to overcome damage 
  from G forces; it must be the most recent damage 
  done, and the only damage that’s put the character 
  below 0 STUN.
  Protection From G Forces
  Most campaigns ignore the rules about G 
  forces on speedsters; they’re too realistic and add 
  too much detail to a game. But in more “realism”-
  oriented games where they apply, here’s how char-
  acters can protect themselves.
  The simplest form of G force protection is to 
  buy a PD Force Field that provides 2 points of PD 
  per dice of AVLD damage the acceleration could 
  cause. The Force Field takes the Limitation Only To 
  Protect Against G Force Damage (-1). Thus, a char-
  acter capable of 5 G acceleration (5d6 damage) can 
  protect himself from G forces with a 10 PD Force 
  Field costing 5 Real Points.
  Alternately, the GM might prefer that charac-
  ters use some other Defense Power. For example, 
  Damage Reduction would counteract some of the 
  acceleration, but not all; Power Defense might be 
  more appropriate than Force Field in some settings 
  or for some types of characters.
  AIR PRESSURE
  High speed travel creates an air pressure 
  mismatch around the traveler, forcing air away 
  and making it harder to breathe. Even when 
  the pressure isn’t high enough to cause harm, 
  being in a high-pressure environment has other 
  dangers. Nitrogen and other gases dissolve in 
  the bloodstream under pressure. The affliction 
  known as the bends (or, more formally, decom-
  pression sickness) occurs when divers try to 
  ascend from underwater depths too rapidly 
  — when the pressure is reduced quickly, the dis-
  solved gases form bubbles and expand, which 
  can cause debilitating pain and tissue damage. 
  A fiendish GM might apply the same effect to 
  speedsters who travel at high velocity for a long 
  time and then suddenly slow down or stop.
  The eﬀects of the bends are highly variable. 
  Some deep-sea divers have survived dozens of 
  dives with no permanent eﬀects, while others died 
  or were left paralyzed. The only way to avoid the 
  bends is to depressurize slowly. For a diver this 
  involves a slow ascent or a pressure-control cham-
  ber; for a speedster it means slowing down and 
  coming to a stop slowly instead of all at once.
  For these purposes, assume that every 100” of 
  movement per Turn (or fraction thereof) adds 1 
  atmosphere of pressure. For any decrease in pres-
  sure of greater than 1 atmosphere per minute, a 
  character must make a CON Roll, with a penalty 
  of -1 for each additional atmosphere of pressure. 
  If he succeeds, he doesn’t suﬀer from the bends. 
  G FORCES TABLE
   
   
  AVLD 
  Con
  Movement 
  G 
  Damage 
  Roll
  60” per Turn 
  1 
  None 
  -0
  61-120” per Turn 
  2 
  1d6 
  -1
  121-180” per Turn 
  3 
  2d6 
  -2
  181-240” per Turn 
  4 
  3d6 
  -3
  241-300” per Turn 
  5 
  4d6 
  -4
  301-360” per Turn 
  6 
  5d6 
  -5
  ...and so on
  
  Hero System 5th Edition
  248 ■ Adventure At Top Speed: Speedster Campaigning
  If he fails, he suﬀers RKA 1d6 NND Does BODY 
  damage (the defense is Life Support [Safe Environ-
  ment:  High Pressure]). If the character fails the 
  roll badly (by 4 or more), the GM might want to 
  increase the damage to 2d6 (or perhaps by +1 point 
  per point the character missed the roll by). The 
  character suﬀers an additional 1 BODY damage per 
  hour until decompressed or returned to the higher 
  pressure.
  At the GM’s discretion, a character suﬀering 
  from the bends (i.e., who fails the roll and is sub-
  jected to the NND Killing Damage) is physically 
  incapacitated. To take any physical action, he must 
  make an EGO Roll at -4 to withstand the pain 
  (the Resistance Talent adds to this roll). If he fails, 
  he cannot take the action. Each additional action 
  requires a similar roll. At the same time, they will 
  suﬀer a loss of 1 BODY per Hour until decom-
  pressed or returned to the higher pressure.
  MUSCLE CRAMPS
  Repetitive movement requires repetitive 
  muscle motion, especially if the special eﬀects of 
  movement are physical exertion. Muscle motion 
  builds up lactic acid, which eventually locks up a 
  muscle, causing fatigue and cramps. In game terms, 
  the GM may require a speedster to make a CON 
  Roll after long periods of exertion (5 Minutes or 
  more, with a -1 penalty for each step down the 
  Time Chart beyond 5 Minutes) or suﬀer a cramp. A 
  cramp reduces appropriate modes of movement by 
  half and may penalize the character’s DEX for some 
  purposes as well.
  LIGHTS
  Speedsters perceiving the Fast Point Of View 
  (page 254) may experience problems with most 
  forms of indoor lighting. Lighting fed by alter-
  nating current (AC) appear to constantly ﬂicker. 
  Incandescent and halogen-based lights appear 
  brighter and dimmer as the lighting ﬁlament gets 
  hotter and cooler. Fluorescent lights strobe at a rate 
  harmful to those viewing it for extended periods of 
  time. The human brain cannot accept strobed input 
  for long without developing headaches, nausea, or 
  pseudo-epileptic symptoms. See page 260 for more 
  information.
  Environmental Speed Bumps
  A body moving at super-speed interacts with 
  the surrounding environment according to normal 
  physical laws. Factors such as friction, air drag, 
  backdraft, sonic booms, and static electricity can 
  hinder a speedster.
  FRICTION:  HEAT TRAIL
  A speedster moving along a surface at high 
  speeds touches surrounding molecules and imparts 
  energy into them, thereby raising the temperature. 
  The ground, air, or water will be warmer as a speed-
  ster goes past, as will objects moved at high speed. 
  A speedster may leave a heat trail behind him 
  for 1d6 minutes, making it easy for some people 
  (friends and foes) to track him with Infrared Per-
  ception and the like.
  
  249 
  The Ultimate Speedster ■ Chapter Five
  FRICTION:  AIR DRAG AND HEAT DAMAGE
  Friction from air plays a very signiﬁcant role 
  in high-speed movement — it can reduce velocity 
  and induce heat damage. The HERO System rules 
  generally assume air drag already factors into the 
  maximum attainable velocity a speedster has pur-
  chased for a Movement Power (in other words, it’s 
  part of the “real world” considerations that govern 
  how fast he can move).
  Heat damage from air drag doesn’t come into 
  play until the speedster moves faster than twice 
  terminal velocity (60” per Segment, or 720” per 
  Turn). For every full 10” per Segment above 60”, a 
  moving body takes 1d6 Normal Damage (energy), 
  with no Knockback. So, for example, a speedster 
  moving 960” per Turn (120” per Phase for a SPD 8 
  character, for instance) takes 2d6 Normal Damage 
  each Segment, applied against his ED. Most speed-
  sters are tough enough to withstand this low-level 
  damage, so unless a speedster moves exceptionally 
  fast the heat damage is negligible.
  BACKDRAFT
  A moving speedster creates an air disturbance 
  and inﬂuences the movement of others who follow 
  — a phenomenon known as “backdraft” or “back-
  wash.” Air gets pushed out of the speedster’s path, 
  vacating the space. Air molecules ﬂow back in after 
  a speedster passes, so as a speedster moves the trail-
  ing air ﬁlls the space behind him, picking up speed 
  and blowing as wind in the same direction with 
  strength proportional to the speedster’s velocity 
  and body size (a bigger body displaces more air). 
  Any particulate or gaseous matter in the vicinity is 
  sucked along, and even some solid objects (mostly 
  lightweight ones, like pieces of paper) can get swept 
  up by the backdraft.
  In a “realistic” game, a speedster may need 
  to deﬁne backdraft as a Side Eﬀect (Telekinesis 
  in a “trail” behind him, proportional to velocity, 
  aﬀects the environment rather than the character 
  — though it may have dangerous eﬀects for the 
  speedster if he comes to a sudden stop!). In other 
  games, backdraft is just a bit of ﬂavor text (the GM 
  describes how the speedster disturbs the environ-
  ment around him as he passes) or could be bought 
  as a controllable power (see Backdraft, page 64).
  SONIC BOOMS
  When an object moves though air faster than 
  the speed of sound, the rapidly-changing air pres-
  sure in the backdraft is super-sonic and causes 
  a sonic boom. Sound is a compressional wave 
  disturbance in air, water, or the ground caused 
  by a moving or vibrating body. Sound travels at a 
  natural speed depending on the medium through 
  which it travels and the characteristics of the 
  medium (temperature, viscosity, pressure, and alti-
  tude). The speed of sound in water is higher than 
  in air, and still higher in solids. At room tempera-
  ture — sound travels faster in warmer air — the 
  speed of sound in air is 332 meters per second 
  (166” per Segment, or 1,992” per Turn). The speed 
  of sound varies quite a bit with the substance (see 
  accompanying table).
  Sound is produced by changes in air pres-
  sure, with larger changes causing louder sounds. 
  When high-speed movement forces air pressure 
  changes that make the sound exceed its natural 
  speed, the resulting loud release of energy pro-
  duces a sonic boom. Lightning triggers a sonic 
  boom (thunder) by sudden heating and displace-
  ment of air along the path of the bolt. Aircraft 
  that exceed the speed of sound (Mach 1) displace 
  air with similar results. Down on the ground, 
  certain moving bodies can cause sudden air dis-
  placement and thus a local sonic boom:  bullets, 
  bombs, balloons popping, whips (the “crack” is a 
  mini-sonic boom), speedsters.
  As a speedster moves through air at super-
  sonic velocity he builds up a pressure wave in 
  front as the air cannot get out of his way fast 
  enough. In his wake, pressure drops as the air 
  cannot rush in behind him fast enough to keep 
  the pressure stable. The result is a three-dimen-
  sional cone-shaped area behind the speedster 
  with sonic boom eﬀects (see accompanying table). 
  A man-sized moving body such as a speedster 
  causes at least the ﬁrst two eﬀects to occur. A 
  speedster at Mach speeds going down a city street 
  will break windows (typically DEF 1, BODY 1) in 
  all vehicles and buildings up to ﬁve ﬂoors.
  The campaign’s “realism” level determines how 
  to handle speedster sonic booms. In cinematic set-
  tings, sonic booms rarely matter except as ﬂavor 
  text or a purchased ability (see Sonic Boom Attack, 
  page 81). But a speedster in a “realistic” campaign 
  setting would have to be aware of his velocity and, 
  if necessary, take steps to avoid producing annoying 
  and possibly destructive booms. (A larger moving 
  body, such as a jet aircraft, can cause tremendous 
  booms due to increased air buildup and wake. 
  At Mach speeds the “boom carpet” [area on the 
  ground aﬀected by the boom] is one mile wide for 
  each ~300 meters (or 150”) of altitude. The lower 
  the plane’s altitude, the more intense the boom over 
  a smaller area. For this reason, non-military sonic 
  booms over the United States are illegal. When the 
  SPEED OF SOUND BY MEDIUM
   
  Speed Of Sound 
  Speed Of Sound
  Substance 
  (MPH) 
  (Inches per Segment and per Turn)
  Air (room temperature) 743 
  166” per Segment (1,992” per Turn)
  Aluminum 
  11,455 
  2,560” per Segment (30,720” per Turn)
  CO2 
  577 
  129” per Segment (1,548” per Turn)
  Glass 
  7,831-11,187 
  1,750”-2,500” per Segment 
   
   
  (21,000”-30,000” per Turn)
  Helium 
  2,170 
  485” per Segment (5,820” per Turn)
  Lead 
  2,707 
  605” per Segment (7,260” per Turn)
  Steel 
  11,455 
  2,560” per Segment (30,720” per Turn)
  Vacuum 
  N/A 
  Sound does not travel in a vacuum
  Water 
  3,155 
  705” per Segment (8,460” per Turn)
  EFFECTS OF A SONIC BOOM
  1.  Images to Hearing Group, +4 to PER Rolls, Area Of Eﬀect (10” Cone)
  2.  RKA 1d6, Area Of Eﬀect (10” Cone), Only Versus Brittle Objects (i.e., those with no 
  more than 3 DEF and 1 BODY)
  3.  Hearing Group Flash 6d6, Area Of Eﬀect (10” Cone)
  
  Hero System 5th Edition
  250 ■ Adventure At Top Speed: Speedster Campaigning
  Concorde was ﬂying, it was restricted to booms out 
  over the ocean, and even military booms are sub-
  ject to strict limitations.)
  Normally a stationary observer can hear the 
  Doppler shifting of sound of an approaching body. 
  However, a supersonic body moves faster than 
  sound waves, so an observer needs Ultrasonic 
  Hearing to detect the high/low frequency sound 
  on approach/passing. To an observer, a sonic boom 
  “looks” like an explosive wall of sound coming 
  toward him. A speedster moving at supersonic 
  speeds doesn’t hear anything beside or behind him 
  — the sound can’t catch up to him.
  STATIC ELECTRICITY
  “Realistically,” a speedster moving along a 
  surface accumulates loose electrons and builds up 
  a static electrical charge. The lower the humidity 
  of the surrounding air, the less the charge leaks oﬀ 
  until he touches a metallic object, at which point 
  the charge arcs toward it with a familiar electric 
  spark. Moving charges also generate a magnetic 
  ﬁeld, so if GM wants to be particularly “realistic,” 
  a speedster generating static electricity may also 
  attract small ferrous objects.
  In a cinematic game, a character might take 
  advantage of this phenomenon by buying a power 
  like Feel The Spark (page 71). “Realistic” speedsters 
  may suﬀer these eﬀects, plus the others described 
  above, whether they want to or not.
  Obstacles
  In addition to physiological and environmental 
  factors, various obstacles can slow a speedster down.
  INACCESSIBILITY
  Accessibility is major issue for speedsters, since 
  so many speedster tricks have Limitations like Must 
  Pass Through Intervening Space. Super-speed alone 
  doesn’t let a speedster magically reach inaccessible 
  places or items, or avoid the eﬀects of the environ-
  ment he moves through. For example, a speedster’s 
  destination could be completely sealed oﬀ by a locked 
  door, a Force Wall, or some other impenetrable bar-
  rier. A character could use brute force to gain access, 
  or perhaps certain Skills, but at the risk of other prob-
  lems (like triggering an alarm). Other accessibility 
  problems include targets being hidden or out of reach.
  PORTABILITY
  A speedster can’t move things he can’t lift 
  (and in many games, even if he can lift them he’s 
  subject to the Encumbrance rules). Furthermore, a 
  speedster can’t quickly move that which cannot be 
  moved quickly, such as delicate or motion-sensitive 
  objects:  a badly injured person; a bomb connected 
  to a mercury switch; a house of cards.
  DELAYS
  “Realistically,” the slow (to a speedster) pace 
  of physical, social, and technological systems may 
  hinder a character who can move at hyper-veloc-
  ity. For example, a speedster with no other powers 
  besides pure speed cannot make any of the follow-
  ing processes faster:  plant growth; cooking food; 
  the actions of any bureaucracy; computer process-
  ing; copy machine operation; VCR tape rewinding; 
  water coming out of a faucet; most actions taken by 
  normal-speed humans.
  In fact, sometimes technological components 
  are deliberately designed to be slow to provide system 
  reliability or security. Typewriter keyboards were 
  originally arranged in part to slow typists down to 
  keep them from damaging the machines. A VCR 
  ejects a tape slowly to permit the tape to reel care-
  fully back into the cartridge and prevent damage. A 
  rotary dial telephone has a built-in regulator. Security 
  keypads and some computer systems have a built-in 
  delay between access attempts to prevent exhaustive 
  approaches to bypassing them. If a speedster encoun-
  ters a slow system, he may or may not be able to 
  speed it up by disabling a regulator and “helping” the 
  slow component along at the risk of blowing out the 
  system. (This may require Skill Rolls with appropriate 
  Skills like Computer Programming, Electronics, Lock-
  picking, Security Systems, or Systems Operation.)
  Chemical reactions occur all the time at a 
  certain natural rate. Energy is usually absorbed or 
  released in these reactions. Some speedster tricks 
  may allow a speedster to speed up or slow down 
  these processes by aﬀecting the energy level. A 
  speedster can also alter the temperature or pressure 
  of the area (Change Environment) to alter the rate 
  of a chemical reaction (for example, slow down 
  combustion or speed up evaporation).
  
  251 
  The Ultimate Speedster ■ Chapter Five
  A 
  campaign tells a story, and all stories are 
  told from some point of view (POV). How 
  a GM runs and describes a super-speed 
  eﬀect depends on who can observe it. Nor-
  mally the GM places the “camera” to suit the wit-
  nesses’ perception abilities. For example, if a char-
  acter has Microscopic for the Sight Group, the GM 
  often has to place the camera at the subatomic level 
  for the beneﬁt of that character, while keeping the 
  camera at a macroscopic level for his team-mates.
  FAST AND SLOW  
  PERCEPTIONS
  When super-speed comes into play, you 
  can divide characters into two types:  those who 
  can perceive super-speed phenomena (the Fast 
  POV); and everyone else, who can’t (the Slow 
  POV). Normal perception is from the Slow POV; 
  most people can’t perceive super-speed effects 
  unaided. In fact, not every speedster can neces-
  sarily perceive super-speed events. To have the 
  Fast POV, a character needs the ability to per-
  ceive at hyper-speeds — Speed Perception (see 
  below). (Of course, the GM may let a speedster 
  have the Fast POV, at least at some times, as a 
  side effect of his powers, if that seems appropri-
  ate and won’t unbalance the game.) There’s also a 
  Slower POV for long-term events (see sidebar).
  In discussing Slow and Fast POVs, this sec-
  tion also covers two types of events:  Phased 
  events, actions characters can initiate and which 
  take one second of time (or more); and Sub-Seg-
  ment events, which occur entirely within a single 
  Segment. Sub-Segment events tend to be high-
  speed/super-speed events, and often they occur 
  too fast for PCs (except, of course, some speed-
  sters) to interfere with.
  The Slow Point Of View (POV)
  The Slow POV is how most of the world 
  perceives events — it’s the point of view of the 
  “average observer.” People move at similar speeds 
  in the real world, although certain “high speed” 
  objects (jets, bullets, and the like) may move 
  much faster. Speedsters enter the equation as 
  characters who can move just as fast as, if not 
  faster than, the “high speed” objects. The faster 
  a speedster (or object) moves, the less of his 
  actions remain visible to the Slow POV. In short, 
  a Slow POV viewer usually sees the results of a 
  super-speed event rather than the event itself.
  Imagine two automobiles horribly mismatched 
  in speed. A Yugo travels down the highway at 10 
  mph, racing a Jaguar traveling over 100 mph. The 
  Yugo driver perceives the Jaguar in his rear-view 
  mirror for a very short period of time, they are 
  neck and neck for the briefest of instants as they 
  meet, and the Jaguar rapidly disappears from the 
  Yugo driver’s slow view. The faster the Jaguar, the 
  less time the Yugo driver can perceive it, let alone 
  interfere with it in some way. The Jaguar driver per-
  ceives the Yugo ﬁrst as an obstacle in the distance, 
  brieﬂy as a peer, and then the Yugo rapidly shrinks 
  in the distance behind him.
  Character-initiated Actions are Phased events 
  and take roughly one Segment — one second of 
  real time — to occur (if not more). Phased events 
  are completely visible to the Slow POV unless 
  they’re purchased with Invisible Power Eﬀects or 
  some other game mechanic “conceals” them.
  Many events in the real world are Sub-Seg-
  ment — they take place entirely within a single 
  second of real time. Examples include fan blades 
  rotating, bullets ﬁring, explosions detonating, bal-
  loons popping, and the entire life-span of certain 
  subatomic particles. These events occur so swiftly a 
  Slow POV observer cannot perceive them, making 
  them eﬀectively invisible. If a Sub-Segment event 
  has no perceivable interaction with the surround-
  ing environment, then the Slow POV might not 
  even be aware it took place at all. For example, cer-
  tain subatomic particles are created, live, and die all 
  without the average person knowing about it.
  More familiar Sub-Segment events affect the 
  environment, allowing a person with the Slow 
  POV to perceive the effect, if not the event itself. 
  For instance, a gunshot appears as an injury (or 
  damage) inflicted on the target even though 
  the bullet in flight is invisible to most people. 
  Each high-speed event listed in the Sub-Seg-
  ment Events table generates certain observable 
  Slow POV effects. In some cases the source of 
  the effect is completely invisible, in some cases 
  it’s simply a blur, and in a few cases it’s obvious 
  (i.e., a bullet comes from a gun that makes a loud 
  bang when fired).
  Speedsters can generate most Sub-Segment 
  eﬀects by emulating the design or nature of a real-
  world event in some way, but raw speed alone may 
  not be enough. For example, fans move air with 
  specially angled blades, and bullets are crafted to 
  maximize muzzle velocity and impact. To emulate a 
  fan, a speedster needs a similarly-shaped object, or 
  the ability to shape his hand to mimic a fanblade; to 
  emulate a bullet, he needs an object of similar size 
  and shape to throw at hypervelocity.
  THE SPEED 
  ZONE
  THE SLOWER  
  POINT OF VIEW
  Another point of view 
  easily overlooked when 
  considering speedsters 
  and hypervelocity is the 
  Slower POV, or how the 
  world looks from the 
  perspective of long-term 
  events such as ﬂowers 
  blossoming, trees grow-
  ing, paper discoloring in 
  the sun, and radioactive 
  material decaying. To 
  the Slower POV most 
  of the world blinks past 
  as if at super-speed. In 
  a speedy world, this 
  would seem to be a real 
  hindrance.
  Sometimes, however, 
  events or movement 
  can escape detection 
  because they’re moving 
  or happening so slowly 
  that there’s little per-
  ceptible diﬀerence from 
  one moment to the next. 
  Time-lapsed photogra-
  phy would capture these 
  tiny diﬀerences, and 
  speed them up upon 
  viewing so the diﬀer-
  ences could be seen in 
  real time, but they might 
  easily escape the notice 
  of ordinary characters, 
  much less speedsters 
  — and thus perhaps 
  not be detectible until 
  they’re dangerous....
  
  Hero System 5th Edition
  252 ■ Adventure At Top Speed: Speedster Campaigning
  REAL-WORLD SPEEDS
  Speed is relative. You can tell how a speed-
  ster compares to non-speedsters by looking at 
  the Speed Chart, his inches of movement, and his 
  speedster abilities, but how do speedsters compare 
  with common high-speed events in the real world? 
  Some of these real-world events are measured by 
  linear movement, while some are complete events 
  which begin and end within a very short time 
  interval. The Real World Event Speeds, One-Second 
  Events, and “Few Second” Events tables list (a) some 
  real-world occurences (starting with very short 
  interval Sub-Segment events and progressing into 
  the Phased (1 Segment) realm), (b) some events 
  that can happen in 1 second, and (c) some short-
  term multi-second events
  SUB-SEGMENT EVENTS
  Sub-Segment Event 
  What The Slow POV Sees (The “Effect”)
  Balloon/Bubble Popping 
  Instantaneous change from an inﬂated sphere to deﬂated 
  rubber, leftover fragments of rubber, the audible “pop”
  Bullet 
  A localized impact, inﬂicting concentrated injury/damage
  Electricity, Lights 
  A continuous level of ambient light
  Explosion 
  A wide-area impact, inﬂicting wide-spread damage, 
  accompanied by ﬂame and noise
  Computer Calculations 
  Input data transforms into a resulting output piece of data
  Rotating Fan/Propeller 
  A disturbance in and movement of air or water, the blur 
  of the fanblades moving
  Television, Movie Screen 
  A continuous moving and talking picture
  REAL WORLD EVENT SPEEDS
  Sub-Segment Interval 
  Real World Event
  0.0000000001 second (10-10) 
  Life of subatomic particles
  0.0000000066 second (10-9) 
  Light travels 1”
  0.00000001 second (10-8) 
  High speed computer processing
  0.0000001 second (10-7) 
  Minimum time for light to impress a photographic 
  plate; minimum time for a “continuous” recording 
  camera to record a single frame
  0.000001 second (10-6) 
  Typical computer internal processing
  0.00001 second (10-5) 
  Dynamite exploding
  0.0001 second (10-4) 
  Human voice sampling (digital communications), 
  high speed bullets
  0.0058 second (10-3) 
  Sound propagating 1”
  0.001 second (10-3) 
  Lightning striking, bullets, balloons popping,  
  supersonic realm
  0.01 second (10-2) 
  Human reﬂexes, some nerve impulses, and some 
  perception
  0.02 seconds (10-2) 
  Human nerve impulses
  0.1 second (10-1) 
  Human ears hear a distinct echo sound
  0.4 second (10-1) 
  Baton twirl
  0.25 second (10-1) 
  Human eye reception of stationary visual image
  0.1-1 second (10-1) 
  Human perception
  ONE-SECOND EVENTS
  In 1 second (1 Segment),
  Light travels 186,282 miles in air, or 124,000 miles 
  through glass
  Sound travels approximately 660-760 miles (depends 
  on the medium propagated through)
  A telephone signal travels 100,000 miles through a wire
  A meteor in space travels 40 kilometers
  A lightning leader bolt travels 290 miles toward  
  the ground
  Earth travels 18.5 miles in solar orbit
  The primary shock waves of an earthquake travel 5 miles
  A .22-caliber riﬂe bullet travels approximately 366 meters 
  (1,200 feet) (see the Firearm Muzzle Velocity table)
  A cheetah, the fastest mammal with a top speed of 
  approximately 70 miles per hour, sprints 31 meters 
  (15.5”, or 100 feet)
  A race horse covers 7.5-9” (50-60) feet on a ﬂat track
  Flames spread 10 meters (5”) from the center of  
  an explosion
  A household light bulb (60 Hz) turns on and oﬀ 60 
  times, giving the sensation of constantly being on
  A human eye sees 24 frames of ﬁlm at the movies*
  *:  The human eye requires 0.25 seconds to receive a 
  single stationary image and relay that information to 
  the brain. Faster than that and stationary images blur 
  together into perceived continuous motion. It takes 24 
  images or more per second to reliably fool the human 
  eye into perceiving multiple images as motion. A charac-
  ter moving faster than that, i.e., 13” per Segment, appears 
  as a blur, assuming he maintains the same velocity within 
  the observer’s entire ﬁeld of vision.
  See Speed Of The Lightning Bolt!, page 10, for more 
  information.
  “FEW SECOND” EVENTS
  Second Interval 
  Real World Event
  1.25 seconds 
  Light travels from the Moon to  
  the Earth
  1.5-2 seconds 
  Earth-boring machine bores a hole 
  one inch in diameter, 3 feet deep
  2.5 seconds 
  An echo leaves the surface and 
  returns from deepest known part 
  of ocean (35,800 feet)
  5 seconds 
  Safe speed for each person to pass 
  through a revolving door
  5 seconds  
  The sound of thunder travels 1 mile
  6 seconds  
  Most tents catch ﬁre after exposure 
  to ﬂame
  6 seconds  
  A parachutist’s static line para-
  chute opens
  6 seconds  
  Absorb a pint of oxygen through 
  lungs while running
  FIREARM MUZZLE VELOCITY
   
  Muzzle Velocity Muzzle Velocity 
  Muzzle Velocity
  Gun/Ammo 
  (Feet/Second) 
  (Meters/Second) 
  (Inches/Segment and /Turn)
  .38 special 
  810 
  247 
  123” (1,476” per Turn)
  .45 Colt revolver 
  860 
  262 
  131” (1,572” per Turn)
  12 gauge shot 
  1,125 
  343 
  171” (2,052” per Turn)
  .22 long riﬂe 
  1,150 
  350 
  175” (2,100” per Turn)
  .357 Magnum 
  1,450 
  442 
  221” (2,652” per Turn)
  .44 Magnum 
  1,470 
  448 
  224” (2,688” per Turn)
  7.62mm NATO 
  2,700 
  823 
  411” (4,932” per Turn)
  Flechette 
  4,850 
  1,478 
  739” (8,868” per Turn)
  
  253 
  The Ultimate Speedster ■ Chapter Five
  SPEEDSTER REACTION TIME
  Nerve impulses are the physiological basis 
  for action and reaction. Sensory input is trans-
  mitted to the brain by nerve impulses, and action 
  orders from the brain to muscles are likewise 
  carried by nerve impulses. In a normal 1” tall 
  person it takes about 0.02 seconds for a nerve 
  impulse to travel from toe to head. In theory, at 
  least, speedsters whose powers involve moving or 
  reacting at hypervelocity have much faster nerve 
  impulses. In part things like high DEX and SPD, 
  Lightning Reflexes, and various speedster abili-
  ties represent this.
  Since DEX determines who (or what) acts 
  first in a Phase, the question arises:  how fast 
  does a speedster have to be — in other words, 
  how high does his DEX (possibly augmented 
  by Lightning Reflexes) have to be — to beat 
  or interrupt certain real-world events like the 
  ones listed in the accompanying tables? (Of 
  course, “being so fast I can interrupt Sub-Seg-
  ment events” could be the special effect of many 
  speedster abilities, regardless of DEX; this dis-
  cussion is more theoretical.)
  The HERO System rules for determining who 
  acts ﬁrst in a Phase — the DEX order — in eﬀect 
  already divide single seconds into smaller time 
  intervals for game purposes. Assuming, for the sake 
  of discussion, that the maximum DEX possible for 
  characters is 100, the rules eﬀectively divide each 
  Segment into 100 intervals, each 1/100 second long. 
  Only a speedster with DEX 100 (again, possibly 
  augmented further by Lightning Reﬂexes or the 
  like) could hope to beat or interrupt any Sub-Seg-
  ment event occuring during that Segment. As the 
  1/100 second intervals tick by, slower speedsters, 
  and eventually characters with sub-speedster reac-
  tion times, get their Actions in turn.
  The accompanying tables, which tell you how 
  fast various phenomena and events are, tell you 
  how precisely you have to subdivide a Segment, and 
  thus what their “DEX” is for purposes of when they 
  would “act” during a “Phase.” 
  To match the speed of lightning (.001-.01 
  second), a speedster would need a DEX value of 
  100-1000. To out-race dynamite exploding (.00001-
  .001 second), a speedster would need a DEX value 
  just above 1000-100,000. To move faster than a 
  computer could calculate, a speedster’s DEX value 
  would have to exceed 1 million.
  Obviously no speedster cannot afford such 
  astronomical amounts of DEX. The Character 
  Point cost prohibits buying enough SPD, DEX, 
  and movement to match the muzzle velocity of a 
  gun to enable the speedster to literally out-race 
  bullets, or to grab a bomb as it’s exploding and 
  carry it safely away. Yet in the comics and movies 
  speedsters routinely race against lightning bolts, 
  dodge explosions, and even out-run sound and 
  light. To simulate these classic speedster abilities, 
  you have to buy speedster powers like the ones 
  in Chapter Two and define the special effect as 
  “I can outrace lightning!” (or whatever it is the 
  character wants to do). The Slow Versus Fast 
  Point Of View Table lists some common “speed-
  ster tricks “ and how they’re perceived by both 
  Slow POV and Fast POV characters, and recom-
  mends powers from Chapter Two that simulate 
  those abilities.
  
  Hero System 5th Edition
  254 ■ Adventure At Top Speed: Speedster Campaigning
  The Fast Point Of View  
  (POV) And The Speed Zone
  The Fast Point of View is what observers who 
  have the Speed Perception ability (page 98 or the 
  text box on page 258) can perceive. (In some cases, 
  the special eﬀects of other abilities may involve a 
  character “having” what amounts to Speed Percep-
  tion for a speciﬁc purpose.) Ordinarily the GM 
  only has to describe events for the Slow POV, but 
  once a speedster or other character with Speed 
  Perception enters the game, he may have to take 
  the Fast POV into account. Instead of just saying 
  “Vector vanishes” (which is what most observers 
  perceive), he has to tell the speedster, “Vector ﬂew 
  behind those clouds over there at hypervelocity.”
  When a speedster enters the Speed Zone — the 
  realm of the Sub-Segment — he moves and acts 
  mostly unimpeded, although he’s visible to the 
  Fast POV, and of course his actions leave traces in 
  the physical world. It’s a classic scene:  a speedster 
  villain “walks” into a bank lobby populated with 
  bodies frozen in time. He wanders around taking 
  as much money as he can carry, humiliates the 
  security guard by unbuckling his pants, kisses the 
  attractive teller, and leaves a calling card before 
  walking out. A split-second later, people with the 
  Slow POV perceive the end results of his actions:  
  the calling card suddenly appears, the money just as 
  suddenly disappears, the security guard’s pants fall 
  down, and the teller feels something brush against 
  her lips. Later on, a suﬃciently fast security camera 
  shows the police what really happened from the 
  Fast POV — the speedster moved in at such speed 
  that everything around him seemed to be “frozen in 
  time,” did whatever he wanted to do, and then left... 
  all in the space of a microsecond.
  SLOW VERSUS FAST POINT OF VIEW
  What The Slow POV Perceives (The “Effect”)
  What The Fast POV Perceives (The “Event”)
  Powers From Chapter Two
  A target some distance from the speedster sud-
  denly reacts as if it were attacked (for example, 
  it shows signs of injury/damage, it falls over, and 
  so on) even though the speedster doesn’t appear 
  to have moved (or at best seems to have blurred 
  slightly for a moment)
  The speedster moves to the target, attacks, and 
  returns to his original position
  The Fist Is Quicker Than The Eye, Speedster 
  Against Many
  The speedster attacks multiple targets, or one 
  target many times, in the space of a second
  The speedster moves around attacking multiple 
  targets in sequence, or hits the same target several 
  times rapidly in succession
  Rapid-Fire Punch, Speedster Against Many
  A target within HTH Combat range of the speed-
  ster reacts as if it were attacked (for example, it 
  shows signs of injury/damage, it falls over, and so 
  on) even though the speedster doesn’t appear to 
  have moved
  The speedster attacks the target
  The Fist Is Quicker Than The Eye
  The speedster suddenly creates something from 
  nothing, or converts a pile of spare parts into a 
  working object, or turns a working object into a 
  pile of spare parts or fragments
  The speedster creates, assembles, or disassembles 
  an object
  Some Disassembly Required, Rapid Repair
  The speedster instantly disappears from one place 
  and appears at another
  The speedster runs (or otherwise moves) from 
  one place to another
  Hyper-Running III, Where’d He Come From?
  The speedster instantly changes the appearance, 
  condition, or functionality of a target
  The speedster incrementally changes the appear-
  ance, condition, or functionality of a target
  Some Disassembly Required, Fashion Victim
  The speedster instantly changes clothing
  The speedster changes clothing
  Fashion Victim
  The speedster knows what’s going on at a distant 
  location even though he hasn’t moved, or barely 
  seemed to move
  The speedster moves to a distant location, looks 
  at what’s happening there, and returns
  Here’s What I Saw
  The speedster repels bullets
  The speedster reaches up, plucks a barely-moving 
  bullet from mid-air, and hurls it aside harmlessly
  Slow Missiles
  An explosion occurs where the speedster was 
  standing. It should have hurt him, but all of a 
  sudden he’s well outside the blast radius, com-
  pletely unharmed.
  The speedster out-races an explosion
  Outrunning The Blast
  
  255 
  The Ultimate Speedster ■ Chapter Five
  PERCEIVING THE SPEED ZONE
  Using Speed Perception (which is built with 
  the Rapid Sense Modiﬁer) to perceive the Speed 
  Zone (the Sub-Segment realm) is analogous to a 
  character using a Microscopic Sense to perceive 
  the Microverse (the world of the very tiny). Both 
  forms of Enhanced Perception allow a character to 
  perceive into a “dimension” he may (or may not) be 
  able to aﬀect, but whose actions and events he can 
  observe thanks to that ability. For example, depend-
  ing on how eﬃcient his Speed Perception is and 
  how observant he happens to be, a character with 
  Speed Perception could see:
  ■ Rotating fan blades clearly defined as 
  they spin
  ■ Bullets moving through the air
  ■ Balloons visibly change from inﬂated to 
  deﬂated as they pop
  ■ Explosions appear as growing balls of ﬁre
  ■ “Invisible” or constant motion eﬀects 
  appear discrete (e.g., he could see individual 
  movie frames)
  In other words, Speed Perception permits a 
  character to perceive high-speed events play out 
  before him and comprehend them, provided the 
  events would normally be visible/audible to him 
  if they were slowed down to “normal speed.” For 
  example, a bullet would be visible — if it were 
  slowed down, it’s certainly large enough for anyone 
  to see — but a stream of computer data would not 
  be (unless the character also had the ability to “see” 
  magnetic impulses and very tiny objects).
  Described below are eight “levels” of the Speed 
  Zone, representing increasingly smaller portions 
  of a second (the smallest interval perceivable and 
  actionable by most humans unaided), and thus 
  increasingly faster actions and events. Each “level” 
  down divides by 1,000 — in other words, each level 
  represents events a thousand times faster than the 
  level above, and contains a slice of time only 1/1000 
  as long as the level above. A character using Speed 
  Perception can see objects and people moving at 
  these velocities, or during these slices of time, as if 
  they were stationary relative to him (or moving so 
  slowly that he can perceive them, if not stationary). 
  In some cases the special eﬀects of speedster tricks 
  may dictate that a character can, for a Segment at 
  least, “speed perceive” into a given “level” of the 
  Speed Zone.
  The One Second (Segmented) Zone
  Within a single second (1 Segment), here’s 
  what both Slow POV and Fast POV can perceive:
  ■ A speeding car (90 mph) travels about 20” 
  (40 meters)
  ■ A human body falling at terminal velocity 
  (30”/Segment) travels about 30” (60 meters)
  ■ A character can make a Combat Move with 
  full perception and normal OCV and DCV, 
  or a Noncombat Move at 0 OCV, ½ DCV
  ■ A bullet ﬁred by a .38 Special revolver travel-
  ing about 810 feet per second goes about 124”
  ■ A bullet ﬁred by a .44 Magnum traveling 
  about 1,470 feet per second goes about 224”
  ■ A complete lightning stroke from sky to 
  ground, with multiple return strokes
  ■ A grenade explodes instantly
  ■ Complex computer systems switch 
  between multitasking software processes 
  several times
  ■ Hundreds, thousands, and even millions of 
  radio and TV waves travels past a speciﬁc point
  The Milli-Perception Zone
  Within a single millisecond (1/1000 or 10-3 
  of a second), here’s what the Fast POV can still 
  see and hear:
  ■ A speeding car (90 mph) travels about 0.04 
  meters (4 centimeters)
  ■ A falling human body falls about 0.06 
  meters (6 centimeters)
  ■ Characters in the normal-speed world are 
  at DCV 0, and cannot make attacks, because 
  this interval of time is too fast for them to 
  react (it’s as if they’re standing still; see Enter-
  ing The Speed Zone, below)
  ■ A .38 bullet goes about 0.2 meters (20 cen-
  timeters)
  ■ A .44 bullet goes about 0.4 meters (40 
  centimeters)
  ■ Lightning appears to be standing still
  ■ A grenade explodes slowly and visibly
  ■ Bursting balloons and explosions have 
  slowed down signiﬁcantly (if not completely)
  ■ Computer systems spend this time within a 
  single software process
  ■ A digitizer has sampled a human voice  
  8 times
  ■ Electric lights (incandescent and ﬂuores-
  cent) gradually ﬂicker brighter and dimmer
  ■ Water waves appear to be frozen
  ■ There is complete silence, since this inter-
  val is faster than the speed of sound
  The Micro-Perception Zone
  Within a single microsecond (1/1,000,000 or 
  one-millionth (10-6) of a second), here’s what the 
  Fast POV can still see and hear:
  ■ Cars and falling bodies appear to stand still
  ■ Characters in the normal-speed world are 
  at DCV 0 (see above)
  ■ Both .38 and .44 bullets are barely crawling 
  along, appearing to hang in mid-air
  ■ Bursting balloons, explosions, and light-
  ning appear frozen in time
  ■ Typical computers execute several machine 
  instructions, high speed computers are still 
  chugging along at the process level
  ■ Long-wave radio has stopped; one to ten 
  AM radio waves move past a speciﬁc point
  SPEED ZONE 
  LEVELS
  One Second Zone
  Millispeed Zone
  Microspeed Zone
  Nanospeed Zone
  Picospeed Zone
  Femtospeed Zone
  Attospeed Zone
  The levels are in order 
  from longest to shortest 
  time interval. As noted 
  in the main text, each 
  “level” down divides by 
  1,000 — in other words, 
  each level represents 
  events a thousand times 
  faster than the level 
  above, and contains a 
  slice of time only 1/1000 
  as long as the level 
  above.
  
  Hero System 5th Edition
  256 ■ Adventure At Top Speed: Speedster Campaigning
  ■ Observers can still see, since it’s not near 
  the speed of light (300,000,000 meters per 
  second) yet, although there may be some 
  visual distortions, since light can only travel 
  300 meters in this tiny interval
  The Nano-Perception Zone
  Within a single nano-second (1/1,000,000,000 
  or one-billionth (10-9) of a second), here’s what the 
  Fast POV can still see and hear:
  ■ Most physical movement (vehicles, bodies, 
  bullets, explosions) appears to stand still; 
  everyone is at OCV and DCV 0 (see above)
  ■ Typical computers have appeared to stop; 
  higher speed computers are executing single 
  machine instructions
  ■ Observers start to see color distortion, 
  since visible light hasn’t traveled very far (0.3 
  meters) in this very short time interval, and 
  frequencies of light are in this realm. This 
  level also approaches the speed of all electro-
  magnetic energy, such as electricity, magne-
  tism, radio waves, and X-rays.
  ■ AM, FM, and television broadcasts have 
  stopped, and between one and 1,000 short-
  wave radio waves move past a speciﬁc point
  ■ Anything traveling further than 0.3 meters 
  during this time interval would be moving 
  faster than the speed of light
  The Pico-Perception Zone
  Within a single pico-second 
  (1/1,000,000,000,000 or one-trillionth (10-12) of a 
  second), here’s what the Fast POV can still perceive:
  ■ The distance that light travels is much shorter 
  (0.3 millimeters)
  ■ Super-computers have appeared to stop; espio-
  nage- or military-level code-breaking computers 
  are still running
  ■ This is the limit of reliable recording speed on 
  magnetic media — any faster and the resulting 
  data becomes random
  ■ All radio has stopped, and an observer can 
  start to see discrete infrared and visible light 
  waves
  The Femto-Perception Zone
  Within a single femto-second 
  (1/1,000,000,000,000,000 or one-quadrillionth 
  (10-15) of a second), here’s what the Fast POV can 
  still perceive:
  ■ All infrared and visible light wave move-
  ment has stopped, and characters start to see 
  discrete ultraviolet and X-rays
  ■ Espionage- or military-level code-break-
  ing computers are executing single machine 
  instructions, requiring specially-manufac-
  tured “processor-in-memory” chips
  The Atto-Perception Zone
  Within a single atto-second (1/1,000,000,000,0
  00,000,000 or one-quintillionth (10-18) of a second), 
  here’s what the Fast POV can still perceive:
  ■ All ultraviolet light and x-rays have 
  stopped, and an observer can start to see dis-
  crete gamma rays
  Beyond the Atto-Perception Zone
  In one-septillionth (10-24) of a second, light 
  can travel across a proton. Within this interval, sub-
  atomic particles still move at high speeds. Unstable 
  particles within an atomic nucleus can be created 
  and destroyed. The lifespan of a hadron, the sub-
  atomic particle that holds the nucleus together, can 
  be measured in this interval. Quantum computer 
  prototypes are still very much active.
  Unless the campaign accepts FTL movement, 
  the bodies which can still move during time inter-
  vals shorter than 10-24 second must be so small, and 
  move over such a tiny distance, as to be beyond the 
  scope of the campaign.
  SPEED PERCEPTION
  Here are the various levels of Speed Perception from 
  page 98, with further notes on how they aﬀect a charac-
  ter’s perceptions.
  Cost Power
  15 
  Millispeed Perception:  Rapid (x1,000) for Sight 
  Group. Events in the normal-speed world are 
  slowed down to the point where they can be 
  perceived as if they took an entire second. 
  Slower events seem to be standing still, or 
  nearly so. At this level most speedster tricks 
  can be perceived as they occur, though some 
  of the more powerful ones may seem to be 
  moving very quickly.
  30 
  Microspeed Perception:  Rapid (x1 million) for 
  Sight Group. Events in the Milli-Perception 
  Zone are slowed down to the point where 
  they can be perceived as if they took an entire 
  second. Slower events seem to be standing still, 
  or nearly so. At this level virtually all speedster 
  tricks can be perceived as they occur
  45 
  Nanospeed Perception:  Rapid (x1 billion) for 
  Sight Group. Events in the Micro-Perception 
  Zone are slowed down to the point where 
  they can be perceived as if they took an entire 
  second. Slower events seem to be standing still, 
  or nearly so.
  60 
  Picospeed Perception:  Rapid (x1 trillion) for 
  Sight Group. Events in the Nano-Perception 
  Zone are slowed down to the point where 
  they can be perceived as if they took an entire 
  second. Slower events seem to be standing still, 
  or nearly so.
  75 
  Femtospeed Perception:  Rapid (x1 quadrillion) 
  for Sight Group. Events in the Pico-Percep-
  tion Zone are slowed down to the point where 
  they can be perceived as if they took an entire 
  second. Slower events seem to be standing still, 
  or nearly so.
  90 
  Attospeed Perception:  Rapid (x1 quintillion) 
  for Sight Group. Events in the Femto-Percep-
  tion Zone are slowed down to the point where 
  they can be perceived as if they took an entire 
  second. Slower events seem to be standing still, 
  or nearly so.
  
  257 
  The Ultimate Speedster ■ Chapter Five
  ENTERING THE  
  SPEED ZONE 
  Perceiving the world as slowed down to a vir-
  tual standstill is one thing. It’s a fun ability and can 
  explain a lot of other abilities, but it doesn’t allow 
  a character to have any actual eﬀect on combat or 
  the world around him. Actually getting the world to 
  slow down is quite another, since that can signiﬁ-
  cantly unbalance a game. The character who can 
  move so fast, or so disrupt the ﬂow of time, that 
  other characters have no chance to act or react to 
  him is eﬀectively unstoppable... unless carefully 
  handled by the GM.
  Moving so quickly that other people are 
  “frozen in place” is referred to as entering the Speed 
  Zone. Other common terms for it are going into 
  “Fast Time” or “Bullet Time,” but whatever you call 
  it, the eﬀect is the same:  the character can move 
  and act between the ticks of the clock, while slower 
  characters are unable to do anything.
  Buying Speed Zone Extra-
  Dimensional Movement
  Since the Speed Zone eﬀectively represents 
  another state of reality, the power used to simulate 
  the ability to enter it is Extra-Dimensional Move-
  ment. Since this eﬀect is particularly powerful, 
  additions to and expansions of the cost structure of 
  Extra-Dimensional Movement are required. Addi-
  tionally, characters who can enter the Speed Zone 
  must buy certain ancillary abilities (see below) to 
  reﬂect the fact that they remain able to interact 
  with the “real world.” The GM is free to adjust the 
  cost of Speed Zone Extra-Dimensional Movement 
  or any ancillary abilities as he sees ﬁt to make the 
  cost of the ability balance out its utility... assuming 
  he’s willing to let player characters buy them at all.
  Speed Zone Extra-Dimensional Movement 
  involves entering another state of reality at a point 
  corresponding to the character’s location in the 
  normal world, so the base cost of the Power is 22 
  Character Points (see pages 171-72 of The HERO 
  System 5th Edition, Revised). However, that base cost 
  is only enough to take a character into the Mil-
  lispeed “level” of the zone. Each faster level — each 
  level “down,” so to speak — costs an additional +2 
  Character Points.
  The basic “enter the Speed Zone” power 
  described above only allows a character to remain 
  in the Zone for a very short period of time. If he 
  wants to stay in the Speed Zone longer — in other 
  words, if he wants to be able to take more Actions 
  while everyone around him is unable to act — he 
  has to pay more Character Points. Each step down 
  the Time Chart that a character can “remain in 
  the Speed Zone” (subjectively speaking) costs +30 
  Character Points. See the accompanying table for a 
  summary of costs, and How The Speed Zone Works, 
  below, for more information.
  Extra-Dimensional Movement is an Instant 
  Power, and thus only costs END when used. How-
  ever, due to the subjective distortion of time a char-
  acter entering the Speed Zone experiences, to him 
  it seems as if the power must be maintained for a 
  long period of time. Therefore, while in the Speed 
  SPEED ZONE  
  EXTRA-DIMENSIONAL 
  MOVEMENT COST TABLE
  Cost Effect
  22 
  Enter The Speed Zone, Basic Power:  The char-
  acter can enter the Speed Zone. Subjectively, he 
  “remains” there for an Extra Phase, giving him 
  one Phase’s worth of Actions he can take
  52 
  Enter The Speed Zone (1 Turn):  As above, but 
  subjectively the character can “remain” in the 
  Speed Zone for 1 Turn, giving him nearly an 
  entire Turn’s worth of Actions he can take
  82 
  Enter The Speed Zone (1 Minute):  As above, 
  but subjectively the character can “remain” in 
  the Speed Zone for 1 Minute, giving him sev-
  eral Turns’ worth of Actions he can take
  112 
  Enter The Speed Zone (5 Minutes):  As above, 
  but subjectively the character can “remain” in 
  the Speed Zone for several minutes
  142 
  Enter The Speed Zone (20 Minutes):  As above, 
  but subjectively the character can “remain” in 
  the Speed Zone for almost half an hour
  172 
  Enter The Speed Zone (1 Hour):  As above, but 
  subjectively the character can “remain” in the 
  Speed Zone for an hour
   
  ...and so on (+30 Character Points per step 
  down the Time Chart)
  Cost Level Modiﬁers
  +0 
  Millispeed Level:  The character can enter the 
  “millispeed” level of the Zone. He has SPD 2 
  while in the Speed Zone.
  +2 
  Microspeed Level:  The character can enter the 
  “microspeed” level of the Zone, making him 
  faster than characters at the Millispeed Level. 
  He has SPD 4 while in the Speed Zone.
  +4 
  Nanospeed Level:  The character can enter 
  the “nanospeed” level of the Zone, making 
  him faster than characters at the Microspeed 
  Level and “above.” He has SPD 6 while in the 
  Speed Zone.
  +6 
  Picospeed Level:  The character can enter 
  the “picospeed” level of the Zone, making 
  him faster than characters at the Nanospeed 
  Level and “above.” He has SPD 8 while in the 
  Speed Zone.
  +8 
  Femtospeed Level:  The character can enter 
  the “femtospeed” level of the Zone, making 
  him faster than characters at the Picospeed 
  Level and “above.” He has SPD 10 while in 
  the Speed Zone.
  +10 
  Attospeed Level:  The character can enter the 
  “attospeed” level of the Zone, making him 
  faster than characters at the Femtospeed 
  Level and “above.” He has SPD 12 while in 
  the Speed Zone.
  Cost Advantages
  +¼ 
  Quick Entrance:  using Speed Zone Extra-
  Dimensional Movement only takes a Half 
  Phase Action
  +½ 
  Quick Entrance:  using Speed Zone Extra-
  Dimensional Movement only takes a Zero 
  Phase Action
  
  Hero System 5th Edition
  258 ■ Adventure At Top Speed: Speedster Campaigning
  Zone, a character must pay END for his Extra-
  Dimensional Movement every Phase, as if it were a 
  Constant Power. If he stops paying END, he “drops 
  out” of the Speed Zone and back into the normal-
  speed world, losing any Speed Zone Actions he 
  may not yet have taken. (On the other hand, with 
  the GM’s permission he might be able to Push the 
  power to enter faster levels of the Speed Zone.) The 
  character may, of course, buy Reduced Endurance 
  for his Speed Zone Extra-Dimensional Movement.
  ANCILLARY ABILITIES
  Buying Speed Zone Extra-Dimensional Move-
  ment isn’t the end of the story, however. Since the 
  character is technically in another “dimension,” 
  people in the normal-speed world generally can’t 
  aﬀect him... but he can’t aﬀect them. He has to pay 
  Character Points to have the ability to aﬀect the 
  normal-speed world while he’s in the Speed Zone. 
  Speciﬁcally, he must buy the following powers:
  ■ Speed Perception (page 98) at a level to match 
  or exceed the level of the Speed Zone he can 
  enter (for example, if he can enter the Picospeed 
  Level, he must buy at least Picospeed Percep-
  tion)
  ■ Speed Zone Sight (page 106)
  ■ Speed Zone Touch (page 106)
  How The Speed Zone Works
  Since Extra-Dimensional Movement takes a 
  Full Phase to use, it takes a character a Full Phase 
  to enter the Speed Zone (he can decrease the time 
  required using the Quick Entrance Advantage indi-
  cated in the Speed Zone Extra-Dimensional Move-
  ment Cost Table).
  PHYSICAL CORRESPONDENCE
  The Speed Zone and the normal world are 
  coterminous — that is, their physical spaces cor-
  respond exactly. Moving, say, 3” in the Speed 
  Zone means moving the precise same 3” in the 
  normal world.
  Similarly, all objects, people, and other 
  phenomena are coterminous. A person walk-
  ing down the street is walking there in both the 
  normal-speed world and the Speed Zone (the 
  difference is, in the normal speed world he seems 
  to be moving at normal walking speed; in the 
  Speed Zone, from the Fast POV, he seems to be 
  standing still at whatever point he was when the 
  character entered the Zone). Any actions taken 
  in the Speed Zone, like breaking an object, affect 
  both “dimensions,” it’s just that to characters in 
  the Speed Zone (with Fast POV) they seem to be 
  happening at normal, mundane speeds while to 
  characters in the normal-speed world (with Slow 
  POV) they seem to happen instantaneously.
  SUBJECTIVE VERSUS OBJECTIVE TIME
  The deﬁning feature of the Speed Zone, the 
  aspect that makes it so powerful and potentially 
  unbalancing in the game, is that while a character’s 
  in the Speed Zone, objective time — the normal 
  ﬂow of time in the game — ceases for him. To him 
  time seems, subjectively, to continue for a short 
  period (the period he purchased), when in reality it 
  doesn’t continue at all.
  In game terms, this gives the character a 
  period of time when he can act but no one else 
  can, and thus a number of Actions he can take 
  while no one else can act at all. To people in the 
  normal-speed world, it seems as if all these Actions 
  take place in the space of the character’s Phase in 
  a single second (1 Segment), but to the character 
  in the Speed Zone, they seem to have taken much 
  longer. Thus, in eﬀect, Speed Zone Extra-Dimen-
  sional Movement “compresses” a large period of 
  time into a single “Phase” of the character’s, allow-
  ing him to act during that period as if it were as 
  long as he subjectively thinks it is even though only 
  a fraction of a second actually passes objectively.
  Since using Speed Zone Extra-Dimensional 
  Movement takes a Full Phase, and this Phase 
  applies both objectively and subjectively, the “ﬁrst 
  Phase” a character has when entering the Zone is 
  used up by using the power itself. In later Phases he 
  can perform any Action he normally could.
  Example:  Kinetik (DEX 30, SPD 10) buys Enter 
  The Speed Zone (1 Turn) for 52 Character Points 
  (plus all the mandatory ancillary abilities). This 
  allows him to enter the Millispeed Zone, giving 
  him a subjective SPD 2. When he activates the 
  power, he gets 1 Turn’s worth of Actions that he 
  can take in the space of a single Phase. This is his 
  “subjective Turn,” during which the world appears 
  frozen and only he can move around and take 
  Actions. However, the ﬁrst Full Phase of his sub-
  jective Turn is always taken up by the act of enter-
  ing the Speed Zone.
  For example, on his Phase in Segment 2, Kinetik 
  decides to enter the Speed Zone and activates 
  his Extra-Dimensional Movement. He now 
  gets one subjective Turn’s worth of Actions he 
  can take while no one and nothing else can act. 
  His ﬁrst “Phase,” in “subjective Segment 6,” is 
  lost to using Extra-Dimensional Movement, 
  leaving him one more subjective Phase’s worth 
  of Actions. When he’s done with his subjec-
  tive Turn, he automatically drops back out of 
  the Speed Zone... right at DEX 30 in objective 
  Segment 2, where he was when he entered the 
  Zone. Other characters who have a Phase in 
  Segment 2 at DEX 29 or lower now get to act.
  Later Kinetik earns some Experience Points 
  and improves his Enter The Speed Zone so he 
  can access the Femtospeed Zone. That gives him 
  a subjective SPD 10 when he’s in the Zone — a 
  much better situation for him, especially since 
  it matches his real-world SPD.
  
  259 
  The Ultimate Speedster ■ Chapter Five
  SPEED ZONE ACTIONS AND COMBAT
  While a character is in the Speed Zone, his 
  SPD depends not his Speed Characteristic but 
  on the level of the Zone he can access. To put 
  it another way, the faster the level of the Speed 
  Zone a character can access, the more Actions 
  he gets while in the Zone because the faster he 
  seems to be moving compared to the normal-
  speed world or characters in slower Zone levels. 
  A character in the Millispeed Zone has a sub-
  jective SPD 2 during his subjective time in the 
  Zone; one in the Attospeed Zone has subjective 
  SPD 12; characters at the levels in between have 
  other amounts of SPD. (Entering the Speed Zone 
  does not constitute “changing SPD” or require 
  the use of those rules — but remember that the 
  character’s first Phase in the Zone, regardless of 
  what Segment it occurs in, is taken up by the act 
  of having entered the Zone.)
  The subjective Phases of a character in the 
  Speed Zone are just like ordinary Phases. In a sub-
  jective Phase, a character can perform two Half 
  Phase Actions, or one Full Phase Action, and as 
  many Zero Phase Actions as he likes; if he performs 
  an Attack Action, his Phase ends. Other standard 
  HERO System rules about Actions and the like 
  apply unless the GM rules otherwise.
  A character in the Speed Zone can take 
  any Actions he could take in the normal-speed 
  world during his subjective Phases. He can move, 
  attack, read books, paint a picture, whatever he 
  wants. But his ability to act while other people 
  are “frozen in place” gives him a nigh-insur-
  mountable tactical advantage.
  With the GM’s permission a character can 
  Abort to enter the Speed Zone, since doing so slows 
  or stops attacks against him to the point where he 
  can protect himself from them. However, he may 
  only take defensive Actions while in the Zone after 
  Aborting; if he tries to perform any other types 
  of Actions, he immediately drops out of the Zone 
  back into the normal-speed world.
  Attacks Against The Normal-Speed World
  A character in the Speed Zone can attack char-
  acters and other targets in the normal-speed world. 
  By the rules governing the way the “dimension” of the 
  Speed Zone works, paying for Superspeed Touch and 
  Superspeed Sight lets a character see and aﬀect targets 
  in the normal-speed world in any way. A speedster 
  can punch someone with his ﬁst, pick up a gun and 
  shoot it at a target, ﬁre an Energy Blast, use a Combat 
  or Martial Maneuver, or use a speedster trick like Diz-
  zying Spin or Let’s Wrap This Up, all without paying 
  any further Character Points. (By the strict letter of 
  the rules, a character who wants to do these things 
  should buy Transdimensional for any attack or eﬀect 
  he wants to use against the normal-speed world. How-
  ever, the cost of doing so, on top of the cost of Speed 
  Zone Extra-Dimensional Movement, would become 
  prohibitive, so as a shortcut the rules presented here 
  simply require the character to buy Superspeed Touch 
  and extend its eﬀects to all attacks. Gamemasters who 
  want to be more strict about things should require 
  Transdimensional for any attack or eﬀect a character 
  wants to use against the normal-speed world, perhaps 
  allowing a character to buy a Variable Power Pool 
  solely for buying Transdimensional as a naked Advan-
  tage for any of his other powers.)
  
  Hero System 5th Edition
  260 ■ Adventure At Top Speed: Speedster Campaigning
  However, the eﬀects of the attacks a charac-
  ter makes and the Actions he takes don’t actually 
  occur, and are not felt, until he “drops out” of the 
  Speed Zone and re-enters the normal-speed world 
  (usually after he’s taken all his subjective Phases). 
  At that point, to the Slow POV suddenly all the 
  attacks and Actions seem to take place at once in a 
  split-second.
  Example:  While in the Speed Zone at the Femto-
  speed level, Kinetik decides to use his ﬁrst eight 
  subjective Phases to attack eight opponents in 
  the area. Four he Rapid-Fire Punches, two he 
  uses Grab By on to take away their weapons, 
  and two he uses his Sonic Boom Fingersnap 
  on. One by one he moves to the ﬁrst four and 
  punches each of them dozens of time in the 
  space of his subjective second of action. One by 
  one he moves to the next two and takes away 
  their guns. One by one he moves to the next 
  two and snaps his ﬁngers next to their ears, 
  though he’s moving so quickly there’s no sound 
  yet. On his ﬁnal subjective Phase, he makes a 
  Full Move away from the battleﬁeld so he has 
  a good view of the fun. Then he drops out of 
  the Speed Zone. It’s still DEX 30 in Segment 2. 
  Suddenly, to persons with the Slow POV, the 
  following simultaneously happen:  the ﬁrst four 
  targets get bashed around (and perhaps take 
  Knockback) as if someone had punched them 
  repeatedly; the weapons in the hands of the 
  next two vanish; two mini-sonic booms occur 
  next to the other two and Knock them Out; and 
  Kinetik seems to have instantaneously moved 
  from where he was to his current position... and 
  he’s got the two guns with him.
  Common and dramatic sense indicate that some 
  attacks and Actions are eﬀectively useless when per-
  formed by a character in the Speed Zone. For exam-
  ple, trying to Presence Attack persons in the normal-
  speed world is a waste of time, because to them the 
  character’s actions and words occur so quickly they 
  can’t perceive them (and thus can’t be aﬀected by 
  them). The GM has the ﬁnal say on what a character 
  in the Speed Zone can do, and what the eﬀects of his 
  actions are on the normal-speed world.
  Targets in the normal-speed world are at 
  DCV 0 and DECV 0 against attacks made by a 
  character in the Speed Zone — they’re eﬀectively 
  “frozen in place” and helpless against him. They 
  have no capacity to make attacks against him or 
  do anything else that might eﬀect him, even if they 
  have abilities that give them the Fast POV so they 
  can perceive what he’s doing. Only other charac-
  ters who can enter the Speed Zone themselves can 
  oppose him.
  Combat In The Speed Zone
  If there’s another character in the combat who 
  has an objective Phase that Segment and can enter the 
  Speed Zone, things might go a little diﬀerently. When 
  a character enters the Speed Zone, the GM must ask 
  any such characters if they, too wish to enter the Speed 
  Zone. If they do, they can enter the Speed Zone at the 
  same moment as the character even if their Phases 
  have not yet occurred in the Segment.
  At that point two or more characters are in 
  the Speed Zone and the GM begins tracking the 
  Zone’s subjective time as usual. (Of course, as usual 
  when a character’s ﬁrst subjective Phase in the 
  Zone occurs, he “loses” it to having used Enter The 
  Speed Zone.) The characters in the Zone get their 
  usual subjective Phases, and may choose to attack 
  other Speed Zone targets instead of normal-speed 
  world targets. If so, the standard rules about who 
  HEY, WHAT’S GOING ON 
  WITH THE LIGHTS?
  In campaigns stressing “realism,” such as some Iron 
  Age Champions games, characters in the Speed Zone 
  (at any level) or who have the Fast POV may have 
  trouble perceiving due to how they interact with 
  light, which itself moves at tremendous speeds. (Any 
  character in the Speed Zone is automatically in a 
  silent world, since he’s traveling faster than the speed 
  of sound; he can only hear speech and other sounds 
  made by characters who are also in the Zone.)
  At the Millispeed Level, lighting fed by alternating 
  current (AC) appears to constantly ﬂicker. Incandes-
  cent and halogen-based lights appear brighter and 
  dimmer as the lighting ﬁlament gets hotter and cooler. 
  Fluorescent lights strobe at a rate harmful to those 
  viewing it for extended periods of time (the human 
  brain cannot accept strobed input for long without 
  developing headaches, nausea, or pseudo-epileptic 
  symptoms). In game terms, the character suﬀers a 
  minimum of -1 to Sight PER Rolls, and may experi-
  ence a Drain of CON or STUN if he looks at ﬂuores-
  cent lights for 1 Turn or longer.
  At the Microspeed Level, characters can still see (they’re 
  not yet moving near the speed of light, which is approxi-
  mately 186,000 miles or 300,000,000 meters per second). 
  However, they may experience some visual distortions, 
  since light can only travel 300 meters in the microspeed 
  interval. In game terms, they suﬀer a -2 or greater Sight 
  PER Roll penalty in situations where the GM thinks that 
  would be appropriate.
  At the Nanospeed Level, visible light can only travel 
  0.3 meters, and frequencies of light are in this realm. 
  This may make it very diﬃcult to perceive things with 
  sight — characters suﬀer a -3 or greater Sight PER 
  Roll penalty in situations where the GM thinks that 
  would be appropriate.
  At the Picospeed Level, visible light can only travel 0.3 
  millimeters, which may eﬀectively plunge the speed-
  ster into a world of darkness. Characters suﬀer a -3 or 
  greater Sight PER Roll penalty in situations where the 
  GM thinks that would be appropriate.
  At the Femtospeed Level, all infrared and visible light 
  wave movement has stopped, and characters start to 
  see discrete ultraviolet rays. Characters suﬀer a -4 or 
  greater Sight PER Roll penalty in situations where the 
  GM thinks that would be appropriate.
  At the Attospeed Level, all ultraviolet light wave 
  movement has stopped. Characters suﬀer a -4 or 
  greater Sight PER Roll penalty in situations where the 
  GM thinks that would be appropriate.
  Of course, this level of “realism” isn’t appropriate 
  for many campaigns. In the interest of fun and dra-
  matic sense, the GM just lets the speedster go on 
  perceiving as normal.
  
  261 
  The Ultimate Speedster ■ Chapter Five
  acts ﬁrst in a Phase and the like apply. Characters in 
  the Speed Zone have their normal CVs and ECVs 
  against each other, use their normal DEXs to deter-
  mine who acts ﬁrst in a Phase, may use any ability 
  against each other as if they were in the normal-
  speed world, and so forth. Characters at faster levels 
  of the Zone have higher subjective Speed Zone 
  SPDs, giving them more subjective Phases to act in.
  Leaving The Speed Zone
  When a character chooses to leave the Speed 
  Zone — he “drops out,” in speedster parlance, since 
  he’s “dropping down” from Speed Zone speeds to 
  normal-speed world speeds — he returns to the 
  same objective Phase he was in at the same objectve 
  point in the DEX order at which he entered the 
  Speed Zone. He cannot choose a later point in the 
  Phase, or wait until a later Segment.
  Example:  Kinetik entered the Speed Zone in his 
  Phase in Segment 2 — in other words, on DEX 
  30 in Segment 2. He takes his full subjective 
  Turn’s worth of Speed Zone actions and then 
  must drop out of the Zone, since his Speed Zone 
  Extra-Dimensional Movement won’t let him 
  remain in his hyperaccelerated state for more 
  than 1 Turn. When he drops out, it’s still DEX 
  30, Segment 2. Any other normal-speed world 
  characters with DEX 30 who go after him get 
  to act, then the GM continues counting down 
  the DEX order to 29, 28, and so forth until the 
  Segment ends. Of course, this assumes Kinetik’s 
  activities in the Speed Zone haven’t already 
  ended the combat....
  Other Speed Zone Eﬀects
  Accessing the Speed Zone has other eﬀects 
  besides the ones described above.
  First, when a character enters the Speed 
  Zone, in effect time stops. All activity throughout 
  the normal-speed world (i.e., “Reality”) ceases as 
  far as the character is concerned. Only activity in 
  the Speed Zone itself, as discussed on page 254 
  under The Fast Point Of View, continues:  activity 
  on levels “above” the one the character occupies 
  occurs, but slowly to the character’s point of 
  view; activity on the character’s level seems to 
  be moving at ordinary speeds to his perspec-
  tive (i.e., those events take place as if occurring 
  over a subjective second of time); and activity on 
  levels “below” the one he occupies seems to be 
  moving correspondingly quickly.
  Thus, while a speedster’s in the Speed Zone, 
  all normal-speed world activity seems to slow 
  down or cease. For people in the normal-speed 
  world many physical laws seem to be temporar-
  ily suspended. Most people are “frozen in place,” 
  between ticks of the clock. If someone was fall-
  ing when a character activated his Speed Zone 
  Extra-Dimensional Movement, to the character’s 
  perception that person remains suspended in 
  mid-air (or, at worst, falling much more slowly) 
  until the character leaves the Zone. If someone’s 
  about to be hit by a car, everything is “sus-
  pended” in mid-collision. (Of course, being in 
  the Speed Zone gives the character a chance to 
  prevent these tragedies from occuring — he can 
  move the person out of the way of the car, and 
  gently lower the falling person to the ground, 
  so that they don’t get hurt. This is, in fact, the 
  main heroic use of the Speed Zone in many 
  adventures.) Similarly, most effects that would 
  ordinarly harm the character now cannot. For 
  example, he may be able to walk through a fire 
  or on the surface of a star and feel nothing; the 
  energy is moving so slowly (or is even “frozen”) 
  that it lacks the ability to harm him (or inflicts 
  much less harm, as judged by the GM). On the 
  other hand, if the character touches a sharp 
  object, like a blade, he can still cut himself; being 
  in the Speed Zone doesn’t remove the object’s 
  sharpness or its capacity to harm someone who 
  touches it. The GM should adjudicate other situ-
  ations as he sees fit.
  During the time a character spends in the 
  Speed Zone, no one and nothing in Reality ages, 
  decays, or otherwise suffers any effects from the 
  passage of time... because time isn’t passing. Even 
  the character himself doesn’t age because his per-
  ception and use of the “extra time” is only subjec-
  tive. However, many speedsters have Limitations 
  or Disadvantages that make them age faster than 
  normal because their powers “burn them up” 
  more quickly, and one possible explanation for 
  that might be all the time the character spends in 
  the Speed Zone.
  THE SPEED ZONE 
  AS “TIME STOP”
  Given the way the Speed 
  Zone works, characters 
  who have the power 
  to manipulate time 
  can use it as a form of 
  “Time Stop” instead 
  of hypervelocity. The 
  special eﬀect of their 
  form of Speed Zone 
  Extra-Dimensional 
  Movement is “Time 
  Stop Extra-Dimensional 
  Movement, “ in which 
  they freeze time and do 
  whatever they want for 
  the deﬁned period, then 
  let time resume ﬂowing 
  forward once more.
  
  Hero System 5th Edition
  262 ■ Adventure At Top Speed: Speedster Campaigning
  H
  ere are some new and expanded rules and 
  options pertaining to speedsters before and 
  during combat.
  SPEEDSTERS IN COMBAT
  Here’s some information about ﬁghting with 
  or against speedsters.
  Using Super-Speed  
  In Combat
  One of the occasionally frustrating things 
  about playing a speedster who can move at hyper-
  velocity is the restrictions the HERO System rules 
  seem to impose on the character’s use of the full 
  scope of his abilities. “I can move at the speed of 
  light out of combat, why can’t I do that in a battle?” 
  “I can break the sound barrier without breaking a 
  sweat, but I only have a 30” Combat Move?” “I can 
  clean my house in a microsecond; why can’t I take 
  Armadillo’s armor apart as an Attack Action?”
  The answer is, a speedster can do all of those 
  things, and more — he just has to pay for them. 
  One of the governing principles of the HERO 
  System is that you get what you pay for, you don’t 
  get abilities or attacks for free. For example, if a 
  character wants to run at the speed of light or 
  speed of sound in combat, all he has to do is pony 
  up the right amount of Character Points. That 
  means Running at 1,795,600,000” per Turn for the 
  speed of light (Running +224,446,000” for a SPD 8 
  character, costing 448,910,000 Character Points) or 
  1,992” per Turn for the speed of sound in air (Run-
  ning +243” for a SPD 8 character, costing a mere 
  486 Character Points).
  But of course there are other ways around 
  this “dilemma” — aﬀordable ways. Those ways are 
  known as “speedster tricks,” and you can ﬁnd hun-
  dreds of them already written up in Chapter Two. 
  A speedster doesn’t have to literally have enough 
  inches to run at, say, the speed of light in combat; 
  he just has to buy abilities with the special eﬀect 
  of “I can run at the speed of light in combat.” The 
  Speed Zone rules (pages 251-61) are particularly 
  helpful for this, if the GM allows them. Rather than 
  get frustrated by a supposed “limitation” of the 
  HERO System rules, use the rules creatively to do 
  an end run around the “restrictions” and create just 
  the sort of speedster you want.
  Combatting Speedsters
  Between their high DEXs and SPDs, large 
  amounts of movement, and amazing “speedster 
  tricks,” speedsters sometimes make very diﬃcult 
  opponents — and that doesn’t even take into 
  account the possibilities of the Speed Zone. Here 
  are some tips and tricks for ﬁghting these oh-so-
  frustrating opponents.
  PERCEIVING THE SPEEDSTER
  First, you can’t attack what you can’t see, so 
  you have to neutralize or remove a speedster’s 
  ability to act so fast he can’t be seen (which may 
  include buying abilities like Quicker Than The Eye 
  that literally provide a fast-moving speedster with 
  Invisibility). Speed Perception isn’t an appropriate 
  ability for most non-speedsters, but there are other 
  ways to ﬁgure out where the speedster is.
  First, even if they can’t buy Speed Perception, 
  characters may be able to obtain other abilities 
  that make eﬀective substitutes. Motion detectors, 
  for example, are a commonly-available technology. 
  While they might need to be souped up with a bit of 
  super-science or magic so they can perceive objects 
  moving as fast as a speedster can move, but that’s 
  not beyond the power of most PCs teams to do.
  Second, a character with suﬃciently acute 
  senses might be able to justify buying some Rapid 
  for them. For example, suppose a character’s powers 
  involve precise control over energy, and one of 
  his abilities is Radar. He might not have Rapid for 
  his Radar initially, but after ﬁghting speedsters 
  for a while he could train himself to focus on it so 
  precisely that he can even see objects and people 
  moving at hypervelocity.
  Third, even if characters can perceive a speed-
  ster as he acts, they may be able to “track” him by 
  the eﬀects he has on the environment. He probably 
  leaves footprints, friction marks, or other evidence 
  of his passage. The backdraft of his movement may 
  carry along lightweight objects for a short dis-
  tance, creating a sort of “arrow” that points directly 
  toward him. Clever characters may spill ﬂour or 
  the like onto the ground to make sure the speedster 
  leaves a “trail.”
  HINDERING THE SPEEDSTER
  A speedster’s primary assets are his DEX, SPD, 
  and movement, so a clever tactician ﬁnds ways to 
  remove or reduce those advantages. One of the best 
  weapons for doing this is Change Environment, 
  which allows characters to create a zone in which 
  SPEEDSTER 
  COMBAT
  
  263 
  The Ultimate Speedster ■ Chapter Five
  the speedster has to make a (heavily-penalized) 
  DEX Roll every Phase to keep his footing — for 
  example, a sheet of ice or a ﬁeld of frictionlessness. 
  A large enough CE ﬁeld, possibly with Personal 
  Immunity or Selective so the hero creating it and 
  his allies are safe from its eﬀects, can really take the 
  wind out of a speedster’s sails.
  Negative Adjustment Powers, like Drain, Sup-
  press, and Transfer, can also work wonders. DEX 
  and SPD are expensive, so removing a lot of them is 
  diﬃcult and costly, but in the end it’s often worth it 
  to slow the speedster down. Negatively Adjusting a 
  Movement Power may work even better, especially 
  with the cheaper modes of movement like Leap-
  ing and Swimming. For the ultimate in movement 
  deprivation, Entangle the speedster.
  You can also a hinder a speedster by interfer-
  ing with or blinding his Senses using Darkness, 
  Flash, or Images. If he can’t see where he’s going, his 
  movement abilities aren’t likely to help him much 
  — or at least he’s risking a painful collision.
  A more exotic tactic is to turn the speedster’s 
  speed against him by making it disadvantageous to 
  act frequently or move swiftly. For example, a Major 
  Transform could change the speedster so that every 
  potentially END-using action (including ones bought 
  to 0 END) that he takes costs x10 END. At that rate, 
  even the hardiest speedster burns out pretty quickly. 
  Tripping the speedster or making him lose his footing 
  (as with the Change Environment eﬀects described 
  above) can result in skids or collisions that are partic-
  ularly painful because of the speedster’s high velocity. 
  And if he happens to hit something sharp or jagged, 
  that may be the end of the road for him.
  HITTING THE SPEEDSTER
  With their high DCVs and defensive abilities, 
  speedsters are often hard to hit, but clever attackers 
  have several options for evening up the odds.
  First and foremost are area-aﬀecting attacks, 
  whether they’re inherently that way (Change Envi-
  ronment, Darkness) or have the Area Of Eﬀect 
  or Explosion Advantages. That neatly negates the 
  speedster’s DCV edge by attacking against DCV 3. 
  A One Hex Accurate attack has that feature with-
  out the problem of potential collateral damage. 
  For characters who lack such attacks, Spreading a 
  Ranged attack serves as a substitute.
  Second, try attacks that target the speedster 
  mentally:  Mental Powers and powers with the Based 
  On ECV Advantage. Most speedsters’ minds aren’t any 
  harder to hit than any other non-mentalist character’s 
  — not even a speedster can outrace the speed of 
  thought! The Line Of Sight and No Range Modi-
  ﬁer Advantages may also be helpful when targeting 
  speedsters with non-mental powers, since they often 
  use their movement abilities to maintain a generous 
  distance between themselves and attackers.
  Third, in genres that allow the Multiple Attackers 
  Bonus, gang up on the speedster to take advantage 
  of it. This may require some planning, since most 
  characters can’t keep up with a speedster, but even 
  one group attack may suﬃce to take a speedster out 
  of the ﬁght. Even if the Multiple Attackers Bonus isn’t 
  allowed, clever tactics by two or more characters may 
  go a long way to counteracting common speedster 
  defensive tactics. For example, if one character Holds 
  his Action, and the other makes an attack intended 
  to force the speedster to Abort to a Dodge or Flying 
  Dodge, the character who’s Holding can then launch 
  an area-aﬀecting attack the speedster can’t avoid by 
  Diving For Cover.
  PERCEPTION AT  
  HIGH VELOCITY
  The standard HERO System rules impose no 
  PER Roll penalty on characters who move quickly 
  — they can perceive just as well as any other char-
  acter. (However, characters using MegaMovement 
  abilities do have to buy special perception abili-
  ties to perceive well enough to avoid obstacles; see 
  page 264 of The HERO System 5th Edition, Revised 
  rulebook, and the Speed Perception and Swift Sight 
  powers in Chapter Two of this book.).
  For some campaigns, this may not seem 
  “realistic” or proper. At the GM’s option, you can 
  use the PER Roll modiﬁers in the accompanying 
  table. Characters can counteract this penalty by 
  buying the Rapid Sense Modiﬁer for a Sense or 
  Sense Group with the Limitation Only To Coun-
  teract Movement Penalties (-1). One purchase of 
  Rapid counteracts up to -2 worth of penalties; thus, 
  buying Rapid three times counteracts a -6 penalty 
  completely, and negates all but -2 of a -8 penalty.
  If the campaign uses the Speed Zone rules 
  described above, the Speed Perception ability (at 
  any level) also functions in the manner described 
  here. A character who can see super-fast move-
  ment can likewise perceive easily when he him-
  self moves at hypervelocities.
  At the GM’s option, the PER Roll penalties for 
  moving at high speed also apply to Navigation rolls. 
  This is most likely to be relevant when a character’s 
  moving so fast that he can’t easily perceive land-
  marks — he passes by them too quickly.
  If a character moves at high velocity through a 
  crowded area (such as most city streets, particularly 
  during daylight hours), the character may have to 
  make a PER Roll every Phase to spot obstacles. If 
  he fails, he collides with an obstacle. (Alternately, 
  the GM might let him make a DEX Roll with a 
  penalty equal to the amount he missed the PER 
  Roll by, to avoid the obstacle and keep moving; if 
  the roll fails, a collision occurs.)
  VELOCITY PERCEPTION 
  MODIFIERS
   
  Velocity 
  PER Roll Modiﬁer
   Up to 20” 
  -0
   
  21-40” 
  -1
   
  41-80” 
  -2
   
  81-160” 
  -3
   
  161-320” 
  -4
   
  321-640” 
  -5
   641-1,250” 
  -6
   ...and so on
  
  Hero System 5th Edition
  264 ■ Adventure At Top Speed: Speedster Campaigning
  USING SPEED
  The standard rules for SPD and Phases work 
  perfectly well for most campaigns and characters. 
  But in some instances, a GM may prefer to alter the 
  standard rules to make things easier, harder, or just 
  diﬀerent in his campaign.
  Changing SPD
  The rules on page 357 of The HERO System 
  5th Edition, Revised rulebook describe the stan-
  dard method for changing SPD and provide 
  an optional rule that allows for SPD changes 
  in mid-Turn. Here are some other options for 
  changing SPD in mid-Turn; they tend to be 
  easier to use than the rules in the rulebook, but 
  may also cause game balance problems.
  1.  Instead of waiting until both SPDs have a 
  Phase in the same Segment, the character can 
  act on his new SPD in the first Phase he would 
  have after any Segment in which his old SPD 
  would have had a Phase. For example, if a char-
  acter switches from SPD 6 to SPD 8 in his Phase 
  in Segment 8, under the standard optional rule 
  he’d have to wait until Segment 12 — the first 
  Segment in which both SPDs have a Phase — to 
  get an Action. Using this rule, he gets a Phase 
  in Segment 11. After Segment 8, the next Phase 
  that SPD 6 would ordinarily get is in Segment 
  10. Once Segment 10 passes, he starts to get the 
  Phases for SPD 8 — and the next Phase for SPD 
  8 after Segment 10 is in Segment 11.
  2.  The character immediately gets to start using the 
  Phases of his new SPD, but he cannot have more 
  Phases in a Turn than the higher SPD would allow. 
  For example, if a character switches from SPD 6 to 
  SPD 8 in his Phase in Segment 8, he immediately 
  starts using the SPD 8 Phases. After Segment 8, the 
  next Segment in which SPD 8 gets a Phase is Seg-
  ment 9, so the character gets a Phase then (and, 
  going forward, in Segments 11 and 12 of that Turn, 
  provided he gets no more than eight Phases in the 
  entire Turn).
  Optional SPD Systems
  Some HERO System gamers consider the SPD 
  Chart a little frustrating. It creates a level of pre-
  dictability that makes it easy for “power gamers” 
  and rulesmongers to exploit the system in ways that 
  diminish the fun of the game, and it tends to intro-
  duce an element of “sameness” into every combat. 
  If that’s the case in your campaign, you may want 
  to change the way SPD and Actions work. Several 
  options are discussed below.
  ROLLED SPEED
  One variant for the SPD Chart that gets rid of 
  at least some of the predictability mentioned above 
  is to have characters roll to see if they get a Phase in 
  each Segment. If the roll succeeds, they get a Phase, 
  in the normal order of DEXs.
  The main issue with this system is how to roll. 
  The GM needs to evaluate the possible methods 
  carefully to ensure balance within his group. Some 
  possibilities include:
  1. Get a twelve-sided die (d12). Each Segment every 
  character rolls a d12; characters who roll less than 
  or equal to their SPD get a Phase on that Segment. 
  On the average, that should give each character the 
  same number of Phases per Turn that he normally 
  gets... but they won’t occur in predeﬁned Segments.
  You could substitute 2d6-1 instead of 1d12, 
  but the bell curve that results from rolling two 
  dice means characters will get far fewer actions 
  than normal (or have to spend a lot more points 
  on SPD).
  The beneﬁt to this method is that it eliminates 
  predictability. The drawback is that it does such a 
  good job of eliminating predictability that it may 
  leave a character action-less for a long period of 
  time. If a player happens to get a string of unlucky 
  rolls, his character just has to stand there, unable to 
  do anything, which may not make much sense and 
  certainly leaves the player feeling frustrated.
  2. At the beginning of each Turn, each character 
  rolls 1d6 and adds his SPD, to a maximum of 12. 
  This indicates the number of Phases the character 
  gets in that Turn. The GM may assign those Phases 
  to the Segments indicated by the SPD of the same 
  number, or use some other method of allocation 
  (see below).
  The beneﬁt to this method is that it creates 
  variability; a character can never count on having 
  more Phases per Turn than his SPD plus one. 
  However, it also causes several potential problems. 
  First, it gives all characters at least +1 SPD, which 
  isn’t unbalanced (everyone gets it, after all) but can 
  slow the game down. Second, sometimes a rela-
  tively slow character may get more actions than a 
  relatively fast character — in fact, in a game where 
  the slow and fast characters aren’t separated by 
  more than a point or two of SPD, this could happen 
  frequently. That result may not be very satisfactory; 
  it may mean the dice are more important than the 
  SPD the character paid for. The same “the dice are 
  better than the SPD” problem can result in Heroic 
  games with characters who have low average SPDs 
  (3-4).
  3.  Each Segment, every character rolls 2d6-1 and 
  adds it to his SPD. If he gets a 12 or better, he gets a 
  Phase that Segment. Characters with SPD 12 thus 
  automatically get a Phase every Segment, and char-
  acters with SPDs of 9 or above will usually get one 
  every Phase thanks to the bell curve of the 2d6 roll.
  The beneﬁt to this system is that it should 
  allow every character roughly the same number of 
  Phases per Turn, but not in predeﬁned Segments. 
  The drawback is that it tends to give some char-
  acters more Phases than normal, which may slow 
  down combat.
  One drawback all of these methods have 
  is that they increase the time it takes to run a 
  combat. They add in some extra die rolling and 
  number-tracking in place of the SPD Chart’s 
  relative ease of use.
  
  265 
  The Ultimate Speedster ■ Chapter Five
  VARIABLE PHASES
  Instead of changing the number of Phases 
  a character has, you can change which Segments 
  they occur in.
  The easiest way to do this is to declare that all 
  characters get a number of Phases per Turn equal 
  to their SPDs — but they can use those Phases 
  in any Segments they wish. For example, a SPD 5 
  character could choose to take his Phases on Seg-
  ments 2, 3, 7, 9, and 12 during one Turn, and on 
  Segments 2, 4, 5, 10, and 12 the next Turn. To keep 
  characters from abusing this rule (by, for example, 
  acting in Segments 1-4 and then acting in Segment 
  5 to Martial Dodge with all Combat Skill Levels 
  in DCV), the GM may require characters with 
  SPDs below 7 to skip at least one Segment between 
  Phases (really low SPDs, such as 2-3, may have to 
  skip two or more Segments).
  Another possibility is to use the same distribu-
  tion pattern for a character’s Phases, but randomly 
  determine which Segment they start on. At the begin-
  ning of each Turn, every character rolls ½d6; the 
  number rolled indicates the Segment the character’s 
  Phases begin on. For example, if a SPD 5 character 
  rolled a 1, his Phases would occur on 1, 3, 6, 8, and 10 
  — the same pattern as SPD 5, but on diﬀerent Seg-
  ments. In some cases the GM may need to alter the 
  distribution pattern to ensure every character gets his 
  full number of Phases per Turn.
  COUNTDOWN
  In a “countdown” system for initiative, each 
  character has a certain number of initiative dice; 
  the faster the character, the more dice. At the begin-
  ning of a combat round, all characters roll their 
  initiative dice. Starting with the highest number 
  rolled, the GM counts down to 0. Each character 
  gets one action on his highest number rolled, and 
  another action every X steps below that. Thus, the 
  higher the number a character rolls, the more times 
  he gets to act in that round.
  To simulate this sort of initiative in the HERO 
  System, you need to do two things:  (a) decide how 
  many dice to roll, and how characters buy them, 
  and (b) how to count down (i.e., how many points 
  to subtract between actions). For example, perhaps 
  characters roll a number of initiative dice equal to 
  their SPD, and then you subtract 4 points between 
  actions. That would yield a number of actions per 
  Turn roughly equal to the character’s SPD, but with 
  the possibility of sometimes going more or fewer 
  times. If you wanted to allow more actions, you 
  could reduce the subtractor; to allow fewer actions, 
  increase it.
  Example:  Andy decides to use a “countdown” 
  system for initiative in his Champions game. 
  Every character rolls dice equal to his SPD to 
  get an “action total.” A character gets a Phase 
  on his action total, then gets one more Phase 
  every 4 points below that. A character can Hold 
  his Action to a later point in the countdown, 
  but must use it before his next number comes 
  up. If two character have a Phase on the same 
  number, the one with the highest DEX goes 
  ﬁrst; if DEXs are tied, highest INT goes ﬁrst; 
  if INTs are tied, the highest PRE goes ﬁrst; if 
  PREs are tied, neither character gets an action 
  because Andy is now incredibly annoyed at 
  both of them.
  At the start of a battle, Defender (SPD 5) and 
  Ankylosaur (SPD 4) roll initiative dice. Defender 
  rolls 5d6 and gets 16; Ankylosaur rolls 4d6 and 
  gets 19. Ankylosaur clearly has the upper hand 
  in this battle in terms of initiative!
  The combat starts on 19, and Ankylosaur gets 
  an action. He also acts in 15, 11, 7, and 3 — he 
  gets one more action than he could expect on the 
  average since he rolled well. On the other hand, 
  Defender goes in 16, 12, 8, and 4, so he doesn’t 
  act quite as often as he normally would.
  OBTAINING EXTRA PHASES
  Many gamers like the SPD Chart as a concept, 
  but ﬁnd it somewhat rigid and inﬂexible in a rules 
  system that otherwise has a high degree of ﬂex-
  ibility and customizability. They want to provide an 
  option for characters to take extra Phases, or move 
  their Phases to diﬀerent Segments, at the cost of 
  some penalty.
  One such system focuses on CV. A character 
  can move a Phase down the SPD Chart (i.e., take 
  his Phase earlier) for a -1 CV penalty per Segment 
  (this applies to both OCV and DCV). The penalty 
  lasts until the character skips a future Phase (i.e., 
  does nothing, not even taking a Recovery). If a 
  character takes multiple Phases early, the penalties 
  are cumulative, and he must skip one Phase per 
  penalty to remove the penalties.
  Example:  A character with SPD 5 decides he 
  wants to take his Phase in Segment 5 in Seg-
  ment 4 instead. He does so, suﬀering a -1 CV 
  penalty. He keeps that penalty until the end 
  of the Turn, unless he skips one of his Phases 
  (in Segment 8, 10, or 12). If he decides to take 
  his Segment 8 Phase in Segment 6, he suﬀers 
  another -2 CV penalty for a total of -3 CV. He 
  skips his Phase in Segment 10, which reduces 
  the penalty to -2.
  A character can still Abort to a defensive 
  action using the normal rules. This has no eﬀect on 
  CV, but of course forces the character to do nothing 
  in his next Phase.
  On the other hand, at the GM’s option a char-
  acter who delays his Phase by one Segment gets 
  a +1 CV bonus per Segment delayed. This is not 
  the same as Holding an Action. Holding gains no 
  such bonus, but lets the character act whenever he 
  wants to or a speciﬁed condition occurs; a delayed 
  Phase can only be taken on a future Segment at the 
  character’s DEX in the initiative order.
  Additionally, a character may take extra Phases 
  if he wants to, but the penalty is more severe:  -3 
  CV per extra Phase. If a character takes multiple 
  extra Phases, the penalties are cumulative; extra 
  Phase penalties are also cumulative with early 
  Phase penalties. Characters cannot remove this 
  penalty; it lasts until the combat ends or the GM 
  decides it vanishes.
  
  Hero System 5th Edition
  266 ■ Adventure At Top Speed: Speedster Campaigning
  EXTENDED RANGE MODIFIER TABLE
   Range
   Modiﬁer Distance 
  KM 
  Notes
   -0 
  Up to 4” 
  — 
  4-lane highway width, height of 2 average building stories or an elevator
   -2 
  5-8” 
  —
   -4 
  9-16” 
  —
   -6 
  17-32” 
  —
   -8 
  33-64” 
  — 
  50” is length of a football ﬁeld
   -10 
  65-125” 
  0.25 km 
  An average city block is 80”; the Washington Monument is 84” tall; Seattle’s 
  Space Needle is 92” tall
   -12 
  126-250” 
  0.5 km 
  The speed of sound in air is approximately 172”/second; Chicago’s Sears 
  Tower is 222” tall
   -14 
  251-500” 
  1 km 
  The Eiﬀel Tower is 300” tall; elevation of the lowest clouds (1 km)
   -16 
  501-1,000” 
  2 km 
   -18 
  1,001-2,000” 
  4km 
  Average depth of Earth’s oceans
   -20 
  2,001-4,000” 
  8 km 
  Mt. Everest is 4,422” tall
   -22 
  4,001-8,000” 
  16 km 
  11-20 km/sec is Earth’s escape velocity
   -24 
  8,001-16,000” 
  32 km 
  Elevation of the highest clouds
   -26 
  16,001-32,000” 
  64 km 
  Diameter of the Chicago city limits
   -28 
  32,001-64,000” 
  125 km 
  Diameter of the Los Angeles metropolitan area
   -30 
  64,001-125,000” 250 km 
  Grand Canyon is approximately 349 km long
   -32 
  125,001-250,000” 500 km 
  North-south length of England and Scotland
   -34 
  250,001-500,000” 1,000 km 
  640 km is thermosphere (atmosphere) boundaries, FTL permitted
   -36 
  500,001-1 mil” 
  2,000 km 
   -38 
  1.1-2 mil” 
  4,000 km 
  Diameter of the Moon; the continental US has a “diameter of approximately 
  4,600 km
   -40 
  2.1-4 mil” 
  8,000 km 
  North-south length of Africa
   -42 
  4.1-8 mil” 
  16,000 km The Earth is 12,740 km in diameter
   -44 
  8.1-16 mil” 
  32,000 km Geosynchronous orbit of Earth
   -46 
  16.1-32 mil” 
  64,000 km Earth’s circumference is 40,038 km
   -48 
  32.1-64 mil” 
  125,000 km Diameter of Saturn or Jupiter
   -50 
  64.1-125 mil” 
  250,000 km 
   -52 
  125.1-250 mil” 
  500,000 km The speed of light in a vacuum is 299,792 km/sec (149,896,000”); distance from 
  Earth to the Moon (202 million”)
   -54 
  250.1-500 mil” 
  1 mil km 
   -56 
  500.1 mil-1 bil” 
  2 mil km 
  Diameter of the Sun
   -58 
  1.1-2 bil” 
  4 mil km 
   -60 
  2.1-4 bil” 
  8 mil km 
   -62 
  4.1-8 bil” 
  16 mil km 
   -64 
  8.0-16 bil” 
  32 mil km 
   -66 
  16.1-32 bil” 
  64 mil km 
   -68 
  32.1-64 bil” 
  125 mil km The distance from the Earth to the Sun (1 Astronomical Unit, or AU) is 150 
  million km (see Astronomical Units Table)
   -70 
  64.1-125 bil” 
  250 mil km 2 AUs
   -72 
  125.1-250 bil” 
  500 mil km 4 AUs 
   -74 
  250.1-500 bil” 
  1 bil km 
  8 AUs; Uranis is 6.7 AUs from the Sun
   -76 
  500.1-1 tril” 
  2 bil km 
  16 AUs
   -78 
  1.1-2 tril” 
  4 bil km 
  32 AUs; Pluto is 25 AUs from the Sun
   -80 
  2.1-4 tril” 
  8 bil km 
  64 AUs; the Oort cloud (on the edge of the Solar System) is 65 AUs from the Sun
   -82 
  4.1-8 tril” 
  16 bil km 
  125 AUs
   -84 
  8.1-16 tril” 
  32 bil km 
  250 AUs
   -86 
  16.1-32 tril” 
  64 bil km 
  500 AUs
   -88 
  32.1-64 tril” 
  125 bil km 1,000 AUs
   -90 
  64.1-125 tril” 
  250 bil km 2,000 AUs
   -92 
  125.1-250 tril” 
  500 bil km 4,000 AUs
   -94 
  250.1-500 tril” 
  1 tril km 
  8,000 AUs
   -96 
  500.1-1 quad” 
  2 tril km 
  16,000 AUs
   -98 
  1.1-2 quad” 
  4 tril km 
  32,000  AUs
   -100 
  2.1-4 quad” 
  8 tril km 
  64,000 AUs; 1 light-year is 63,072 AUs
   -102 
  4.1-8 quad” 
  16 tril km 
  125,000 AUs, or 2 light-years
   -104 
  8.1-16 quad” 
  32 tril km 
  250,000 AUs; the distance from Sol to Alpha Centauri (the nearest star)  
  is 270,000 AUs
   -106 
  16.1-32 quad” 
  64 tril km 
  500,000 AUs, or 8 light-years
   -108 
  32.1-64 quad” 
  125 tril km 1 million AUs, or 16 light-years
   -110 
  64.1-125 quad” 
  250 tril km 2 million AUs, or 32 light-years
   -112 
  125.1-250 quad” 500 tril km 4 million AUs, or 64 light-years
   -114 
  25.1-500 quad” 
  1 quad km 8 million AUs, or 125 light-years
   -116 
  500.1-1 quin” 
  2 quad km 16 million AUs, or 250 light-years
  To obtain the distance in miles, multiply kilometers by 0.6214.
  mil:  Million • bil:  Billion • tril:  Trillion • quad:  Quadrillion • quin:  Quintillion
  
  267 
  The Ultimate Speedster ■ Chapter Five
  Example:  Continuing the example from above, 
  after skipping his normal Phase in Segment 10, 
  the character decides he needs to take an extra 
  Phase in Segment 11. This adds -3 to his CV 
  penalty, for a total of -5 (remember, he elimi-
  nated one -1 penalty by skipping his Phase in 
  Segment 10). Good luck!
  At the GM’s option, all penalties may disap-
  pear when the Turn ends. This could encourage 
  character to add or advance Phases late in the 
  Turn, though, so consider this rule carefully 
  before implementing it.
  Of course, CV isn’t the only thing a system like 
  this could penalize. The rule could instead impose 
  a DEX reduction (say, -2 DEX per early Phase or 
  -4 per extra Phase), for example. The GM may 
  also want to include other restrictions, such as not 
  allowing the use of Optional Combat Maneuvers or 
  multiple-Power attacks on early or extra Phases.
  The GM should examine carefully any Skill 
  Levels (of any type) bought to counteract the 
  early/extra Phase penalties. The proper way for 
  a character to obtain more Phases with points is 
  to buy more SPD, not to eliminate the early/extra 
  Phase penalties.
  RELATED RULES CHANGES
  If you change the way SPD works, you may 
  need to change the way some other rules work. For 
  example, you may want to eliminate the Post-Seg-
  ment 12 Recovery, or change the way the points 
  gained/removed by use of an Adjustment Power 
  fade/return. As with any other major new rule 
  introduced into the game, be prepared to change or 
  abandon it if it proves unworkable.
  THE RANGE MODIFIER
  Speedsters can cover so much ground that 
  they may be able to attack targets a long way away, 
  or have to make PER Rolls at great distances for 
  purposes of Navigation. To assist the GM with 
  determining how diﬃcult this can be, the accompa-
  nying Extended Range Modiﬁer Table expands on 
  the standard Range Modiﬁer reference table.
  Extended out far enough, the Range Modi-
  ﬁer begins to involve Astronomical Units (AUs) 
  — the distance from Earth to the Sun. Some cosmic 
  speedsters might ﬁght on battleﬁelds that large.
  COMBAT MODIFIERS
  For the most part, Combat Modiﬁers work the 
  same for speedsters as for any other type of charac-
  ter. Here are notes on a few.
  MOVEMENT
  Under the standard HERO System rules, 
  moving (i.e., using a Movement Power) doesn’t 
  impose any sort of combat modifier on a char-
  acter. It doesn’t alter his OCV, give him a higher 
  DCV, or the like. Sometimes Combat/Martial 
  Maneuvers that involve movement provide CV 
  modifiers, and the Velocity-Based DCV rules 
  may change a character’s DCV if the GM chooses 
  to use them. But the standard rule is that no 
  matter how fast or slow a character chooses to 
  move, moving in and of itself doesn’t affect his 
  CV or the like. Similarly, there’s no Attack Roll 
  penalty for trying to hit a moving target.
  But, as always, the GM can change this if he 
  wants to. For example, a GM might decide that per-
  forming a Half Move in a Phase imposes a -1 OCV 
  penalty on a character. Another GM might want 
  characters moving quickly to be harder to hit, so he 
  applies the PER Roll penalty listed in the table on 
  page 263 as a bonus to characters’ DCVs.
  ENCUMBRANCE
  Don’t forget that Encumbrance can really slow 
  down a character, as well as reducing his DCV. 
  Many speedsters can move fast but aren’t particu-
  larly strong, which makes them vulnerable to the 
  eﬀects of Encumbrance.
  SURPRISE MOVE
  Because they move around so much, speed-
  sters may frequently try to get Surprise Move 
  bonuses by attacking targets from behind, moving 
  in unexpected ways, and so forth. This is perfectly 
  legitimate — after all, the speedster paid good 
  Character Points for his abilities, so he should get 
  to take full advantage of them. But it can also slow 
  down the game and cause game balance problems 
  if it’s done too much. Don’t forget that if charac-
  ters get used to a speedster’s swiftness and tactics, 
  they’re not very surprising anymore, so the speed-
  ster should get no bonus or a lesser bonus.
  
  Hero System 5th Edition
  268 ■ Adventure At Top Speed: Speedster Campaigning
  COMBAT AND MARTIAL 
  MANEUVERS
  Here’s more information about Combat 
  Maneuvers that speedsters favor or which are par-
  ticularly useful for them, including some new ones 
  the GM can introduce into the campaign if desired.
  ADDING DAMAGE WITH VELOCITY
  There’s no general rule in the HERO System 
  that says “velocity adds to damage.” If a character 
  wants his velocity to increase the damage or eﬀect 
  of his attack, he has to use a Maneuver involving 
  velocity, such as Grab By, Move By, Move Through, 
  or Passing Strike. The individual rules for these 
  Maneuvers, as well as the rules on pages 406-07 of 
  The HERO System 5th Edition, Revised rulebook, 
  discuss how velocity from these Maneuvers aug-
  ments damage.
  Characters can perform velocity-augmented 
  Maneuvers like Grab By, Move Through, and 
  Passing Strike with their Noncombat Movement 
  — it’s diﬃcult, due to the OCV and DCV modi-
  ﬁers imposed by moving at Noncombat speeds, 
  but possible. In this case, the velocity bonus for the 
  maneuver depends on how fast the character’s actu-
  ally moving (it’s not restricted to his Combat Move-
  ment). For example, a STR 10 character with Flight 
  30”, x8 Noncombat who performs a Move Through 
  at 240” does (2d6 + (240/3=80) =) 83d6 damage 
  — he’s not limited to adding just 10d6 (from his 
  30” Combat Movement). Of course, he has almost 
  no chance to hit his target, and is likely to really 
  hurt himself with the half damage, but sometimes a 
  hero’s gotta do what a hero’s gotta do.
  Standard Combat Maneuvers
  Most of the Standard Combat Maneuvers 
  work normally for speedsters, but a few have spe-
  cial aspects or applications.
  DISARM BY 
  This optional new Combat Maneuver allows 
  a speedster to move past someone and Disarm 
  them, in effect combining some aspects of 
  Move By with Disarm. It requires at least a Half 
  Move, and can be performed with a Full Move if 
  desired. It imposes a -4 penalty on OCV and a 
  -2 on DCV. If the Attack Roll succeeds, the char-
  acter engages in a STR Versus STR Roll Contest 
  to see if he Disarms the target, and his velocity 
  divided by 5 adds to his STR (not his STR dice) 
  only for purposes of succeeding with the Disarm. 
  Otherwise, standard rules for Disarm apply. In 
  particular, remember that a Disarmed object 
  goes flying ½d6 hexes in the direction of the 
  strike — the character does not get to take it away 
  and keep it (that requires a Grab By).
  Characters can make Multiple Disarm Bys if 
  they so desire, at the same additional penalty as for 
  Multiple Move Bys. They cannot combine Disarm 
  By with Move By, taking objects away from some 
  targets and hitting others.
  At the GM’s option, a character performing 
  a Disarm By can make a Sleight Of Hand roll to 
  replace the Disarmed object with some other object 
  he’s already holding.
  GRAB
  Sometimes a character Grabs a moving char-
  acter, either using a normal Grab or via Telekinesis. 
  When a moving character is Grabbed, he imme-
  diately gets a standard Casual STR Roll to break 
  out. If the GM is using the optional rule on page 
  207 regarding the eﬀect of movement on STR, then 
  the character’s Casual STR may be calculated with 
  that in mind if the GM permits (but keep in mind 
  that ordinarily those rules require movement to be 
  devoted to STR; the character doesn’t get to move 
  and apply his movement to increase his STR). If the 
  roll succeeds, the character keeps moving until the 
  end of his declared inches of movement (assuming 
  he wasn’t there already). If the roll fails, the char-
  acter is reduced to 0” of movement and remains 
  in the hex where he was Grabbed; he has to break 
  out in the usual fashion, without gaining any STR 
  beneﬁt from movement. Being slowed to 0” this 
  way does not damage or harm a moving character 
  (though it may expose him to harm in the form of 
  other attacks and the like).
  Typically a Grabbed character cannot use a 
  Movement Power to keep moving while Grabbed, 
  dragging the person Grabbing him along for the 
  ride. The GM may choose to allow this based on 
  the special eﬀects involved, the situation, game bal-
  ance, dramatic sense, and other factors, but if so the 
  moving character may be subject to Encumbrance 
  rules for carrying so much weight.
  Grab And Throw Velocity 
  With the GM’s permission, a character can 
  Grab another character, move with that character, 
  and then Throw the character so that the thrown 
  character can perform a Disarm By, Grab By, Move 
  By, or Move Through using the velocity of the 
  character who Grabbed-moved-Threw to calcu-
  late the damage/eﬀect. Typically this causes fewer 
  game balance problems with Disarm By and Grab 
  By than Maneuvers that cause damage, but each 
  GM has to decide what’s best for his campaign. If 
  the GM permits this, the STR damage the Thrown 
  character can apply is limited to his own or the 
  throwing character’s STR, whichever is less. A 
  Thrown character performing a Move By/Through 
  takes half/full damage, per the usual rules for those 
  Maneuvers. The character doing the moving and 
  Throwing has to make an Attack Roll to Throw the 
  Grabbed character to the right place to perform 
  the desired Maneuver; the Thrown character has to 
  make an Attack Roll to hit the target.
  GRAB BY
  Speedsters love using this maneuver, since it 
  simulates the classic trick of “move past someone 
  at hyper-velocity and snatch something out of his 
  hand.” They often buy Combat Skill Levels with it 
  to improve their chances to hit, or abilities that give 
  them bonus STR with it (see Battering Ram and 
  Run-By Grabbing in Chapter Two for examples).
  CARRYING  
  COMBATANTS
  Sometimes a character 
  wants to carry a friendly 
  combatant, allowing that 
  other character to gain 
  the beneﬁts of his move-
  ment while still being able 
  to attack. The GM may 
  permit this, subject to the 
  following restrictions.
  First, the character has to 
  have a Casual STR suf-
  ﬁcient to lift the passenger 
  (remember, a character’s 
  full STR indicates an 
  amount of weight he can 
  pick up and stagger with 
  for a step or two — far 
  more than a speedster or 
  any other character could 
  easily carry around the 
  battleﬁeld). A character 
  may not use STR “gained” 
  from movement (see page 
  207) for this purpose 
  unless the GM so permits. 
  The Encumbrance rules 
  still apply.
  Second, this requires the 
  carrying character to 
  Grab the carried charac-
  ter, which has the stan-
  dard eﬀect on both their 
  CVs (see pages 387-88 of 
  The HERO System 5th Edi-
  tion, Revised rulebook).
  Third, carrying a charac-
  ter this way constitutes 
  a Full Phase Action no 
  matter how many of his 
  inches of movement the 
  carrying character uses.
  Fourth, the carried char-
  acter has his own DCV 
  or the carrying character’s 
  DCV, whichever is less. In 
  addition to the penalties 
  for being Grabbed (see 
  above), his OCV suﬀers a 
  penalty equal to the car-
  rying character’s velocity 
  divided by 10 (vel/10), 
  representing the bumpi-
  ness of the ride and the 
  awkwardness of the situ-
  ation. However, for every 
  5 STR above his Casual 
  STR that the carrying 
  character uses to “stabi-
  lize” the passenger (which 
  of course costs END), 
  reduce the passenger’s 
  OCV penalty by 1 (to a 
  minimum of -1).
  
  269 
  The Ultimate Speedster ■ Chapter Five
  At the GM’s option, a character performing a 
  Grab By can make a Sleight Of Hand roll to replace 
  the Disarmed object with some other object he’s 
  already holding.
  A character cannot end a Grab By with a Move 
  Through, unless the GM lets him do it as a mul-
  tiple-Power attack or Sweep.
  MOVE BY
  For obvious reasons, Move By is an extremely 
  popular Combat Maneuver for speedsters; in some 
  ways it’s their “signature” Maneuver, the way Hay-
  maker can be for strong characters. Here are some 
  additional rules for it.
  A character can add his HA damage to his 
  Move By (or Move Through) damage, provided 
  the GM believes that makes sense based on 
  the special effects of the HA and the Combat 
  Maneuver. For example, if the HA is defined as a 
  club, a character might be able to run past some-
  one and smash them with it, but if it’s defined as 
  electrifying his fist that might not affect Move By 
  damage at all. In some cases, such as the Batter-
  ing Ram speedster power in Chapter Two, a char-
  acter might buy HA with a Limitation indicating 
  that it only works with Move By. In any event, the 
  damage from the HA dice should not be halved, 
  though the GM is free to do so if he feels that’s 
  necessary to maintain game balance.
  A character cannot end a Move By with a 
  Move Through, unless the GM lets him do it as a 
  multiple-Power attack or Sweep.
  MOVE SLAM 
  A Move Slam is a new Combat Maneuver that 
  lets a character pick up a target, move with it, and 
  then let it go or throw it so it slams into a wall, the 
  ground, another character, or the like and takes 
  damage. The damage depends on the character’s 
  velocity more than his STR.
  A Move Slam imposes no CV modifiers of 
  its own. However, since it involves Grab, any 
  character performing a Move Slam automatically 
  suffers the standard CV penalties for Grabbing a 
  character (see pages 387-88 of The HERO System 
  5th Edition, Revised). Thus, he’ll be at ½ DCV 
  against other attackers (including the Grabbed 
  target) and at full OCV against the Grabbed 
  target but ½ OCV against other targets. At the 
  GM’s option, if the target is unconscious, is an 
  inanimate object, or is otherwise unresisting, the 
  characters suffers only the standard -1 OCV, -2 
  DCV penalties for Grab.
  To perform a Move Slam, a character must ﬁrst 
  Grab his target. This is a separate Attack Action, 
  not part of the Move Slam. Thus, at a minimum 
  a Move Slam takes two Phases (one to Grab, one 
  to Move Slam), though these Phases don’t have to 
  be consecutive. A character could Grab his target, 
  carry that target around for several Phases (during 
  which the target might try to break free, of course), 
  and then Move Slam him. The character might not 
  even have to Grab the target at ﬁrst; he could Move 
  Slam someone who voluntarily agreed to be carried 
  along by him.
  After the character Moves with his Grabbed 
  target, he can Slam him. To do so, he must have 
  something reasonably solid to slam him into — a 
  wall or the ground, typically; it all depends on the 
  angle of his movement and the circumstances. In 
  some cases he may want to Slam the target against 
  another target (see below). In most cases the char-
  acter moves to within 2” of what he’s Slamming the 
  target into and then “throws” or drops the target 
  into it. If the character wants to Throw the target 
  a greater distance than 2”, use the Throwing Table 
  on page 35 of the HERO System 5th Edition, Revised 
  rulebook to see if he can do so; in that case penal-
  ties for Throwing an unbalanced and/or unaerody-
  namic object may apply.
  To Slam a target, the character must succeed 
  with an Attack Roll. If the roll succeeds, the target 
  takes ((STR/2) + (velocity/3)) in d6 of Normal 
  Damage and is in the hex occupied by the object 
  he was Slammed into. (The GM may convert this 
  to the equivalent DCs of Killing Damage if what 
  the target’s Slammed against is sharp, jagged, or the 
  like.) If the roll fails, the target takes no damage at 
  all and is in the hex his attacker occupied when he 
  made the Attack Roll or the hex occupied by the 
  object he was supposed to Slam into, whichever 
  he prefers. Whether his Attack Roll succeeded or 
  failed, the character no longer has a hold on the 
  target — the Grab has ended. To perform another 
  INAPPLICABLE 
  MOVEMENT
  Characters may not 
  perform Disarm Bys or 
  Grab Bys with Extra-
  Dimensional Movement, 
  FTL Travel, Teleporta-
  tion, any MegaScaled 
  form of movement, or 
  Telekinesis. However, 
  they may perform them 
  at Noncombat Move-
  ment speeds with other 
  forms of movement 
  (though this means the 
  character has a base 
  OCV of 0; see page 204).
  STUNNING AND MOVEMENT
  Because a character takes half or full damage from his 
  own Move By/Through, he could Stun or Knock him-
  self Out by performing the Maneuver. 
  With a Move By, the character has to plot his entire 
  movement path before performing the maneuver, 
  as detailed in the text. If he’s Stunned or Knocked 
  Out, the plotted movement pay still applies, even if it 
  means he’s tumbling along the ground, unconscious, 
  due to momentum. (See the Uncontrolled movement 
  rules on page 220 for more detailed rules.)
  With a Move Through, the character should have 
  already declared which of the three “follow-through” 
  options — move with the target, keep moving to the 
  end of his own movement, or stop in the hex where 
  he hit the target —  he wants to use. If he’s Stunned 
  or Knocked Out, the declared condition still applies, 
  even if it means tumbling along the ground, uncon-
  scious, due to momentum.
  Alternately, the GM could declare, based on special 
  eﬀects, the circumstances, common sense, and dra-
  matic sense, that the character stops moving where he 
  is when Stunned or Knocked Out.
  ADVANTAGES ON STRENGTH
  Sometimes a character has an Advantage on his 
  STR that aﬀects how the target takes damage (such 
  as Armor Piercing or Penetrating). In that case, the 
  damage he takes from performing a Move By or Move 
  Through does not have that Advantage on it (unless 
  the GM decides it should). Such Advantages have no 
  eﬀect on Disarm Bys or Grab Bys.
  
  Hero System 5th Edition
  270 ■ Adventure At Top Speed: Speedster Campaigning
  Move Slam on the target, the character has to Grab 
  the target again and start moving.
  Slamming One Target Into Another
  Sometimes a character wants to Move Slam 
  one target into another — in other words, Slam 
  one enemy into another enemy so they both take 
  damage. To do this, the character must succeed 
  with his Slam attack at a Weapon Size/Shape pen-
  alty of -2 OCV (if the Grabbed target is uncon-
  scious) or -4 OCV (if he’s awake). These penalties 
  are in addition to any the character suﬀers for per-
  forming a Grab. If the Attack Roll succeeds, both 
  targets takes standard Move Slam damage.
  MOVE THROUGH
  Move Through is also popular with speed-
  sters, though less so than Move By since they don’t 
  depend as much on STR and are often a little too 
  fragile to take half damage repeatedly. Here are 
  some additional notes and rules for the Maneuver.
  A character can add his HA damage to his 
  Move Through damage, provided the GM believes 
  that makes sense based on the special eﬀects of 
  the HA and the Combat Maneuver. For example, if 
  the HA is deﬁned as a club, it might not be of any 
  use when running right into someone, but an HA 
  deﬁned as having large, blunt horns might add to 
  a Move Through. In some cases a character might 
  buy HA with a Limitation indicating that it only 
  works with Through (like the Battering Ram power 
  in Chapter Two).
  Characters cannot perform “Multiple Move 
  Throughs.” See page 397 of of The HERO System 5th 
  Edition, Revised regarding Sweep Move Throughs.
  If a character performs a Move Through 
  on a target, the situation may arise in which the 
  Knockback roll indicates the attack would do 
  Knockback, but the target can’t take Knockback 
  (perhaps because he’s standing against a wall, or 
  the like). In that case, the character takes only 
  half damage from his own Move Through — he 
  “did” Knockback, even if the target didn’t actually 
  move. However, in the interest of common sense 
  and dramatic sense, the GM may, if he wishes, 
  rule that this was the equivalent of “no Knock-
  back” and apply full damage.
  Optional Combat Maneuvers
  Most of the Optional Combat Maneuvers 
  work normally for speedsters, but a few have spe-
  cial aspects or applications.
  COVER
  This Maneuver tends to work poorly against 
  speedsters because of their high DEXs... unless 
  it’s performed by another speedster, of course. 
  On the other hand, speedsters may find it very 
  useful against other characters. In fact, properly 
  employed it’s a great way to simulate the effect of 
  super-speed — the speedster moves so quickly he 
  can hit people who don’t even know he’s got the 
  drop on them. See Superspeed Coverage, page 84, 
  for a related speedster trick.
  DIVE FOR COVER
  Because it allows them to move while avoid-
  ing an attack, Dive For Cover is popular with 
  speedsters. Here are some additional rules and 
  notes regarding it.
  A character can Dive For Cover two or more 
  times in a row, provided the special effects and 
  timing allow for that. For example, a character 
  who Dives For Cover and ends up prone, but 
  is attacked in a later Segment before he’s had a 
  chance to get to his feet, might not be allowed 
  to Dive For Cover again, since he hasn’t had a 
  chance to reorient himself and get into a position 
  that would allow him to move quickly again. But 
  in some campaigns, the GM might let characters 
  who are “prone” Dive For Cover by scrambling, 
  rolling, or crawling out of the way.
  A character ordinarily cannot Grab another 
  character and Dive For Cover with or for him, but 
  sometimes the GM may permit this. See Rescuing 
  Other Characters, page 272, for further discussion.
  HIPSHOT AND HURRY
  Like Cover, these two Maneuvers can help to 
  simulate super-speed. In the (usually rare) situation 
  where a speedster ﬁnds himself outclassed in the 
  DEX department, he can invoke these abilities to 
  make himself even faster... albeit at a price.
  The text of and rules for these Maneuvers 
  implies that they’re used for attacking. The GM can 
  allow them for some other Actions, such as move-
  ment, but if so he must make sure the penalties 
  involved are appropriate and genuinely aﬀect the 
  character. However, characters cannot Hipshot/
  Hurry to take a Recovery, as the rules for taking 
  Recoveries make clear.
  RAPID FIRE AND SWEEP
  Both of these Maneuvers are handy for 
  speedsters to represent their ability to attack 
  lots of targets in the blink of an eye. They tend 
  to use Sweep more than Rapid Fire, but a hand-
  ful of pebbles can make for a devastating attack 
  when each of them is thrown at hyper-velocity! 
  Unusual types of Sweeps, such as Sweep Disarm, 
  Sweep Move Slam, or Sweep Throw are a great 
  way for a speedster to show off his abilities.
  Martial Maneuvers
  Speedsters sometimes buy Martial Arts to 
  represent their ability to move and strike quickly 
  in HTH Combat; see page 22 for an example. 
  Here are some notes on Maneuvers and elements 
  they often buy.
  FLYING DODGE
  The Flying Dodge maneuver is a popular 
  one for many speedsters, since it lets them keep 
  moving around the battlefield while avoiding 
  attacks mroe easily. Here are some additional 
  rules regarding it.
  If a character has a Held Half Action, he may 
  use it to use Flying Dodge. In that situation, he gets 
  a Half Move and the +4 DCV bonus.
  
  271 
  The Ultimate Speedster ■ Chapter Five
  If a character Aborts to a Flying Dodge, he gets 
  the Full Move worth of movement normally associ-
  ated with the maneuver.
  If a character with Flying Dodge moves out 
  of the way of an area-aﬀecting attack, compare the 
  inches moved to where the attack hits (typically the 
  hex the character was formerly standing in) and 
  the attack’s size — it’s possible that, as with a Dive 
  For Cover, the character’s movement didn’t carry 
  him far enough to get out of the way. If the Flying 
  Dodge’s movement carries him beyond the area 
  covered by the Area Of Eﬀect/Explosion, then the 
  attack doesn’t aﬀect him.
  If a character uses Flying Dodge to try to avoid a 
  ranged non-area-aﬀecting attack, he still gets to move 
  and still gets a DCV bonus from the maneuver, but 
  he’s not automatically missed — the attacker still gets 
  a roll to hit (unlike with Dive For Cover, where the 
  attack would automatically miss). If it’s a HTH attack, 
  the Attack Roll is irrelevant, since the character won’t 
  be in HTH combat range any longer.
  If a character performs a Flying Dodge to, 
  for example, move around a corner so his attacker 
  cannot see him, that does not mean his attacker’s 
  attack automatically misses. The HERO System 
  combat rules model a highly dynamic situation 
  — two or more characters acting in the midst of 
  battle — with a relatively rigid set of timed and 
  controlled actions. It’s not as if one character moves 
  while everyone else does nothing, then the next 
  person acts, and so on — all the actions in a combat 
  Segment are occurring more or less “at once,” but 
  are resolved in a certain order to manage the game. 
  The attacker’s attack might hit just as the character 
  starts his Flying Dodge or the like. The fact that 
  he declares that he’s moving around an obstacle 
  doesn’t ensure he’ll get there in time — all the 
  maneuver provides is a DCV bonus.
  If a character uses a Flying Dodge against a 
  Ranged attack, the Range Modifier that applies 
  to the attacker derives from the distance between 
  the attacker and where the character is at the 
  end of his movement. For example, if a character 
  begins a Flying Dodge 4” away from his attacker 
  (-0 Range Modifier) and ends it 12” from his 
  attacker (-4 Range Modifier), the attacker suffers 
  a -4 Range Modifier penalty.
  If a character uses Flying Dodge, but gets hit with 
  an attack anyway, and that attack causes Knockback, 
  calculate the Knockback from the hex the character 
  moved to when he used Flying Dodge.
  THE FULL MOVE ELEMENT
  If a character has a Martial Maneuver with 
  the FMove element, such as a Passing Strike, he 
  can perform a Half Phase Action before using 
  it. However, that means he can only make a Half 
  Move when using a Movement Power with his 
  Martial Maneuver.
  Characters cannot use Martial Arts maneuvers 
  with the FMove element in the same manner as a 
  Multiple Move-By.
  PASSING DISARM
  Standard Disarm rules (such as the Disarmed 
  object goes ﬂying ½d6 hexes) apply to Passing Dis-
  arms. If the character wants to be able to keep the 
  weapon or object he snatches from the target while 
  moving past him, he’d need to build a Passing Take-
  away type of maneuver.
  
  Hero System 5th Edition
  272 ■ Adventure At Top Speed: Speedster Campaigning
  PASSING STRIKE
  Passing Strike is a favorite of many speed-
  sters, who think of it as something akin to “Martial 
  Move By.” But while the two are similar, they have 
  important diﬀerences. First, the CV modiﬁers are 
  diﬀerent; a Passing Strike is more accurate than a 
  Move By. Second, Passing Strike makes better use 
  of the character’s STR, allowing him to do full STR 
  damage instead of STR/2.
  Third, characters cannot perform “Multiple 
  Passing Strikes” the way they can perform Multiple 
  Move Bys. However, a character could use a Sweep 
  Passing Strike to hit multiple targets. In this case, 
  he gets the full movement addition to his damage 
  (i.e., velocity/5) on all attacks. He doesn’t have to 
  “slow down” between attacks, nor does making the 
  attacks reduce his speed.
  OTHER COMBAT EFFECTS
  Here are some notes on other combat condi-
  tions encountered by speedsters that aren’t dealt 
  with by Combat Modiﬁers and Maneuvers.
  COLLISIONS
  Sometimes two characters deliberately run 
  into each other. Resolve this as if each had simul-
  taneously performed a Move Through on the 
  other. Since they want to hit each other, you can 
  probably dispense with the Attack Roll altogether 
  and simply assume they collide as planned, but if 
  you want them to make Attack Rolls, each char-
  acter’s CV modifiers are based on his own veloc-
  ity alone. However, the damage each of them take 
  is based on their combined velocity — in other 
  words, each character does his own STR damage 
  + ((his velocity plus target’s velocity)/3)d6 of 
  damage to the other character, and takes half that 
  much damage, with his own Move Through. Each 
  character takes the half/full damage from his 
  own Move Through, plus the full damage caused 
  by his opponent’s Move Through, separately 
  — he applies defenses to each of them individu-
  ally, and they don’t add together for purposes of 
  determining whether he’s Stunned or the like.
  Example:  Ramrod has STR 40 and Running 
  30”. Tank has STR 60 and Running 15”. They 
  deliberately run into each other at full speed to 
  determine who’s tougher. Ramrod does 23d6 
  damage ((STR/5=8) + ((30 + 15)/3=15) to 
  Tank, and takes half that himself (or all of that, 
  if Tank takes no Knockback). Tank does 27d6 
  damage ((STR/5=12) + ((30 + 15)/3=15) to 
  Ramrod, and takes half that himself (or all of 
  that, if Ramrod takes no Knockback).
  If a character collides with a large object, 
  typically he takes his velocity/3 in dice of 
  Normal Damage, but limited to a number of dice 
  equal to the DEF+BODY of the object impacted. 
  The GM may alter this in the interest of game 
  balance, common sense, and dramatic sense. 
  See also page 223 regarding collisions caused by 
  Uncontrolled movement.
  DRAGGING
  Characters may sometimes find themselves 
  dragged along the ground behind speedsters, 
  galloping horses, fast-moving chariots or stage-
  coaches, motorized vehicles, or the like. In that 
  situation, the dragged character typically takes 
  velocity/3 in d6 of Normal Damage. The GM can 
  change some or all of this to Killing Damage if 
  the surface is particularly sharp, abrasive, or the 
  like; he can reduce the damage if the surface is 
  soft. A dragged character can make a Breakfall 
  roll at -1 per 2d6 of damage he’d otherwise take 
  to reduce the damage by half.
  RESCUING OTHER CHARACTERS
  One of the most classic and heroic speedster 
  “bits” is for a super-fast-moving character to move 
  someone out of the way of harm, or to interpose 
  himself to block an attack a hapless innocent would 
  otherwise take. Here are some optional rules to 
  help characters do just that.
  Diving For Cover With Others
  Ordinarily a character can only Dive For 
  Cover himself, he can’t take someone else along 
  with him. However, the GM may permit this if 
  desired. In this case, the speedster can do either 
  of the following:
  ■ Dive For Cover from where he’s standing, 
  taking someone who’s in the same or an adja-
  cent hex with him. He suﬀers a -2 penalty 
  to the DEX Roll for each person he carries 
  along (in addition to the standard penalty 
  based on distance moved).
  ■ move up to someone and Dive For Cover 
  from that point. In this case the standard 
  DEX Roll penalty depends on the entire 
  amount of inches moved (not just the 
  “dive” from where the rescuee was located), 
  and the character suffers an additional -2 
  penalty to the DEX Roll for each person he 
  carries along. Unless the GM rules other-
  wise, the character could Dive For Cover 
  this way with multiple people that he picks 
  up either in groups or one at a time along 
  his movement path.
  In either case, the GM may restrict how many 
  people a character can carry based on his STR, 
  available limbs, or other factors. If the character 
  fails his DEX Roll, he and everyone he’s carrying 
  suﬀer the negative eﬀects. When he lands, he and 
  everyone he’s carrying are considered “prone,” and 
  are subject to all other rules governing Dive For 
  Cover unless the GM rules otherwise.
  Interposing 
  In the HERO System, it’s difficult for one 
  character to defend another. He can attack his 
  friend’s attacker, or use a Block to parry the 
  attacker’s blows. He could even Dive For Cover 
  in front of the attacker’s blow, automatically 
  taking the damage his friend would have suf-
  fered. Players and GMs who want another way 
  to defend other characters can use this optional 
  rule, which only applies to HTH Combat.
  INTERPOSING 
  EXAMPLE
  Sir Gareth tries to 
  defend his injured 
  squire, Roderick, from 
  the attacks of an assas-
  sin. He moves between 
  Roderick and the assas-
  sin, Interposing himself. 
  He puts his Skill Levels 
  into DCV and has a base 
  DCV of 8; he opts to 
  reduce it by 5, to 3. This 
  tells the assassin he’s 
  going to have to expose 
  himself to Sir Gareth’s 
  attack if he attacks Rod-
  erick — Sir Gareth gets 
  a +5 OCV on attacks 
  against the assassin 
  (which he could use for 
  a Block or an oﬀensive 
  attack). His base OCV 
  is 6; it’s 11 versus the 
  assassin only, and only if 
  the assassin attacks Rod-
  erick instead of him.
  
  273 
  The Ultimate Speedster ■ Chapter Five
  To Interpose himself into a ﬁght, a character 
  moves in between the attacker and the person he 
  wants to defend. Then he tells the GM what sort of 
  a DCV penalty he wants to take. Every -1 he takes 
  to his DCV is a +1 to his OCV if the attacker again 
  attacks the person he’s defending. (He can apply 
  the OCV bonus to Block, if desired.) The attacker 
  knows this; he can tell what the character’s doing 
  and the potential consequences. The DCV pen-
  alty and OCV bonus apply only against that one 
  attacker; against all others, the character has his 
  usual OCV and DCV.
  A character who doesn’t want to be defended 
  can cancel the Interpose attempt by moving 1” in 
  the direction of his attacker or otherwise declaring 
  that he chooses not to be defended. If the Interpos-
  ing character is aware of the decision, the Interpos-
  ing eﬀects go away; he gets his full DCV back. If the 
  Interposing character is not aware of the decision, 
  his DCV stays reduced... but he does not get an 
  OCV bonus if the other person attacks the person 
  the character thinks he’s defending.
  A character can Interpose to protect a doorway 
  or window, to keep someone from getting through 
  it. If the attacking character tries to get past him, the 
  interposing character gets his OCV bonus.
  SUCKER ATTACKS
  Sometimes characters want to trick an enemy 
  into attacking them in such a way that the attack 
  misses and accidentally hits one of the attacker’s 
  comrades. Usually this involves tricking one foe 
  into shooting another foe with a gun or blaster, but 
  it may mean sidestepping so that two characters 
  trying to perform a Move Through on the same 
  target run into each other instead.
  To make a sucker attack, the character has to 
  have a Held Action available. He waits until the 
  ﬁrst attacker is just about to attack, then Dodges so 
  the second attacker takes the hit instead. First, he 
  must make a DEX Roll against the ﬁrst attacker’s 
  DEX Roll to time his Dodge just right — if he 
  fails, the ﬁrst attacker’s attack goes oﬀ before he 
  Dodges. Second, the ﬁrst and second attackers must 
  be properly “lined up” for one to have a chance to 
  hit the other. If so, the ﬁrst attacker must make an 
  Attack Roll using only his base OCV (as calculated 
  from DEX, without Combat Skill Levels, maneuver 
  bonuses, or the like) against the second attacker’s 
  DCV. If that roll succeeds, the second attacker takes 
  the damage intended for the character.
  
  Hero System 5th Edition
  274 ■ Adventure At Top Speed: Speedster Campaigning
  N
  ot every speedster’s powers are inher-
  ent — some speedsters rely on gadgets 
  to provide them with special move-
  ment abilities or the capacity to move at 
  hyper-velocity. This section includes many such 
  devices, and other gadgets pertaining to motion 
  and speed. (See also The Ultimate Vehicle and 
  The HERO System Vehicle Sourcebook for hun-
  dreds of vehicles and related equipment.)
   ARMOR OF THE UNSEEN STEP
  Effect: 
  Teleportation 8”, Position Shift
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  Charges: 
  8
  Breakability:  Unbreakable
  Description:  This suit of plate armor provides the 
  wearer with the ability to move without physically 
  crossing the intervening space. This means he can 
  easily make Surprise Move attacks against his foes, 
  avoid certain obstacles or traps, and so on.
  Game Information:  Armor (7 PD/7 ED) (21 
  Active Points); OIF (-½), Mass (Half Mass; -½), 
  Independent (-2) (total cost:  5 points) plus Tele-
  portation 8”, Position Shift (21 Active Points); 
  OIF (-½), Independent (-2), 8 Charges (-½) 
  (total cost:  5 points). Total cost:  10 points.
   ARM-WINGS
  Effect: 
  Flight 12”, Gestures
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Breakability:  5 DEF
  Description:  The character’s costume has wings 
  attached underneath the arms. By moving his 
  arms, the character can ﬂy. However, he has to keep 
  moving at least one of his arms to keep ﬂying; if 
  he stops to perform other actions with both of his 
  arms or hands, he starts to fall.
  Game Information:  Flight 12” (24 Active 
  Points); OAF (-1), Gestures (throughout; -½). 
  Total cost:  10 points.
  Options:
  1)  Strong Wings:  Increase to Flight 16”. 32 Active 
  Points; total cost 13 points.
  2)  Weak Wings:  Decrease to Flight 8”. 16 Active 
  Points; total cost 6 points.
  3)  Realistic Wings:  The character must keep both 
  his arms moving constantly if he wants to remain 
  in the air. Change to Gestures (both hands through-
  out; -1). Total cost:  8 points.
  4)  Agile Wings:  The character’s wings provide him 
  so much control over his Flight that he can turn on 
  a dime. Add No Turn Mode (+¼). 30 Active Points; 
  total cost 12 points.
  5)  Wing-Blades:  The edges of the character’s wings 
  are so sharp that he can cut people with them as 
  he ﬂies by. Character also buys HKA 1½d6, Armor 
  Piercing (+½), Reduced Endurance (0 END; +½) 
  (50 Active Points); OIF (-½), Only With Move Bys 
  (-1), No Velocity Damage Bonus (-½), No Knock-
  back (-¼). Total cost 15 points; total cost of Arm-
  Wings 25 points.
   BOOTJETS
  Effect: 
  Flight 15”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Breakability:  6 DEF
  Description:  Built into the soles and/or sides of this 
  pair of boots are jets that allow the wearer to ﬂy.
  Game Information:  Flight 15” (30 Active Points); 
  OIF (-½). Total cost:  20 points.
  Options:
  1)  Faster Bootjets I:  Increase to Flight 20”. 40 Active 
  Points; total cost 27 points.
  2)  Faster Bootjets II:  Increase to x8 Noncombat. 40 
  Active Points; total cost 27 points.
  3)  Faster Bootjets III:  Increase to Flight 30”. 60 
  Active Points; total cost 40 points.
  4)  Slower Bootjets:  Decrease to Flight 10”. 20 
  Active Points; total cost 13 points.
  5)  Realistic Bootjets:  The bootjets have a small 
  supply of high-eﬃciency fuel; once it’s used up, the 
  wearer has to refuel it before he can ﬂy again. Add 
  1 Continuing Fuel Charge (2 Minutes, Diﬃcult to 
  obtain fuel; -¾). Total cost:  13 points.
  SPEEDSTER 
  GADGETS
  
  275 
  The Ultimate Speedster ■ Chapter Five
  BOOTS OF THE CRICKET
  Effect: 
  Leaping +6”, Clinging
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Breakability:  4 DEF
  Description:  This pair of ﬁne, supple leather boots 
  contains two enchantments. The ﬁrst allows the 
  wearer to leap much further than he ordinarily 
  could; the second allows him to walk along walls 
  and ceilings like an insect. A clever, acrobatic war-
  rior can use them to obtain Surprise Move bonuses 
  in combat; a thief who wears them ﬁnds it much 
  easier to steal and then escape pursuit.
  Game Information:  Leaping +6”, Reduced 
  Endurance (0 END; +½) (9 Active Points); OIF 
  (-½), Independent (-2) (total cost:  3 points) 
  plus Clinging (normal STR) (10 Active Points);  
  OIF (-½), Independent (-2) (total cost:  3 
  points). Total cost:  6 points.
   CLING-BOOTS
  Effect: 
  Clinging (normal STR)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Breakability:  2 DEF
  Description:  These boots use vacuum technology, 
  super-adhesives, or some other method to allow the 
  wearer to stand and walk on walls as if they were 
  normal ground.
  Game Information:  Clinging (normal STR) (10 
  Active Points); OIF (-½). Total cost:  7 points.
  Options:
  1)  Strong Boots:  Increase to +15 STR. 15 Active 
  Points; total cost 10 points.
  2)  Weak Boots:  Add Cannot Resist Knockback (-
  ¼). Total cost:  6 points.
  3)  Realistic Boots:  Clinging to walls is tiring work. 
  Add Costs Endurance (-½). Total cost:  5 points.
  4)  Experimental Boots:  Sometimes the boots’ tech-
  nology fails to work — a real problem if the char-
  acter is already far up a wall. Add Activation Roll 
  14- (-½). Total cost:  5 points.
   COPTERPACK
  Effect: 
  Flight 12”, No Turn Mode, Sideways 
  Maneuverability
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  Charges: 
  1 Continuing Fuel Charge lasting 1 Hour
  Breakability:  8 DEF
  Description:  Similar to a Jetpack, this backpack-like 
  device contains a rotor and set of helicopter blade 
  that fold up to ﬁt within. When the wearer activates 
  the ’Pack (which takes time), the blades unfold, 
  allowing him to ﬂy away.
  Game Information:  Flight 12”, No Turn Mode 
  (+¼), Sideways Maneuverability (+½) (42 
  Active Points); OIF (-½), Extra Time (Extra 
  Phase to activate; -½), Side Eﬀects (KA ½d6, 
  Area Of Eﬀect (2” Radius) around character, 
  automatically occurs when Flight is in use, 
  only aﬀects environment around character; 
  -0), 1 Continuing Fuel Charge lasting 1 Hour 
  (requires specially-reﬁned jet fuel, Diﬃcult to 
  obtain; -¼). Total cost:  19 points.
  Options:
  1)  Strong Copterpack:  Increase to Flight 15”. 52 
  Active Points; total cost 23 points.
  2)  Weak Copterpack:  Decrease to Flight 9”. 31 
  Active Points; total cost 14 points.
  3)  Realistic Copterpack I:  Using the Copterpack 
  tires the character out. Add Costs Endurance (-½). 
  Total cost:  15 points.
  4)  Realistic Copterpack II:  The character has to keep 
  at least one hand on the Copterpack’s controls at all 
  times. Add Gestures (throughout; -½). Total cost:  
  15 points.
  5)  Experimental Copterpack:  Sometimes the 
  rotor and blades fail to unfold properly, or 
  lock up in mid-flight. Add Activation Roll 14- 
  Jammed (-1) and increase Side Effects to -½. 
  Total cost:  11 points.
   COSMIC FLYER
  Effect: 
  FTL Travel (1 LY/hour)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Breakability:  Unbreakable
  Description:  This device, the product of alien super-
  science or the powers of some cosmically-power-
  ful entity, allows the rider to travel through space 
  at eight thousand times the speed of light! Since 
  it’s a ridden device, it provides no life support; the 
  character has to have some way to survive in the 
  vacuum of space while using it.
  The designer can make this device look like 
  any rideable object he wants:  a bizarre, alien-tech 
  motorcycle; a surfboard; a high-tech platform; an 
  altar; a ﬂying Buick, or the like. The chosen appear-
  ance usually depends on the character’s costume, 
  name, or powers.
  Game Information:  FTL Travel (1 LY/hour) (36 
  Active Points); OAF (-1). Total cost:  18 points.
  Options:
  1)  Faster Cosmic Flyer:  Increase to FTL Travel (4 
  LY/hour). 40 Active Points; total cost 20 points.
  2)  Slower Cosmic Flyer:  Decrease to FTL Travel (1 
  LY/4 hours). 32 Active Points; total cost 16 points.
  3)  Realistic Cosmic Flyer I:  It takes training and 
  skill to ride a Cosmic Flyer. Add Requires A Power 
  (Use Cosmic Flyer) Roll (-½). Total cost:  14 points.
  4)  Realistic Cosmic Flyer II:  Though the Cosmic 
  Flyer is self-powered, riding and steering one takes 
  
  Hero System 5th Edition
  276 ■ Adventure At Top Speed: Speedster Campaigning
  a lot of the user. Add Costs Endurance (-½). Total 
  cost:  14 points.
  5)  Realistic Cosmic Flyer III:  One of the major prob-
  lems with using the Cosmic Flyer in combat is that 
  if the rider takes Knockback, he often gets knocked 
  oﬀ the Flyer! Add Side Eﬀects (if character takes 
  Knockback, must make a DEX Roll at -1 per full 
  2” of Knockback or he falls oﬀ the Flyer; -¼). Total 
  cost:  16 points.
  6)  Ungrabbable Flyer:  Not only is the Cosmic 
  Flyer unbreakable, but it’s so thoroughly under 
  the character’s control that no one can take 
  it away from him — if anyone tries, it simply 
  comes to him at his mental command. Remove 
  OAF (-1). Total cost:  36 points.
  7)  Flyer As Weapon:  If the character takes the 
  Ungrabbable Flyer option, he can also use the Flyer 
  as a weapon by sending it away from him to smash 
  into his enemies. Change to:
  Cost Power
  60 
  Cosmic Flyer:  Multipower, 60-point reserve
  4u 
   1)  Flight:  FTL Travel (1 LY/hour)
  6u 
   2)  Weapon:  Energy Blast 12d6
  Total cost:  70 points.
   DRILL GAUNTLETS
  Effect: 
  Tunneling 6” through DEF 12 materials
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Breakability:  10 DEF
  Description:  This device is a set of metal gauntlets 
  with special drill bits attached to them so the char-
  acter can burrow through earth, stone, walls, and 
  just about anything else.
  Game Information:  Tunneling 6” through DEF 
  12 materials (48 Active Points); OIF (-½). Total 
  cost:  32 points.
  Options:
  1)  Strong Gauntlets:  Increase to Tunneling 8”. 52 
  Active Points; total cost 35 points.
  2)  Weak Gauntlets:  Decrease to Tunneling 4”. 44 
  Active Points; total cost 29 points.
  3)  Realistic Gauntlets I:  The drill bits on the Gaunt-
  lets severely hinder the character’s ability to use his 
  hands. Add Side Eﬀects (-4 to DEX Rolls involving 
  manual dexterity, always occurs and applies as long 
  as gauntlets are worn; -½). Total cost:  24 points.
  4)  Realistic Gauntlets II:  The batteries in the Gaunt-
  lets have a limited power supply. Add 12 Charges 
  (-¼). Total cost:  27 points.
  5)  Experimental Gauntlets:  Due to their experimen-
  tal nature, the Gauntlets break down easily. Add 
  Activation Roll 14- (-½). Total cost:  24 points.
  FLIGHT DISK
  Effect: 
  Flight 10”, Usable As Attack
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  Touch
  END Cost: 0
  Breakability:  10 DEF
  Description:  This device, a disk about two inches 
  in diameter and half an inch thick, uses sophisti-
  cated antigravity technology to allow the person 
  it’s attached to to ﬂy. The user can give it to another 
  person and allow that person to ﬂy instead. Alter-
  nately, he can attach the disk to an object weigh-
  ing no more than 100 kilograms and make that 
  object ﬂy at the rate of 10” per Phase until someone 
  removes the disk.
  Game Information:  Flight 10”, Usable As Attack 
  (does not work against targets who have their 
  own Flight or gravity-manipulation powers; 
  +1), Reduced Endurance (0 END; +½) (50 
  Active Points); OAF (-1). Total cost:  25 points.
  Options:
  1)  Strong Disk I:  Increase to Flight 15”. 75 Active 
  Points; total cost 37 points.
  2)  Strong Disk II:  Increase to x4 Noncombat. 62 
  Active Points; total cost 31 points.
  3)  Weak Disk:  Decrease to Flight 8”. 40 Active 
  Points; total cost 20 points.
  4)  Realistic Disk:  Flying via the Disk tires the user 
  out because he constantly has to alter his body atti-
  tude to steer. Remove Reduced Endurance (+½). 40 
  Active Points; total cost 20 points.
  5)  Experimental Disk:  Even the most skilled gadge-
  teers have diﬃculty miniaturizing antigravity tech-
  nology and getting it to work properly all the time. 
  Add Activation Roll 14- (-½). Total cost:  20 points.
  6)  Maneuverable Disk:  The Disk grants the user a 
  great deal of aerobatic maneuverability. Add No Turn 
  Mode (+¼). 55 Active Points; total cost 27 points.
  7)  Many Disks:  The character has several Disks he 
  can give to his comrades or use as weapons. Char-
  acter also buys x8 Flying Disks for an additional 15 
  Character Points (total cost:  40 points).
  8)  Attached Disk:  The Disk attaches to the charac-
  ter’s costume or body so ﬁrmly that enemies cannot 
  take it away in combat. Change OAF (-1) to OIF 
  (-½). Total cost:  33 points.
  
  277 
  The Ultimate Speedster ■ Chapter Five
  FLIGHT PLATFORM
  Effect: 
  Flight 15”, Usable Simultaneously
  Target: 
  Two characters
  Duration: 
  Constant
  Range: 
  Self/Touch
  END Cost: 4
  Breakability:  7 DEF
  Description:  This is a small platform, big enough to 
  hold maybe two people at most, with handles on 
  either side. It uses hover technology (or like sys-
  tems) to ﬂy. Ordinarily it would qualify as a Bulky 
  Focus, but its built-in gravity negators make it 
  extremely easy to carry.
  Game Information:  Flight 15”, Reduced Endur-
  ance (½ END; +¼) (37 Active Points); OAF (-1) 
  (total cost:  18 points) plus Usable Simultane-
  ously (+½) for Flight (18 Active Points); OAF 
  (-1), Both Characters Must Fly Together (-1) 
  (total cost:  6 points). Total cost:  24 points.
  Options:
  1)  Strong Platform:  Increase to Flight 20”. 50 + 25 = 
  75 Active Points; total cost 25 + 8 = 33 points.
  2)  Weak Platform:  Decrease to Flight 10”. 25 + 12 = 
  37 Active Points; total cost 12 + 4 = 16 points.
  3)  Realistic Platform:  The platform needs fuel to 
  function. Add to Flight 1 Continuing Fuel Charge 
  lasting 1 Hour (requires specially-reﬁned jet fuel, 
  Diﬃcult to obtain; -¼). 37 + 18 = 55 Active Points; 
  total cost 16 + 6 = 22 points.
  4)  Experimental Platform:  The technology that 
  powers the Platform isn’t as reliable as it should be. 
  Add Activation Roll 14- (-½) to Flight. Total cost 15 
  + 6 = 21 points.
  5)  Larger Platform:  Increase Usable Simultaneously  
  to (up to 8 people at once; +1). 37 + 37 = 74 Active 
  Points; total cost 18 + 12 = 30 points.
  
  Hero System 5th Edition
  278 ■ Adventure At Top Speed: Speedster Campaigning
  FLIGHT RING
  Effect: 
  Flight 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Breakability:  8 DEF
  Description:  Considered one of the most advanced 
  super-devices in the world, this is an antigrav-
  ity-based ﬂight device built into a ﬁnger-ring. The 
  wearer’s body heat and kinetic motion power the 
  miniaturized antigravity engine.
  Game Information:  Flight 20” (40 Active Points); 
  IIF (-¼). Total cost: 32 points.
  Options:
  1)  Strong Flight Ring:  Increase to Flight 25”. 50 
  Active Points; total cost 40 points.
  2)  Weak Flight Ring:  Decrease to Flight 15”. 30 
  Active Points; total cost 24 points.
  3)  Realistic Flight Ring:  The ring has an internal 
  power source that limits how long a character can 
  use it each day. Add 1 Continuing Fuel Charge last-
  ing 5 Minutes (recharged via special electrical ring-
  recharging device; -½). Total cost:  23 points.
  4)  Experimental Flight Ring:  Technology this 
  advanced doesn’t always work properly — a bad 
  thing when you’re way up in the air. Add Activation 
  Roll 14- (-½). Total cost:  23 points.
  5)  Glowing Ring:  This form of Flight Ring is larger 
  and glows when used, making it obvious where the 
  character’s ability to ﬂy comes from. Change IIF 
  (-¼) to OIF (-½). Total cost:  27 points.
   GLIDER CAPE
  Effect: 
  Gliding 12”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Breakability:  2 DEF
  Description:  The character’s cape is designed 
  with a special aerodynamic shape, and is cleverly 
  reinforced, so he can glide through the air while 
  wearing it.
  Game Information:  Gliding 12” (12 Active 
  Points); OAF (-1), Costs Endurance (-½). Total 
  cost:  5 points.
  Options:
  1)  Faster Glider Cape:  Increase to Gliding 15”. 15 
  Active Points; total cost 6 points.
  2)  Slower Glider Cape:  Decrease to Gliding 8”. 8 
  Active Points; total cost 3 points.
  3)  Realistic Glider Cape:  The character’s ability to 
  glide depends on his holding his body a certain 
  way; if he moves the wrong way or tries to perform 
  other actions than just gliding, he falls to earth. Add 
  Requires A PS: Use Glider Cape Roll (-¼) and Ges-
  tures (throughout; -½). Total cost:  4 points.
  4)  Parachute Cape:  The character cannot actually 
  glide, but his cape can act as a parachute to keep 
  him from hurting himself in falls. Add Limited 
  Movement (character cannot gain altitude, and 
  must move at least 12” downward for every 1” for-
  ward; -½). Total cost:  4 points.
  5)  Concealable Hangglider:  The character’s cape 
  doesn’t normally allow him to glide, but it (or his 
  costume) conceals a hangglider-like device that lets 
  him glide once it’s activated. Change OAF (-1) to 
  IAF (-½) and add Extra Time (Full Phase to acti-
  vate; -¼). Total cost:  5 points.
   GLIDER-WINGS
  Effect: 
  Gliding 8”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Breakability:  2 DEF
  Description:  Attached to the undersides of the 
  character’s costume’s arms and the sides of the cos-
  tume’s torso are panels of high-tech fabric (or some 
  similar substance) that allow him to glide through 
  the air. However, he has to hold his arms just right 
  for the device to work; otherwise he plummets to 
  the ground.
  Game Information:  Gliding 8” (8 Active Points); 
  OAF (-1), Costs Endurance (-½), Gestures 
  (throughout; -½). Total cost:  3 points.
  Options:
  1)  Strong Glider-Wings:  Increase to Gliding 12”. 12 
  Active Points; total cost 4 points.
  2)  Weak Glider-Wings:  Decrease to Gliding 6”. 6 
  Active Points; total cost 2 points.
  3)  Improved Glider-Wings:  The character’s glider-
  wings don’t impair his ability to use his arms and 
  hands. Remove Gestures (-½). Total cost:  3 points.
   HOVERSHOES
  Effect: 
  Flight 6”, No Turn Mode
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Breakability:   3 DEF
  Description:  This device is a set of shoes or boots 
  with powerful anti-gravity plates on the bottom. 
  When activated, the plates allow the wearer to 
  “walk on air.” He can climb as if he were climb-
  ing stairs, run as if he were on the ground, and 
  so forth. There’s a limit to how fast he can go, 
  though — no more than half his Combat Move-
  ment with Running, up to a maximum of 6”. (If 
  you prefer, you can simply re-calculate the cost 
  of the Hovershoes with the appropriate inches of 
  Running for the character.)
  Game Information:  Flight 6”, No Turn Mode 
  (+¼) (15 Active Points); OIF (-½), Cannot 
  Move Faster Than Half Wearer’s Combat 
  Movement With Running Or 6”, Whichever Is 
  Less (-0). Total cost:  10 points.
  
  279 
  The Ultimate Speedster ■ Chapter Five
  Options:
  1)  Strong Hovershoes:  Increase to Flight 9”. 22 
  Active Points; total cost 15 points.
  2)  Weak Hovershoes:  Decrease to Flight 3”. 7 Active 
  Points; total cost 5 points.
  3)  Realistic Hovershoes:  The power packs built into 
  the Hovershoes have a very limited life before they 
  need recharging. Add 12 Charges (-¼). Total cost:  
  9 points.
  4)  Experimental Hovershoes:  The anti-gravity tech-
  nology in the Hovershoes is experimental. Best not 
  to walk too far above the ground. Add Activation 
  Roll 14- (-½). Total cost:  7 points.
   JETPACK
  Effect: 
  Flight 15”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  Charges: 
  1 Continuing Fuel Charge
  Breakability:  6 DEF
  Description:  A common gadget among powered 
  armor wearers and gadgeteers, this backpack-like 
  device has a built-in rocket system that allows the 
  wearer to ﬂy. It uses a form of specially-reﬁned and 
  enhanced jet fuel. At the GM’s option, a character 
  could refuel with ordinary gasoline (which reduces 
  the Flight to 12”, or even less).
  If a Jetpack is not to a character’s taste, you can 
  use this write-up to represent any similar type of 
  gadget:  a Jetbelt; Jetbracers; Jet-Harness; and so on.
  Game Information:  Flight 15” (30 Active Points); 
  OIF (-½), 1 Continuing Fuel Charge lasting 2 
  Hours (requires specially-reﬁned jet fuel, Dif-
  ﬁcult to obtain; -0). Total cost:  20 points.
  Options:
  1)  Strong Jetpack:  Increase to Flight 20”. 40 Active 
  Points; total cost 27 points.
  2)  Weak Jetpack:  Decrease to Flight 10”. 20 Active 
  Points; total cost 13 points.
  3)  Realistic Jetpack I:  Steering with a rocket strapped 
  to your back isn’t exactly easy. Add Increased Turn 
  Mode (Flight with the Jetpack always has a +2” Turn 
  Mode; -¼). Total cost:  17 points.
  4)  Realistic Jetpack II:  Unfortunately, the Jetpack can 
  be dangerous to the user. If it takes even a single point 
  of BODY damage past its defenses from an energy 
  attack (or any other attack that could ignite the fuel), it 
  bursts into ﬂame, causing the user to take 2d6 damage 
  every Phase (no defense) until the ﬂames are extin-
  guished. You can represent this with a -¼ Limitation. 
  Total cost:  17 points.
  5)  Realistic Jetpack III:  The character has to keep 
  at least one hand on the Jetpack’s controls at all 
  times. Add Gestures (throughout; -½). Total cost:  
  15 points.
  6)  Experimental Jetpack:  Miniaturizing a rocket to 
  ﬁt into a backpack and not become hot enough to 
  burn the wearer is diﬃcult; as a result, sometimes 
  the rocket stops working. Add Activation Roll 14- 
  (-½). Total cost:  15 points.
  
  Hero System 5th Edition
  280 ■ Adventure At Top Speed: Speedster Campaigning
  7)  Self-Powered Jetpack:  Instead of using fuel, this 
  form of the Jetpack draws on the character’s own 
  energy. Remove Charges (-0). Total cost:  20 points.
  8)  Jet-Staff:  Instead of being a worn backpack-like 
  device, this is a metallic staﬀ that projects a rocket 
  blast, graviton manipulation wave, or the like out 
  of the bottom end so the person holding it can ﬂy. 
  Change OIF (-½) to OAF (-1) and add Gestures 
  (throughout; -½). Total cost:  12 points.
  9)  Mach Speed Jetpack:  This powerful form of the 
  Jetpack allows a character to ﬂy at extremely high 
  speeds, possibly Mach 10 or higher (assuming he 
  has the ability to breathe at that speed, and resist 
  the G-forces generated).
  Cost Power
  35 
  Mach Speed Jetpack:  Multipower, 53-point 
  reserve; all OIF (-½), 1 Continuing Fuel 
  Charge lasting 2 Hours (requires specially-
  reﬁned jet fuel, Diﬃcult to obtain; -0)
  3u 
   1)  Standard Flight Mode:  Flight 24”, x4 
  Noncombat; OIF (-½)
  1u 
   2)  Mach Speed Mode:  Flight 5”, MegaScale 
  (1” = 1 km; +¼); OIF (-½)
  Total cost:  39 points.
   MECHANO-STILTS
  Effect: 
  Stretching 20” plus Running +10”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0/2
  Breakability:  30 DEF
  Description:  This device is a set of retractable tubes 
  that ﬁt over the wearer’s legs and function like 
  mechanized stilts. They can extend up to 20”, allow-
  ing the character to reach objects far oﬀ the ground 
  and walk at incredible speed (he gains +1” Running 
  for every 2” of Stretching he uses). If he positions 
  himself properly, he can also kick distant targets 
  (sometimes by fully retracting one stilt, aiming his 
  leg at the target, and then extending the stilt so it 
  smashes right into the target).
  The Limited Body Parts Limitation receives 
  a higher value for this power than it normally 
  does, since the ability to Stretch only the legs is 
  much less useful than the ability to Stretch just 
  the hands or arms.
  Game Information:  Stretching 20”, Reduced 
  Endurance (0 END; +½) (150 Active Points); OIF 
  (-½), Always Direct (-¼), No Noncombat Stretch-
  ing (-¼), Limited Body Parts (legs only; -1) (total 
  cost:  50 points) plus Running +10” (16” total) (20 
  Active Points); OIF (-½), Linked (-½) (total cost:  
  10 points). Total cost:  60 points.
  Options:
  1)  Long Stilts:  Increase to Stretching 24” and Run-
  ning +12”. 180 + 24 = 204 Active Points; total cost 
  60 + 12 = 72 points.
  2)  Short Stilts:  Decrease to Stretching 16” and Run-
  ning +8”. 120 + 16 = 136 Active Points; total cost 40 
  + 8 = 48 points.
  3)  Realistic Stilts:  Walking on 130 foot-tall stilts, 
  much less fighting in them, requires special 
  training. Add Requires A Power (Use Mechano-
  Stilts) Roll (-½) to both powers. Total cost 43 + 8 
  = 51 points.
  4)  Experimental Stilts:  The technology required to 
  make the Mechano-Stilts work is still experimental; 
  sometimes they don’t activate properly, or sponta-
  neously retract without warning. Add Activation 
  Roll 14- (-½). Total cost 43 + 8 = 51 points.
   NON-SLIP BOOTS
  Effect: 
  Clinging,Only To Prevent Skids
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Breakability:  2 DEF
  Description:  These boots have special non-slip soles 
  so that no matter how fast he moves or how sharply 
  he turns, the wearer doesn’t have to worry about 
  losing his footing or skidding. (Alternately, the GM 
  may prefer that characters build these boots using 
  the traction rules on page 239, with each +1 trac-
  tion counteracting a -1 worth of penalties to DEX 
  Rolls to avoid slipping, tripping, or falling.)
  Game Information:  Clinging (normal STR) (10 
  Active Points); OIF (-½), Only To Prevent Skids 
  (-2). Total cost:  3 points.
   POTION OF SWIFTNESS
  Effect: 
  +3 SPD
  Target: 
  One character (usually self)
  Duration: 
  Constant (1 minute)
  Range: 
  Self
  Charges: 
  4
  Breakability:  1 DEF
  Description:  A character who imbibes this potion 
  ﬁnds his reactions and reﬂexes heightened to 
  incredible degrees. For the next minute, he can act 
  much quickly (and thus more often) than normal.
  Game Information:  +3 SPD, Delayed Eﬀect 
  (may have available a number of potions equal 
  to character’s INT; +½) (45 Active Points); OAF 
  Fragile (-1¼), Concentration (0 DCV through-
  out brewing; -1), Extra Time (6 Hours to brew; 
  -3½), Requires An Alchemy Roll (to brew; -½), 
  4 Continuing Charges lasting 1 Minute each 
  (-¼). Total cost:  6 points.
  
  281 
  The Ultimate Speedster ■ Chapter Five
   POTION OF SYLPHEN AGILITY
  Effect: 
  +10 DEX
  Target: 
  One character (usually self)
  Quafﬁng Time:  Half Phase
  Duration: 
  Constant (1 minute)
  Range: 
  Self
  Charges: 
  4
  Breakability:  1 DEF
  Description:  A character who imbibes this potion 
  suddenly has the grace and agility of a sylph. For 
  the next minute, he can move more deftly, strike 
  more accurately, and dodge more easily.
  Game Information:  +10 DEX, Delayed Eﬀect 
  (may have available a number of potions equal 
  to character’s INT; +½) (45 Active Points); OAF 
  Fragile (-1¼), Concentration (0 DCV through-
  out brewing; -1), Extra Time (6 Hours to brew; 
  -3½), Requires An Alchemy Roll (to brew; -½), 
  4 Continuing Charges lasting 1 Minute each 
  (-¼). Total cost:  6 points.
   ROCKETBOARD
  Effect: 
  Flight 20”, Only In Contact With A Relatively 
  Smooth Solid Surface
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Breakability:  10 DEF
  Description:  This super-tech skateboard not only 
  travels with microjet-assisted speed, it has special 
  tires that let it ride straight up walls! With a rock-
  etboard beneath his feat, there’s almost nowhere a 
  character can’t go in an urban environment (but the 
  board won’t work on rough surfaces, include bare 
  or plant-covered earth in most circumstances, or 
  on any surface less ﬁrm than loosely-packed earth). 
  The GM may require a PS: Skateboarding roll if 
  the character wants to perform unusual stunts, like 
  wall-riding or jumps.
  Game Information:  Flight 20”, Reduced Endur-
  ance (½ END; +¼) (50 Active Points); OAF 
  (-1), Only In Contact With A Relatively Smooth 
  Solid Surface (-¼). Total cost:  22 points.
  Options:
  1)  Faster Rocketboard I:  Increase to Flight 25”. 62 
  Active Points; total cost 27 points.
  2)  Faster Rocketboard II:  Add x4 Noncombat. 56 
  Active Points; total cost 25 points.
  3)  Slower Rocketboard:  Decrease to Flight 15”. 37 
  Active Points; total cost 16 points.
  4)  Realistic Rocketboard I:  This form of Rock-
  etboard moves quickly along the ground, but 
  cannot climb walls or the like. Change to Run-
  ning 20”, Reduced Endurance (½ END; +¼) (50 
  Active Points); OAF (-1), Does Not Add To Base 
  Running (-¼), Only On Appropriate Terrain (-
  ¼). Total cost:  20 points.
  5)  Realistic Rocketboard II:  The rocketboard has a 
  small supply of high-eﬃciency fuel; once it’s used 
  up, the wearer has to refuel it before he can ride 
  again. Add 1 Continuing Fuel Charge (30 seconds, 
  Diﬃcult to obtain fuel; -1). Total cost:  15 points.
  6)  Realistic Rocketboard III:  Riding a rocketboard is 
  diﬃcult; many users lose their balance and fall oﬀ... 
  then watch helplessly as the Rocketboard zooms 
  away from them. Add Activation Roll (equal to 
  character’s DEX Roll, this write-up assumes a DEX 
  Roll of 12- or 13-; -¾) and Side Eﬀects (character 
  falls to the ground and loses the rest of his Phase, 
  but the rocketboard keeps traveling in the same 
  direction for the rest of the Segment, plus 1d6 more 
  Phases [at the character’s SPD] or until stopped; 
  -½). Total cost:  14 points.
  7)  Experimental Rocketboard:  Unfortunately, this 
  form of the Rocketboard doesn’t always work 
  properly... which can really be a problem if the 
  character’s several stories up a wall when the engine 
  conks out. Add Activation Roll 14- (-½). Total cost:  
  18 points.
  8)  Armed Rocketboard:  The character’s Rocket-
  board mounts a small rack of mini-missiles that it 
  can ﬁre at targets directly in front of it. Character 
  also buys RKA 3d6, Explosion (+½) (67 Active 
  Points); OAF (-1), Limited Arc Of Fire (One Hex 
  Row, only on same horizontal level as Rocketboard; 
  -1), 4 Charges (-1). Total cost:  17 points.
   ROCKET FLYER
  Effect: 
  Flight 20”, No Turn Mode
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  Charges: 
  1 Continuing Fuel Charge
  Breakability:  10 DEF
  Description:  This ﬂight device is, essentially, a jet 
  engine the character can ride by standing on it or 
  straddling it. The character steers it through pos-
  ture and body attitude, making it extremely maneu-
  verable — it can literally turn on a dime when 
  operated by a trained user. The downside is that 
  it’s relatively easy to misdirect the device or take it 
  away from the rider.
  The designer can make this device look like 
  any sort of ﬂying creature or object:  a bat; a bird of 
  prey; a V-wing; a pterosaur; or the like. The chosen 
  appearance usually depends on the character’s cos-
  tume, name, or powers.
  Game Information:  Flight 20”, No Turn Mode 
  (+¼) (50 Active Points); OAF (-1), 1 Continu-
  ing Fuel Charge lasting 2 Hours (requires spe-
  cially-reﬁned jet fuel, Diﬃcult to obtain; -0). 
  Total cost:  25 points.
  Options:
  1)  Faster Rocket Flyer I:  Increase to Flight 25”. 62 
  Active Points; total cost 31 points.
  2)  Faster Rocket Flyer II:  Add x4 Noncombat. 56 
  Active Points; total cost 28 points.
  
  Hero System 5th Edition
  282 ■ Adventure At Top Speed: Speedster Campaigning
  3)  Slower Rocket Flyer:  Decrease to Flight 15”. 37 
  Active Points; total cost 18 points.
  4)  Realistic Rocket Flyer I:  It takes training and skill 
  to ride a Rocket Flyer. Add Requires A PS: Operate 
  Rocket Flyer Roll (-¼). Total cost:  22 points.
  5)  Realistic Rocket Flyer II:  Though the Rocket 
  Flyer is self-powered, riding and steering one takes 
  a lot out of the user. Add Costs Endurance (-½). 
  Total cost:  20 points.
  6)  Realistic Rocket Flyer III:  One of the major prob-
  lems with using the Rocket Flyer in combat is that 
  if the rider takes Knockback, he often gets knocked 
  oﬀ the Flyer! Add Side Eﬀects (if character takes 
  Knockback, must make a DEX Roll at -1 per full 
  2” of Knockback or he falls oﬀ the Flyer; -¼). Total 
  cost:  22 points.
  7)  Experimental Rocket Flyer:  Unfortunately, min-
  iaturizing a jet engine for riding purposes requires 
  some technological innovations that don’t always 
  function properly. Add Activation Roll 14- (-½). 
  Total cost:  20 points.
  8)  Armed Rocket Flyer:  The character’s Rocket Flyer 
  mounts a small rack of mini-missiles that it can 
  ﬁre at targets directly in front of it. Character also 
  buys RKA 3d6, Explosion (+½) (67 Active Points); 
  OAF (-1), Limited Arc Of Fire (One Hex Row, only 
  on same horizontal level as Rocket Flyer; -1), 4 
  Charges (-1). Total cost:  17 points.
  9)  Fuel Cell:  This form of the Rocket Flyer has a 
  built-in fuel cell or other power source that never 
  needs replenishing. Remove 1 Continuing Fuel 
  Charge (-0). Total cost:  25 points.
  10)  Smokescreen Generator:  The Rocket Flyer has 
  a smokescreen generator mounted in back so that 
  its exhaust blinds and confuses anyone who tries 
  to follow. Character also buys Darkness to Sight 
  Group 10” radius (20” long and 2” wide Line; +¼) 
  (125 Active Points); OAF (-1), No Range (-½), Lim-
  ited Arc Of Fire (0 Degrees behind Rocket Flyer, 
  only on same horizontal level; -1), 4 Charges lasting 
  1 Turn each (-½). Total cost:  31 points.
  11)  Bladed Flyer:  The Rocket Flyer has some 
  sharp edges or points, or comes equipped with 
  bladed edges, so that the rider can kill people 
  by flying past or into them. Character also buys 
  HKA 1d6 (15 Active Points); OAF (-1), No STR 
  Bonus (-½), Only Works With Move By/Through 
  (-½). Total cost:  5 points.
  ROCKETSKATES
  Effect: 
  Flight 10”, Only In Contact With A Relatively 
  Smooth Solid Surface
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Breakability:  4 DEF
  Description:  When the character activates these 
  boots, small wheels drop out of the soles, and tiny 
  jet engines project from the back of the heel. He 
  can then rocket-skate along the ground much more 
  quickly than he could run.
  Game Information:  Flight 10” (20 Active Points); 
  OIF (-½), Only In Contact With A Relatively 
  Smooth, Flat, Solid Surface (-½). Total cost:  10 
  points.
  Options:
  1)  Faster Rocketskates:  Increase to Flight 14”. 28 
  Active Points; total cost 14 points.
  2)  Slow Rocketskates:  Decrease to Flight 6”. 12 
  Active Points; total cost 6 points.
  3)  Realistic Rocketskates I:  Maintaining one’s 
  footing while wearing Rocketskates is difficult; 
  many users fall down before they really get 
  going. Add Requires A PS: Use Rocketskates Roll 
  (-¼), Side Effects (character falls down ½d6” into 
  his movement and loses the rest of his Phase; 
  -¼). Total cost:  8 points.
  4)  Realistic Rocketskates II:  The Rocketskates 
  have a small supply of high-efficiency fuel; 
  once it’s used up, the wearer has to refuel them 
  before he can skate again. Add 1 Continuing Fuel 
  Charge (30 seconds, Difficult to obtain fuel; -1). 
  Total cost:  7 points.
  5)  Experimental Rocketskates:  Sometimes the 
  Rocketskates don’t work properly; the wheels fail to 
  drop or the jets sputter ineﬀectually. Add Activation 
  Roll 14- (-½). Total cost:  8 points.
  
  283 
  The Ultimate Speedster ■ Chapter Five
  SPACE IMPELLER
  Effect: 
  FTL Travel (1 LY/2 hours)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Breakability:  7 DEF
  Description:  This device is a backpack-like module 
  that generates a ﬁeld that allows the wearer to travel 
  at thousands of times the speed of light — fast 
  enough to travel from Earth to Alpha Centauri in 
  about eight hours. It also generates a force-ﬁeld 
  around him that shields him from the harmful 
  eﬀects of space.
  Game Information:  FTL Travel (1 LY/2 hours) 
  (34 Active Points); OIF (-½) (total cost:  23 
  points) plus Life Support (Self-Contained 
  Breathing; Safe Environments:  High Radia-
  tion, Intense Cold, Intense Heat, Low Pressure/
  Vacuum) (18 Active Points); OIF (-½) (total 
  cost:  12 points). Total cost:  35 points.
  Options:
  1)  Faster Space Impeller:  Increase to FTL Travel (1 
  LY/hour). 36 + 18 = 54 Active Points; total cost 24 + 
  12 = 36 points.
  2)  Slower Space Impeller:  Decrease to FTL Travel 
  (1 LY/8 hours). 30 + 18 = 48 Active Points; total 
  cost 20 + 12 = 32 points.
  3)  Realistic Space Impeller:  Though the Space 
  Impeller is self-powered, using one takes a lot of 
  the user. Add Costs Endurance (-½) to FTL Travel. 
  Total cost:  17 + 12 = 29 points.
  4)  Grabbable Space Impeller:  This form of Space 
  Impeller isn’t worn; it’s held in the hands; it resem-
  bles a bizarre-looking set of bicycle handles, or the 
  like. Change OIF (-½) to OAF (-1). Total cost:  17 + 
  9 = 26 points.
   SPEED PILL
  Effect: 
  +3 SPD
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  Charges: 
  1 Continuing Charge lasting 1 Hour
  Breakability:  1 DEF
  Description:  Some speedsters don’t get their 
  powers from radiation accidents or jetpacks 
  — instead, they invent (or obtain) a wonder-drug 
  that vastly enhances their reflexes (albeit for a 
  short period of time).
  Game Information:  +3 SPD (30 Active Points); 
  OAF Fragile (pill; -1¼), 1 Continuing Charge 
  lasting 1 Hour (-¼). Total cost:  12 points.
  Options:
  1)  More Speed:  Increase to +4 SPD. 40 Active 
  Points; total cost 16 points.
  2)  Less Speed:  Decrease to +2 SPD. 20 Active 
  Points; total cost 8 points.
  3)  Long-Lasting Speed:  Change to 1 Continuing 
  Charge lasting 6 Hours (-0). Total cost:  13 points.
  4)  Bottleful Of Speed:  Change to 4 Continuing 
  Charges lasting 1 Hour each (-0). Total cost:  13 
  points.
  5)  Realistic Speed Pill:  Increasing one’s reﬂexes this 
  way puts a real strain on the body and can easily 
  tire a character out. Add Costs Endurance (-½). 
  Total cost:  10 points.
  6)  Variant Speed Pill I:  This form of Speed Pill has 
  eﬀects that aren’t so predictable, but it’s easy to give 
  a Pill to another character if necessary. Change to:  
  Aid SPD 6d6, Delayed Recovery Rate (points fade at 
  the rate of 5 per Hour; +1) (120 Active Points); OAF 
  Fragile (pill; -1¼), 4 Charges (-1), All Points Gained 
  Fade After 1 Hour (-¼). Total cost:  34 points.
  7)  Variant Speed Pill II:  This form of the Pill 
  increases both the character’s reﬂexes and his agil-
  ity. As Variant Speed Pill I, but add DEX and SPD 
  simultaneously (+¼). 135 Active Points; total cost 
  39 points.
   SPRINGBOOTS
  Effect: 
  Leaping +20”
  Target: 
  Self One character
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Breakability:  4 DEF
  Description:  These boots have electronically-aug-
  mented springs on the bottom of the soles, allowing 
  the wearer to leap prodigious distances.
  Game Information:  Leaping +20” (20 Active 
  Points); OIF (-½). Total cost:  13 points.
  Options:
  1)  Stronger Boots I:  Increase to Leaping +30”. 30 
  Active Points; total cost 20 points.
  2)  Stronger Boots II:  Increase to x4 Noncombat. 25 
  Active Points; total cost 17 points.
  3)  Weaker Boots:  Decrease to Leaping +12”. 12 
  Active Points; total cost 8 points.
  4)  Accurate Boots:  These boots have a built-in 
  guidance system to ensure the wearer always lands 
  where he intends to. Add Accurate. 25 Active 
  Points; total cost 17 points.
  5)  Experimental Boots:  Sometimes the Springboots 
  don’t quite have the spring. Add Activation Roll 14- 
  (-½). Total cost:  10 points.
  6)  Compressed Airjet Boots:  This form of the boots 
  uses jets of compressed air instead of springs to 
  enhance the wearer’s ability to leap. Add 12 Charges 
  (-¼). Total cost:  11 points.
  7)  Jumpboots:  Instead of using springs, this form 
  of boots has small rockets that aren’t strong enough 
  to allow for true ﬂight, but do assist the wearer’s 
  leaping. Increase to x4 Noncombat and add 12 
  Charges (-¼). Total cost:  14 points.
  
  Hero System 5th Edition
  284 ■ Adventure At Top Speed: Speedster Campaigning
  SUBMARINE IMPELLER
  Effect: 
  Swimming +8”, Only When Fully Underwa-
  ter
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Breakability:  2 DEF
  Description:  This device, worn on the back similar 
  to a Jetpack, uses tiny propellers to drive the wearer 
  through the water much faster than he can swim 
  naturally.
  Game Information:  Swimming +8” (8 Active 
  Points); OIF (-½), Only Works When Wearer Is 
  Fully Underwater (-0). Total cost:  5 points.
  Options:
  1)  Strong Impeller:  Increase to Swimming +12”. 12 
  Active Points; total cost 8 points.
  2)  Weak Impeller:  Decrease to Swimming +5”. 5 
  Active Points; total cost 3 points.
  3)  Realistic Impeller:  The Impeller requires fuel. 
  Add 1 Continuing Fuel Charge lasting 1 Hour (gas-
  oline, Easy to obtain; -0). Total cost:  5 points.
  4)  MHD Impeller:  Instead of having propellers, this 
  Impeller uses magnetohydrodynamic technology to 
  move the wearer swiftly and silently. Add Invisible 
  To Hearing Group (+¼). 10 Active Points; total cost 
  7 points.
  5)  Grabbable Impeller:  Some types of Impel-
  ler aren’t built as backpacks, but as large objects 
  the user has to hold onto with at least one hand. 
  Change OIF (-½) to OAF (-1) and add Gestures 
  (throughout; -½). Total cost:  3 points.
   SUPERCHUTE
  Effect: 
  Gliding 8”, Limited Movement (downward 
  only)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  Charges: 
  1 Recoverable Continuing Charge
  Breakability:  2 DEF
  Description:  This device is similar to a standard 
  parachute, but with two important diﬀerences. 
  First, it’s much smaller; a character could wear it 
  underneath a cape without distorting the cape’s 
  lines signiﬁcantly. Second, it allows for a more rapid 
  descent and greater maneuverability than standard 
  parachutes.
  Game Information:  Gliding 8” (8 Active Points); 
  OAF (-1), Limited Movement (character cannot 
  gain altitude, and must move at least 6” down-
  ward for every 1” forward; -¼), 1 Recoverable 
  Continuing Charge (lasts until character hits 
  the ground or ’chute is fouled; -¾). Total cost:  
  3 points.
  Options:
  1)  Strong Superchute:  Increase to Gliding 10”. 10 
  Active Points; total cost 3 points.
  
  285 
  The Ultimate Speedster ■ Chapter Five
  2)  Weak Superchute:  Decrease to Gliding 6”. 6 
  Active Points; total cost 2 points.
  3)  Experimental Superchute:  Sometimes the Super-
  chute fails to open.... Add Activation Roll 14- (-½). 
  Total cost:  2 points.
  TELEPORTATION CAPE
  Effect: 
  Teleportation 30”
  Target: 
  Self plus one person
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 6
  Breakability:  13 DEF
  Description:  This voluminous cape is interwoven 
  with circuitry that allows it to open a small dimen-
  sional portal. The wearer of the cape, and possibly 
  also one other person who he wraps the cloak 
  around, get carried through the portal and then 
  ejected back into this dimension at another point 
  within 30” of where they started. The trip stresses 
  the metabolism of the cloak’s wearer, tiring him out.
  Game Information:  Teleportation 30”, x2 
  Increased Mass (65 Active Points); OAF (-1). 
  Total cost:  32 points
  Options:
  1)  Farther Teleportation:  Increase to Teleportation 
  40”. 85 Active Points; total cost 42 points.
  2)  Shorter Teleportation:  Decrease to Teleportation 
  20”. 45 Active Points; total cost 22 points.
  3)  Experimental Teleportation Cape:  Unfortunately, 
  the Teleportation Cape is an experimental device; it 
  doesn’t always work. Add Activation Roll 11- (-1). 
  Total cost:  22 points.
  4)  Onboard Battery:  The cape has a built-in battery 
  so that using it doesn’t tire the wearer out. Add 12 
  Charges (-¼). Total cost:  29 points.
  5)  MegaPortation Cape:  The cape can not only 
  carry the wearer (and his passenger) short dis-
  tances, it can transport them up to 300 kilometers if 
  necessary. Change to Multipower, 97-point reserve 
  (all OAF), one slot as above, one slot as above with 
  MegaScale (1” = 10 km; +½). Total cost:  56 points.
  6)  Small Teleportation Cape:  This form of the cape 
  isn’t large enough to carry another person along. 
  Remove x2 Increased Mass. 60 Active Points; total 
  cost 30 points.
  TELEPORTATION CORRIDOR GENERATOR
  Effect: 
  Teleportation 40” (or 10” MegaScaled)
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self or Touch
  END Cost: 8
  Breakability:  16 DEF
  Description:  This strange device, possibly the prod-
  uct of highly-advanced alien science, is an object 
  about the size of a large grapefruit; usually it’s a 
  sphere or a cube. It may be monochromatic, poly-
  chromatic, or carved/engraved/painted with elabo-
  rate decorations. It has the ability to open a “hyper-
  space corridor” and move the holder through it, 
  thus transporting him instantly over billions of 
  kilometers.
  Game Information:
  Cost Powers
  40 
  Teleportation Corridor Generator:  Multip-
  ower, 80-point reserve; all OAF (-1)
  4u 
  1)  Standard Corridor:  Teleportation 40”; 
  OAF (-1)
  4u 
  2)  Long-Distance Corridor:  Teleportation 
  10”, MegaScale (1” = 10 billion km, can scale 
  down to 1” = 1 km; +3); OAF (-1)
  Total cost:  48 points.
  Options:
  1)  Strong Generator:  Increase Multipower reserve 
  to 100 points, Slot 1 to Teleportation 50”, and Slot 
  2’s MegaScaling to (1” = 10 light-years, can scale 
  down to 1” = 1 km; +4). Total cost:  60 points.
  2)  Weak Generator:  Decrease Multipower reserve 
  to 60 points, Slot 1 to Teleportation 30”, and Slot 2’s 
  MegaScaling to (1” = 1 million km, can scale down 
  to 1” = 1 km; +2). Total cost:  36 points.
  3)  Realistic Generator:  The Generator’s energy 
  supply isn’t inﬁnite; the owner can only use it so 
  many times per day. Add 12 Charges for entire 
  Multipower (-¼). Total cost:  43 points.
  4)  Experimental Generator:  The device’s function is 
  not fully understood; sometimes it fails to work for 
  unknown reasons. Add Activation Roll 14- (-½) to 
  reserve and both slots. Total cost:  38 points.
  5)  Group Corridor:  The user of the device can carry 
  up to another 700 kg worth of persons or goods 
  with him. Increase Multipower reserve to 140 
  points and add x8 Increased Mass to both slots. 
  Total cost:  82 points.
  6)  Attached Generator:  Instead of being a held 
  object, the Generator is built into a suit of powered 
  armor or other device that’s not so easy to take 
  away from the character. Change OAF (-1) to OIF 
  (-½) throughout. Total cost:  63 points.
  7)  All Space And Time:  This form of the device 
  can also send the user to other dimensions, or 
  allow him to travel through time. Add two slots, 
  Extra-Dimensional Movement (any location in any 
  dimension, and any point in time). Total cost of 
  slots 2u and 4u, total cost of device 54 points.
  
  Hero System 5th Edition
  286 ■ Adventure At Top Speed: Speedster Campaigning
   TELEPORTATION DISKS
  Effect: 
  Teleportation 20”, x250 Noncombat, Only 
  To Floating Fixed Locations
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  Charges: 
  4 Recoverable Charges
  Breakability:  15 DEF
  Description:  This device is a set of four disks about 
  the size of a human hand. Each contains power-
  ful teleportation technology cybernetically linked 
  to the owner’s bio-signature (or the like). The user 
  places a disk in a place he thinks he might want to 
  Teleport to; the Disk is a Floating Fixed Location. 
  When the user activates a Disk by cybernetic com-
  mand, the Disk Teleports him to itself (he has to 
  be within 5,000” of it, or about six miles, for this to 
  work). After Teleporting, the character can retrieve 
  a Disk for later placement, or leave it where it is for 
  the time being.
  If a character wants to Teleport in a situation 
  where he hasn’t had time to place any Disks, he 
  can, with the GM’s permission, throw a Disk into a 
  target hex; this counts as an Attack Action. He can 
  then activate the Disk on his next Phase to Teleport 
  to it. Each Disk weighs .25 kg for these purposes.
  Game Information:
  Cost Power
  25 
  Teleportation Disks:  Teleportation 20”, x250 
  Noncombat (about 6 miles) (75 Active 
  Points); OAF (-1), Only To Floating Fixed 
  Locations (-½), 4 Recoverable Charges (-½)
  10 
  Teleportation Disks:  Four Floating Fixed 
  Locations; OAF (-1)
  Total cost:  35 points.
  Options:
  1)  Strong Disks I:  Increase to x4,000 Noncombat 
  (about 100 miles) (95 Active Points for Teleporta-
  tion). Total cost:  32 + 10 = 42 points.
  2)  Strong Disks II:  Increase to x32,000 Noncombat 
  (about 800 miles) (110 Active Points for Teleporta-
  tion). Total cost:  37 + 10 = 47 points.
  3)  Strong Disks III:  Increase to x500,000 Noncom-
  bat (about 12,400 miles) (130 Active Points for 
  Teleportation). Total cost:  43 + 10 = 53 points.
  4)  Weak Disks:  Decrease to x64 Noncombat (about 
  1.6 miles) (65 Active Points for Teleportation). 
  Total cost:  22 + 10 = 32 Active Points.
  5)  Experimental Disks:  Teleportation technology is 
  often ﬁckle, especially when crammed into as small 
  a device as this. Add Activation Roll (11-; -1). Total 
  cost:  19 + 10 = 29 points.
  6)  More Disks:  Increase to 8 Recoverable Charges 
  (-0). Total cost:  30 + 10 = 40 points.
   TELEPORTATION HARNESS
  Effect: 
  Teleportation 20”
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 4
  Breakability:  8 DEF
  Description:  This device, worn as part of a costume 
  or perhaps even woven into the fabric of a costume 
  or article of clothing (see option 5), can breach the 
  dimensional barrier and transport the character 
  up to 20” without his having to physically cross the 
  intervening space.
  Game Information:  Teleportation 20” (40 Active 
  Points); OIF (-½). Total cost:  27 points.
  Options:
  1)  Strong Harness I:  Increase to Teleportation 25”. 
  50 Active Points; total cost 33 points.
  2)  Strong Harness II:  Add x4 Noncombat. 45 Active 
  Points; total cost 30 points.
  3)  Weak Harness:  Decrease to Teleportation 15”. 30 
  Active Points; total cost 20 points.
  4)  Experimental Harness:  Sometimes the fragile, 
  cutting-edge systems of the Harness don’t work 
  right. Add Activation Roll 14- (-½). Total cost:  20 
  points. (At the GM’s option, a failed Activation 
  Roll might still result in Teleportation — just to a 
  location very diﬀerent from the one the character 
  intended....)
  5)  Inobvious Harness:  This form of the Harness is 
  worked into clothing or a costume, concealing it 
  — as far as most observers can tell, the character’s 
  Teleportation power is natural, not the result of 
  technology. Change OIF (-½) to IIF (-¼). Total 
  cost:  32 points.
  6)  Damageable Harness:  This form of the Harness 
  is so fragile and easy for an opponent to grab that 
  it’s easy for someone to take it away from him or 
  deny him the use of it. Change OIF (-½) to OAF 
  (-1). Total cost:  20 points.
  7)  Let’s Go For A Ride:  The character can take one 
  human-sized person along with him by wrapping 
  his arms around that person. Add x2 Increased 
  Mass. 45 Active Points; total cost 30 points.
  8)  Built-In Battery I:  The Harness has a built-in 
  battery and operates so smoothly that using it 
  doesn’t tire the character out at all. Add Reduced 
  Endurance (0 END; +½). 60 Active Points; total 
  cost 40 points.
  9)  Built-In Battery II:  The Harness has an internal 
  power source strong enough to operate it eight 
  times before it needs recharging. Add 8 Charges 
  (-½). Total cost:  20 points.
  10)  Long-Range Harness:  The Harness can also trans-
  port the wearer over long distances. Change to:
  
  287 
  The Ultimate Speedster ■ Chapter Five
  Cost Power
  33 
  Teleportation Harness:  Multipower, 50-point 
  reserve; all OIF (-½)
  3u 
  1)  Short-Range Teleportation:  Teleportation 
  20”; OIF (-½)
  3u 
  2)  Long-Range Teleportation:  Teleportation 
  20”, MegaScale (1” = 1 km; +¼); OIF (-½)
  Total cost:  39 points
  11)  Panic Ring:  A “Panic Ring” is a form of Tele-
  portation Harness that’s usually built into a ring 
  (or similar piece of jewelry). It allows the character 
  to Teleport great distances, but only once per day... 
  and only to a speciﬁc, predeﬁned location. Master 
  villains usually use them to escape to a hideout or 
  other place of safety when their plans go awry and 
  the heroes are about to capture them, hence the 
  name. Here’s an example of one:  Teleportation 20”, 
  MegaScale (1” = 1,000 km, can scale down to 1” = 
  1,000 km; +1¼), Invisible To Tracing (other char-
  acters cannot track the “teleportation beam” back 
  to its source; +¼), Trigger (mental command; +¼) 
  (110 Active Points); IIF (-¼), Can Only Teleport To 
  Fixed Location (-1), 1 Charge (-2) (total cost:  26 
  points) plus Fixed Location (deﬁned when Ring is 
  purchased) (1 Active Point); IIF (-¼) (total cost:  1 
  point). Total cost:  27 points.
   WING HARNESS
  Effect: 
  Flight 12”, Restrainable
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Breakability:  5 DEF
  Description:  This device is a vest-like harness with 
  technological wings built into the back; it lets the 
  wearer ﬂy like a bird. You can also use this write-up 
  for “jetpacks” that work not through rocketry but 
  by deploying a set of wings, such as some insect- or 
  bird-themed characters might wear.
  This device is a rare example of a gadget that 
  has both the Focus and Restrainable Limitations. In 
  most cases, it’s just as easy to interfere with as if it 
  were an Accessible Focus, but it can’t be taken away 
  from the character unless someone spends a Turn 
  removing it.
  Game Information:  Flight 12” (24 Active 
  Points); OIF (-½), Restrainable (-½). Total cost:  
  12 points.
  Options:
  1)  Strong Harness:  Increase to Flight 15”. 30 Active 
  Points; total cost 15 points.
  2)  Weak Harness:  Decrease to Flight 9”. 18 Active 
  Points; total cost 9 points.
  3)  Experimental Harness:  Because they’re made 
  with experimental technology, sometimes the Har-
  ness’s wings lock up, which may cause real prob-
  lems if the character’s in midair.... Add Activation 
  Roll 14- (-½). Total cost:  10 points.
  
  288 ■ The Ultimate Speedster
  Hero System 5th Edition
  Acceleration ........................27, 205, 238
  Accuracy (ACC)  
  (alternate form of DEX) ..................14
  Accurate (Adder) ................................38
  Accurate Gliding  
  (speedster power) ...........................120
  Acrobatics (Skill) ................................21
  Actions, separating  
  from movement ..............................209
  Activation Roll (Limitation) .............52
  Adding damage with velocity .........268
  Adherence (speedster power) .........128
  Adjustment Powers ..............28, 47, 206
  Aﬀects Desolidiﬁed (Advantage) .....49
  Afterimages (speedster power) .........87
  Age (Disadvantage) ............................55
  Age Manipulation  
  (speedster power) ...........................152
  Agility (AGI)  
  (alternate form of DEX) ..................14
  Aid (Power) .........................................47
  Air Platform (speedster power) ........94
  Air pressure .......................................247
  Air Shield (speedster power) ............88
  Alter The Weather  
  (speedster power) ...........................119
  Alteration (speedster background) ....6
  Alternate Destination  
  (speedster power) .............................94
  Animal Speedster (archetype) ............9
  Animals’ speeds .....................................9
  Anti-Friction Protection  
  (speedster power) .............................88
  Aport Entangle (speedster power) .144
  Aport Missiles (speedster power) ...144
  Aport Punch (speedster power) .....144
  Aportation (speedster power) .........142
  Aportation Point Defense  
  (speedster power) ...........................148
  Aportive Blinding  
  (speedster power) ...........................143
  Approving the speedster ..................242
  Aqua-Speedster (archetype) ................9
  Aqua-Strength (speedster power) ..134
  Aquatic animals, speeds of ..................9
  Aquatic Cold Resistance  
  (speedster power) ...........................134
  Aqua-Vitality (speedster power) ....137
  Arc of Leaping or Swinging ....212, 215
  Archetypes for speedsters ....................9
  Area Of Eﬀect (Advantage) .........44, 49
  Arm-Wings (speedster gadget) ......274
  Armor Of The Unseen Step  
  (speedster gadget) ..........................274
  Armor Piercing (Advantage) ....44, 46, 50
  Attack Versus Limited Defenses  
  (Advantage) .......................... 46, 50-51
  Augmented Touch  
  (speedster power) ...........................171
  Autoﬁre (Advantage) ...................29, 50
  Avatar, the (archetype) .........................9
  AVLD (Advantage) ................. 46, 50-51
  Backdraft ............................................249
  Backdraft (speedster power) .............64
  Backgrounds for speedsters ................6
  Bad Vibrations (speedster power) ....65
  Balance ...............................................220
  Balance Of Power  
  (classic speedster bit) .....................244
  Banishment (speedster power) .......108
  Based On ECV (Advantage) .............29
  Basics for speedsters .............................6
  Battering Ram (archetype) ................10
  Battering Ram (speedster power) .....65
  Bends, the ..........................................247
  Best Possible Future  
  (speedster power) ...........................159
  Big Race I-II  
  (classic speedster bit) ...............244-45
  Birds, speeds of .....................................9
  Blender, The (speedster power) ......164
  Blink Dimesion-Walking  
  (speedster power) ...........................112
  Blink Teleportation  
  (speedster power) ...........................148
  Blink Vibro-Phasing  
  (speedster power) ...........................168
  Blown Away (speedster power) ........66
  Blur (speedster power) .....................169
  Blurface (speedster power) ................99
  Blurred Defenses  
  (speedster power) ...........................169
  Body (Characteristic) .........................20
  BODY, Tunneling and ......................219
  Bootjets (speedster gadget) .............274
  Boots Of The Cricket  
  (speedster gadget) ..........................275
  Bounce Kick (speedster power) ......130
  Bouncing (form of Leaping) .............38
  Bouyancy ...........................................239
  Bracing Flight (speedster power) ...119
  Breach-Leaping (speedster power) 136
  Breaching (form of Swimming) ........39
  Breakfall (Skill) ...................................21
  Breathe Underwater  
  (speedster power) ...........................137
  Bring Us Something To Eat  
  (speedster power) .............................99
  Bullet Time ........................................257
  Bullethead ..........................................186
  Bullets, speed of ............10, 252, 255-56
  Buried Alive (speedster power) ......161
  Burn My Way Out  
  (speedster power) ...........................164
  Burning Rubber (speedster power) ..66
  Burrowing Horror ............................193
  Burst Of Speed (speedster power) ....63
  Call To The Fish  
  (speedster power) ...........................137
  Campaigning with speedsters ...241-87
  Can Only Teleport To Fixed  
  Locations (Limitation) ....................45
  Can’t Hit Me (speedster power) ........88
  Can’t Hold Me (speedster power) ...172
  Cannot Be Escaped With  
  Teleportation (Advantage) ..............44
  Cannot Hover (Limitation) ...............35
  Carrier (speedster power) .................66
  Carrying combatants .......................268
  Carrying weight while moving .........27
  Categories of speedster powers ........11
  Champions ........................................176
  Change Environment (Power) ..47, 239
  Character Creation ......................... 5-58
  Characteristics ....................................14
  Characteristics (Power) .....................47
  Charenkov Flare (speedster power) ....67
  Charges (Advantage) ..........................50
  Cheating Aportation  
  (speedster power) ...........................151
  Cheetah, speed of .................................9
  Cherenkov Flare (speedster power) ....67
  Cheshire Cat ......................................176
  Chronosense (speedster power) .....158
  Circular (repetitive motion pattern) ...12
  Claustrophobe, the  
  (speedster personality) ......................8
  Claustrophobia  
  (Psychological Limitation) ..............57
  Clean Up Your Room!  
  (speedster power) ...........................100
  Cling-Boots (speedster gadget) ......275
  Clinging (Power) ................................47
  Cloud Containment  
  (speedster power) ...........................118
  Coherent Form (speedster power) .148
  Collector, the (classic speedster bit) ...245
  Collisions ...........................................272
  Combat Acceleration/ 
  Deceleration (Advantage) ...............29
  Combat and Martial  
  Maneuvers .................................22, 268
  Combat Aportation  
  (speedster power) ...........................144
  Combat Modiﬁers ............................267
  Combat Movement ....................26, 204
  Combat Running   
  (speedster power) .............................64
  Combat Skill Levels (Skill) ................21
  Combat Value, eﬀect of loss of  
  control of movement on ...............222
  Combat with speedsters ...................262
  Combining Movement Powers .......204
  Come To Me (speedster power) .....151
  Competitive  
  (Psychological Limitation) ..............57
  Competitor, the  
  (speedster personality) ......................8
  Compressed Air Flare  
  (speedster power) .............................67
  Compressed Air Punch  
  (speedster power) .............................67
  Compression Wave  
  (speedster power) ...........................118
  Concentration (Limitation) ..............30
  Constitution (Characteristic) ............20
  Contact with a surface .....................220
  Continuous (Advantage) ...................44
  Contortionist (Skill) ...........................22
  Control Of Self (speedster power) .....100
  Control Rolls .............................221, 224
  Controlled Collisions  
  (speedster power) .............................67
  Controlled Movement ......................220
  Copterpack (speedster gadget) .......275
  Cosmic Flyer (speedster gadget) ....275
  Cosmic Flying (speedster power) ...119
  Cosmic Speedster (archetype) ..........10
  Cover (Combat Maneuver) .............270
  Cramming (Skill) ................................22
  Cramps, muscle .................................248
  Crashing, after losing control of  
  movement .......................................223
  Crashing through obstacles .............208
  Crawling ......................................210-11
  Create Embankment  
  (speedster power) ...........................163
  CV, eﬀect of loss of control of  
  movement on ..................................222
  Damage, adding with velocity .........268
  Danger Portal (speedster power) ...109
  Danger Sense (Talent) ........................24
  Dark Champions ..............................186
  DCV, Velocity-Based ........................205
  Deadly Aportation  
  (speedster power) ...........................145
  Deadly G-Force (speedster power) ....172
  Deceleration ..........................27, 205-06
  Decompression sickness ..................247
  Decreased Acceleration/ 
  Deceleration (Limitation) ...............30
  Deformation energy .........................240
  Dependence (Disadvantage) .............55
  Desolidiﬁcation (Power) ....................47
  Dexterity (Characteristic) ........... 14-16
  Dimension Gate (speedster power) ...107
  Dimension-Walking  
  (speedster power) ...........................107
  INDEX
  
  289 
  The Ultimate Speedster
  Dimensional Army  
  (speedster power) ...........................114
  Dimensional Bypass  
  (speedster power) ...........................115
  Dimensional Portal Defense  
  (speedster power) ...........................112
  Dimensional Rip  
  (speedster power) ...........................109
  Dimensional Shunt Field  
  (speedster power) ...........................113
  Dimensional Transit  
  (speedster power) ...........................113
  Dimensional Trap  
  (speedster power) ...........................110
  Dimensional Travel Powers .............107
  Dimensional Traveler (archetype) ....10
  Dimensional Vault  
  (speedster power) ...........................115
  Dimensional Window  
  (speedster power) ...........................114
  Dinstinctive Features  
  (Disadvantage) .................................56
  Disadvantages .....................................55
  Disarm By (Combat Maneuver) .....268
  Dispel (Power) ....................................47
  Disrupt Air Patterns  
  (speedster power) .............................68
  Distance .............................................235
  Distance Distortion Zone  
  (speedster power) ...........................110
  Dive For Cover  
  (Combat Maneuver) ..............270, 272
  Diving .................................................212
  Dizzying Spin I (speedster power) .......68
  Dizzying Spin II (speedster power) .....69
  Dodging Bullets (speedster power) .....88
  Downdraft (speedster power) ...........69
  Drafting (Racing Maneuver) ...........229
  Drag ............................................239, 249
  Dragging ............................................272
  Drain (Power) .....................................47
  Drill Gauntlets ..................................276
  Dropped Objects  
  (speedster power) ...........................145
  Dust Aportation  
  (speedster power) ...........................145
  Dust Trail (speedster power) ............70
  Earth Passage (speedster power) ....163
  Easily Tired (Physical Limitation) ....56
  Easy To Dispel (Limitation) ..............52
  Eat My Dust (speedster power) ........70
  El Salto ...............................................180
  Electricity, static ................................250
  Encumbrance ......................................27
  Encumbrance (Combat Modiﬁer) ..267
  Endurance (Characteristic) ...............20
  Endurance and Movement ........27, 207
  Endurance Limitations (Limitation) ...52
  Energy ................................................240
  Energy Buildup  
  (form of Dependence) .....................55
  Energy Defense (Characteristic) ......20
  Energy phenomena, speed of ............10
  Enhanced Diving (speedster power) 136
  Enhanced Senses (Power) .................48
  Enhancements  
  (speedster background) .....................7
  Enhancements, Movement ..............224
  Enraged (Disadvantage) ....................56
  Entangle (Power) ..........................46, 48
  Enter The Speed Zone  
  (speedster power) ...........................106
  Environment .....................................235
  Environmental Movement (Talent) ....24
  Environmental Speed Bumps .........248
  Environments, unusual, moving in ....224
  Explosion (Advantage) ......................49
  Explosion Containment  
  (speedster power) .............................88
  External Source  
  (power manifestation) .....................13
  Extra Attacks (speedster power) .......70
  Extra Swingline (Adder) ....................40
  Extra-Dimensional Movement  
  (Power) ..............................................31
  Facing .................................................204
  Fantasy Hero .....................................188
  Fashion Victim (speedster power) ...71
  Fast and Slow Perceptions ...............251
  Fast Climb (speedster power) .........132
  Fast Draw (Skill) .................................22
  Fast Point of View (POV) and  
  the Speed Zone ...............................254
  Fast Time ...........................................257
  Fast Time Bubble  
  (speedster power) ...........................153
  Faster Than The Eye Can Follow  
  (speedster power) .............................71
  Faster-Than-Light (FTL) Travel  
  (Power) ......................................34, 213
  Feel The Spark (speedster power) ....71
  Few Second Events Table .................252
  Fill In (Adder) .....................................46
  Find Weakness (Power) .....................46
  Fine-tuning Movement Powers ........27
  Firearms Muzzle Velocity Table ......252
  Fish Control (speedster power) ......138
  Fish, speeds of .......................................9
  Fist Is Quicker Than The Eye, The 
  (speedster power) .............................72
  Fixed Locations ...................................42
  Flash Defense (Power) .......................48
  Flight (Power) .................13, 35, 38, 213
  Flight Disk .........................................276
  Flight Platform ..................................277
  Flight Powers .....................................116
  Flight Ring .........................................278
  Float Like A Teleporter, Sting Like  
  A Bee (speedster power) ...............146
  Floating Fixed Locations ...................42
  Flying Dodge (Martial Maneuver) ....270
  Flying Speedster (archetype) .............10
  Focus (Limitation) ........................40, 45
  Force ...................................................238
  Force Wall (Power) .............................46
  Foresight (speedster power) ............158
  Forewarned Is Foredefended  
  (speedster power) ...........................156
  Forward Movement Only  
  (Limitation) ......................................38
  Fractional SPD ....................................16
  Frameworks .........................................54
  Friction ................................238, 248-49
  Friction Attack (speedster power) ....72
  Friction Control  
  (speedster power) ...........................121
  Friction Manipulation  
  (speedster power) ...........................122
  Friction Negation  
  (speedster power) ...........................128
  Friction Welding  
  (speedster power) ...........................100
  Frictionless Field  
  (speedster power) ...........................121
  Full Move element ............................271
  Full Moves ...................................26, 204
  Future Assistance  
  (speedster power) ...........................159
  Future Self (speedster power) .........160
  G force ................................................247
  Gadgets, speedster ............................274
  Gamemastering for speedsters ...242, 244
  Gas environments .............................236
  Gate Razor (speedster power) .........111
  Gates .....................................................42
  Genre by Genre .........................175-202
  Gestures (Limitation) .........................52
  Get Away From Me!  
  (speedster power) .............................72
  Glider Cape .......................................278
  Glider Wings (speedster power) .....120
  Glider-Wings (gadget) .....................278
  Gliding (Power) ..........................36, 214
  Golden Age Relic (archetype) ...........10
  Gone Out For Food  
  (speedster power) ...........................160
  Grab (Combat Maneuver) ...............268
  Grab By (Combat Maneuver) .........268
  Grab-And-Drop (speedster power) ....73
  Gravel Blast (speedster power) .........73
  Gravity .................205-06, 226, 238, 247
  Grouch, the (speedster personality) ...... 8
  Ground Gliding (Limitation) ............37
  Gyroscopic Interference  
  (speedster power) ...........................165
  Half inches of movement ..................26
  Half Moves ..................................26, 204
  Hand-To-Hand Attack (Power) ........48
  Hangtime Accuracy  
  (speedster power) ...........................131
  Hangtime Protection  
  (speedster power) ...........................132
  Hardened (Advantage) ................44, 46
  Heat energy .......................................240
  Heightened Metabolism  
  (power manifestation) .....................13
  Helper, the (speedster personality) .....8
  Here’s Mud In Your Eye  
  (speedster power) .............................73
  Here’s What I Saw  
  (speedster power) .............................96
  HERO System Movement  
  Companion ...............................203-40
  Heroic Genres
  Hexes
   Generally .........................................235
   Replacing with meters ...................210
  Hey, Over Here! (speedster power) ..73
  High-Speed Counting  
  (speedster power) .............................96
  High-Speed Search  
  (speedster power) .............................97
  High-Velocity Phasing  
  (speedster power) ...........................100
  Hindering speedsters .......................262
  Hipshot (Combat Maneuver) .........270
  Hitting speedsters .............................263
  Hoax (classic speedster bit) .............245
  Hold On, I’ll Get One  
  (speedster power) ...........................101
  Horror Hero ......................................193
  Hostage Rescue (speedster power) ...74
  Hovershoes ........................................278
  Human Drillbit (speedster power) ...74
  Hurry (Combat Maneuver) .............270
  Hyper-Flight (speedster power) .....116
  Hyper-Metabolism  
  (speedster power) .............................89
  Hyper-Mind (speedster power) ........89
  Hyper-Running I  
  (speedster power) .............................61
  Hyper-Running II  
  (speedster power) .............................62
  Hyper-Running III  
  (speedster power) .............................63
  Hyper-Swimming  
  (speedster power) ...........................133
  Hyperperception  
  (speedster power) ...........................114
  Hyperspeed Cramming  
  (speedster power) ...........................102
  Hyperthrowing (speedster power) ...74
  I Can Talk To Fish  
  (speedster power) ...........................138
  I Tunnel Well (speedster power) .......94
  
  290 ■ The Ultimate Speedster
  Hero System 5th Edition
  I’ll Have Him Here In A Second  
  (speedster power) .............................74
  I’ll Take Those! (speedster power) ....75
  I’m Faster Than You Are  
  (speedster power) .............................76
  Impact Resistance (speedster power) ..89
  Impediments, Movement ................224
  Improved Acceleration/Deceleration 
  (Advantage) ..........................29, 36, 38
  Improved Noncombat Movement 
  (Adder) ..............................................28
  Improved Rescuing  
  (speedster power) ...........................102
  Improvised Swinging  
  (speedster power) ...........................140
  In Two Places At Once  
  (speedster power) ...........................102
  Inches .................................................235
  Increased Acceleration (Adder) ........28
  Increased Deceleration (Adder) .......28
  Increased Mass (Advantage) .......34, 43
  Indirect (Advantage) ..........................50
  Inertia .................................................238
  Inertia Manipulation  
  (speedster power) ...........................122
  Instant (Limitation) ............................30
  Instant Lightspeed (Adder) ...............34
  Intelligence (Characteristic) ..............20
  Interposing ........................................272
  Introduction ..........................................4
  Invisible Power Eﬀects  
  (Advantage) ..........................29, 46, 50
  Jam Radio Signals  
  (speedster power) ...........................118
  Jetpack ................................................279
  Jogging .........................................210-11
  Kagamishoki, the Mirror Demon ...194
  Keeping My Footing  
  (speedster power) .............................94
  Killing Attacks (Power) ......................48
  Kilometers per hour,  
  determining ..............................205-06
  Kinetic Absorption  
  (speedster power) ...........................123
  Kinetic Boost (speedster power) ....123
  Kinetic Cancellation  
  (speedster power) ...........................127
  Kinetic energy ...................................240
  Kinetic Energy Powers .....................121
  Kinetic Missile (speedster power) ..123
  Kinetic Redirection  
  (speedster power) ...........................124
  Kinetic Shield (speedster power) ....127
  Kinetic Theft (speedster power) .....127
  Kinetik ...............................................178
  Lack Of Spatial Sense  
  (Physical Limitation) .......................56
  Land animals, speeds of .......................9
  Leaper (archetype) .............................10
  Leaping (Power) ....................35, 37, 211
  Leaping Powers .................................130
  Leaves A Trail (Limitation) ...............30
  Let’s Warm Things Up  
  (speedster power) ...........................103
  Let’s Wrap This Up  
  (speedster power) .............................76
  Life Support (Power) ..........................48
  Light energy ......................................240
  Light, speed of ...............10, 252, 255-56
  Lighter Than Air  
  (speedster power) ...........................120
  Lightning bolt, speed of .............10, 253
  Lightning Calculator (Talent) ...........24
  Lightning Reﬂexes (Talent) ...............24
  Limited Power (Limitation) ..............52
  Limited SPD ........................................18
  Linked (Limitation) ......................30, 53
  Liquid environments ........................236
  Living Energy  
  (power manifestation) .....................13
  Look Around (speedster power) ....158
  Looking All Around  
  (speedster power) .............................97
  Losing control while moving ....220-22
  Magic (speedster background) ...........6
  Magic Fingers (speedster power) ...103
  Mammals, speeds of .............................9
  Manifestations of speedster powers .13
  Mantara ..............................................182
  Martial Arts (Skill) .............................22
  Martial Maneuvers .....................22, 270
  Mass, Leaping and ............................212
  Mass ....................................................235
  Me First! (speedster power) ............103
  Mechanical energy ...........................240
  Mechano-Stilts ..................................280
  MegaMovement powers ....................27
  MegaScale  
  (Advantage) .............. 35, 38-39, 44, 50
  Mental Control  
  (speedster background) .....................6
  Metabolic Control  
  (speedster power) ...........................103
  Meters instead of hexes ....................210
  Midnight Comet, the ........................196
  Miles per hour, determining .....205-06
  Mind Scan (Power) ............................48
  Mirror Demon ..................................194
  Mischievous  
  (Psychological Limitation) ..............57
  Missile Deﬂection (Power) ................48
  Momentum Compensation  
  (speedster power) ...........................124
  Momentum Enhancement  
  (speedster power) ...........................124
  Momentum Subtraction  
  (speedster power) ...........................125
  Momentum Teleportation  
  (speedster power) ...........................129
  Motion Sense (speedster power) ......97
  Moultrie, Matthias, a.k.a. the Mole 
  Marauder .........................................198
  Mounted Movement ........................232
  Move And Grab By  
  (speedster power) .............................76
  Move By (Combat Maneuver) ........269
  Move Slam (Combat Maneuver) ....269
  Move Through  
  (Combat Maneuver) ......................270
  Movement (generally) ................26, 204
  Movement
   As Combat Modiﬁer ......................267
   As a Skill Modiﬁer ...........................21
   Eﬀect on Strength ..........................207
   In unusual environments ..............224
  Movement Impediments and  
  Enhancements ................................224
  Movement Physics ............................235
  Movement Powers ................26-46, 204
  Movement Reﬂexes  
  (speedster power) .............................95
  Movement Shield  
  (speedster power) ...........................128
  Movement Skill Levels ...............23, 234
  Moving Attack (speedster power) ....77
  Moving Strength (speedster power) .77
  Moving Through Dimensions  
  (speedster power) .............................95
  Moving Underwater .........................225
  Multi-Dimensional Form  
  (speedster power) ...........................113
  Muscle cramps ..................................248
  Must Pass Through Intervening Space 
  (Limitation) ................................45, 52
  Mutation (speedster background) ......7
  Narcosis Attack (speedster power) ....134
  Navigation (Skill) ................................22
  Newton’s Laws ...................................238
  Ninja Hero .........................................194
  NND (Advantage) .................. 46, 50-51
  No Gravity Penalty (Advantage) ......29
  No Noncombat Movement  
  (Limitation) ......................................30
  No Normal Defense  
  (Advantage) .......................... 46, 50-51
  No Relative Velocity (Adder) ............43
  No Skidding (speedster power) ........90
  No Sleep ’Til Brooklyn  
  (speedster power) ...........................153
  No Turn Mode (Advantage) ..............30
  Non-Human Physiology  
  (Physical Limitation) .......................57
  Non-Slip Boots ..................................280
  Noncombat Acceleration/ 
  Deceleration (Advantage) ...............29
  Noncombat Movement ..............26, 204
  Normal Movement ...........................210
  Not While Moving (Limitation) .......53
  Obstacles ....................................208, 250
  Oﬀ-Balance (speedster power) .........77
  One-Second Events Table ................252
  One-Way Trip (Limitation) ...............34
  Only In Contact With A Surface  
  (Limitation) ......................................35
  Only On Appropriate Terrain  
  (Limitation) ......................................39
  Only When Moving (Limitation) .....53
  Oozing (type of Running) ...............211
  Optional Combat Maneuvers .........270 
  Orientation ..................................220-22
  Other Combat Eﬀects ......................272
  Other Movement ..............................232
  Out Of Ammo (speedster power) ....78
  Outrunning The Blast  
  (speedster power) .............................90
  Outside Of Time  
  (speedster power) ...........................160
  Overconﬁdence  
  (Psychological Limitation) ..............57
  Overdrive (Physical Limitation) .......57
  Passing (Racing Maneuver) ............229
  Passing Disarm  
  (Martial Maneuver) .......................271
  Passing Strike (Martial Maneuver) ....272
  Penetrating (Advantage) ..............46, 50
  Penetrating The Veil  
  (speedster power) ...........................111
  Perceiving Movement Powers ...........27
  Perceiving speedsters .......................262
  Perception at High Velocity .............263
  Perfect Pitch (Talent) .........................24
  Perks .....................................................24
  Personal Frictionlessness  
  (speedster power) ...........................128
  Personal Molecular Control  
  (speedster power) .............................90
  Personalities for speedsters .................8
  Perspective Of The Dimensions  
  (speedster power) ...........................114
  Phasing Grip (speedster power) .......78
  Phasing, High-Velocity (speedster 
  power) ..............................................100
  Physical Defense (Characteristic) ....20
  Physical Limitation (Disadvantage) .56
  Physiological Speed Bumps .............247
  Pinball Attack (speedster power) ...131
  Planar Reach (speedster power) .....115
  Position Shift (Adder) ............29, 38, 44
  Potential energy ................................240
  Potion Of Swiftness ..........................280
  Potion Of Sylphen Agility ................281
  Power (Skill) ........................................23
  Power Advantages ...............................49
  Power Frameworks .............................54
  Power Limitations ..............................52
  
  291 
  The Ultimate Speedster
  Power Manifestations .........................13
  Power Modiﬁers ..................................49
  Powered Movement .........................213
  Powers ............................................ 26-48
  Prankster, the (speedster personality) ... 8
  Precision Tunneling ...........................46
  Pressure, air .......................................247
  Pressure Resistance  
  (speedster power) ...........................134
  Propeller Whirl (speedster power) ....172
  Protective Aport Field  
  (speedster power) ...........................149
  Protective Aport Wall  
  (speedster power) ...........................149
  Psychological Limitation  
  (Disadvantage) .................................57
  Pulp Hero ..........................................196
  Quake Blast (speedster power) .......165
  Quake Cancellation  
  (speedster power) ...........................165
  Quake Creation (speedster power) ....162
  Quick Change (speedster power) .....71
  Quicker than normal Skill use ..........21
  Quicker Than The Eye  
  (speedster power) ...........................104
  Racial (speedster background) ...........8
  Racing ................................................228
  Range Advantages (Advantage) ........51
  Range Modiﬁer .................................267
  Ranged (Advantage) ...........................51
  Rapid Fire (Combat Maneuver) .....270
  Rapid-Fire Move By  
  (speedster power) .............................78
  Rapid-Fire Punch (speedster power) ..78
  Rapid Healing (speedster power) .....90
  Rapid Noncombat Movement  
  (Advantage) ......................................29
  Rapid Repair (speedster power) .....104
  Rapid Target Analysis  
  (speedster power) .............................97
  Rapid Tasks (speedster power) .......104
  Rapid-Time Healing  
  (speedster power) ...........................160
  Rapid Transit (speedster power) ....157
  Re-Bound (speedster power) ..........132
  Reach Tunnel (speedster power) ....111
  Reaction (REA)  
  (alternate form of DEX) ..................14
  Real World Event Speeds Table .......252
  Real-world speeds ......................205-06
  Realistic Leaping ...............................212
  Recovery (Characteristic) ..................20
  Reduced Endurance (Advantage) .....51
  Reﬂex Man (archetype) .....................10
  Reﬂex Teleportation  
  (speedster power) ...........................150
  Reﬂexive Gaze Aversion  
  (speedster power) .............................91
  Refreshing Water (speedster power) .138
  Regaining control of movement .....222
  Relativistic Density Punch  
  (speedster power) .............................79
  Requires A Skill Roll (Limitation) ....53
  Rescuing other characters ...............272
  Restrainable (Limitation) ..................52
  Return To Sender  
  (speedster power) ...........................149
  Rhythmic  
  (repetitive motion pattern) .............12
  Rival (classic speedster bit) .............245
  Rivalry (Disadvantage) ......................58
  Rocket Flyer ......................................281
  Rocket Squadron Blue .....................200
  Rocketboard ......................................281
  Rocketskates ......................................282
  Rolling  
  (type of Running; Limitation) ......211
  Rubble Blast (speedster power) ........80
  Run-By Grabbing (speedster power) ..80
  Running (Power) ..................13, 39, 210
  Running Leaps ..................................212
  Running Man (archetype) ........... 10-11
  Running On Light  
  (speedster power) .............................95
  Safe Aquatic Teleport (Adder) ..........44
  Safe Blind Teleport (Advantage) .......44
  Safe Blind Travel (Advantage) ..........34
  Salto, El ...............................................180
  Secondary SPD ...................................17
  See Through The Earth  
  (speedster power) ...........................163
  Segmented Movement .....................208
  Semi-Solid Form  
  (speedster power) ...........................169
  Sending (speedster power) ..............112
  Sense Vibrations (speedster power) ..163
  Separating movement and Actions ...209
  Shaken Apart (speedster power) ....166
  Shakeout (speedster power) ............169
  Side Eﬀects (Limitation) ....................53
  Simulate Death (Talent) .....................24
  Siphoned Punch (speedster power) ..125
  Size, Leaping and ..............................212
  Skidding .............................................223
  Skidding (type of Running) ............211
  Skill Levels (Skill) ...............................23
  Skills .....................................................21
  Slickster (archetype) ...........................11
  Sliding  
  (type of Running; Limitation) ......211
  Slingshot (Racing Maneuver) .........230
  Slithering (type of Running) ...........211
  Slow Missiles (speedster power) .......91
  Slow Point of View (POV) ...............251
  Slow Time Bubble  
  (speedster power) ...........................154
  Slower Point Of View .......................251
  Smashing through obstacles ............208
  Solid environments ..........................236
  Solid objects, Teleporting into ........218
  Some Disassembly Required  
  (speedster power) .............................80
  Sonic Boom Attack  
  (speedster power) .............................81
  Sonic Boom Fingersnap  
  (speedster power) .............................82
  Sonic booms ......................................249
  Sound energy ....................................240
  Sound, speed of ...........10, 249, 252, 255
  Space Impeller ...................................283
  Space ...................................................235
  Space-Time Spike  
  (speedster power) ...........................146
  Special eﬀects of Movement Powers ...27
  Special eﬀects, super-speed as ...........11
  Speed (Characteristic) .........16-20, 264
  Speed Bumps .....................................247
  Speed Of Thought  
  (speedster power) ...........................105
  Speed Perception (speedster power) ...98
  Speed Pill ...........................................283
  Speed Reading (Talent) ......................24
  Speed Reserve (speedster power) ...105
  Speed To Spare (speedster power) ..105
  Speed Trap (speedster power) ...........92
  Speed, Velocity, and Acceleration ...238
  Speed Zone Extra-Dimensional  
  Movement .......................................257
  Speed Zone Sight  
  (speedster power) ...........................106
  Speed Zone, the ...................106, 251-61
  Speed Zone Touch  
  (speedster power) ...........................106
  Speed-Speaking (speedster power) ...105
  Speedster Against Many  
  (speedster power) .............................82
  Speedster Archetypes ...........................9
  Speedster Awareness  
  (speedster power) .............................98
  Speedster Backgrounds ........................6
  Speedster Basics ....................................6
  Speedster Burnout  
  (type of Side Eﬀect) .........................53
  Speedster Combat .............................262
  Speedster Extinguisher  
  (speedster power) .............................82
  Speedster Gadgets ............................274
  Speedster Healing  
  (speedster power) .............................92
  Speedster Impatience  
  (Psychological Limitation) ..............58
  Speedster Martial Arts .......................22
  Speedster Metabolism  
  (form of Dependence) .....................55
  Speedster Misperception  
  (type of Side Eﬀect) .........................53
  Speedster Personalities .........................8
  Speedster plots and bits ...................244
  Speedster Powers  
  (generally) .....................11, 13, 59-174
  Speedster Powers (powers pertaining  
  to super-speed) .................................61
  Speedster Studiousness  
  (speedster power) .............................98
  Speedster Tricks (Skill) ......................23
  Spin (repetitive motion pattern) .......12
  Spinning Dodge (speedster power) ...173
  Springboots .......................................283
  Stall Velocity (Limitation) ...............214
  Stand There While I Hit You  
  (speedster power) ...........................154
  Standard Combat Maneuvers .........268
  Standing Leaps ..................................212
  Star Hero ............................................200
  Static electricity .................................250
  Static Electricity Touch  
  (speedster power) ...........................168
  Stealing Your Speed  
  (speedster power) .............................83
  Stealth (Skill) .......................................24
  Stop Dead (speedster power) ..........125
  Stop Time (speedster power) ..........154
  Stop Where You Are  
  (speedster power) ...........................126
  Stopping other characters’  
  movement .......................................207
  Strength (Characteristic)
   Generally ...........................................20
   Advantages on ................................269
   Movement and ................................207
  Stretching (Power) ..............................40
  Stronger Swingline (Adder) ..............40
  Stunning, movement and ................269
  Sub-Segment Events ...................251-53
  Submarine Impeller ..........................284
  Succor (Power) ....................................47
  Sucker attacks ....................................273
  Summarize Timeline  
  (speedster power) ...........................159
  Super-Breaching (speedster power) ..136
  Super-Leaping (speedster power) ...130
  Super-speed as a Special Eﬀect .........11
  Super-speed in Combat ...................262
  Super-Tunneling (speedster power) ..161
  Superchute .........................................284
  Supersonic Ears (speedster power) ......92
  Supersonic Thunderclap  
  (speedster power) .............................83
  Superspeed Accuracy  
  (speedster power) .............................83
  Superspeed Coverage  
  (speedster power) .............................84
  Superspeed Protection  
  (speedster power) .............................92
  Suppress (Power) ................................47
  Surface Only (Limitation) .................39
  
  292 ■ The Ultimate Speedster
  Hero System 5th Edition
  Surface traction .................................239
  Surprise Move (Combat Modiﬁer) ....267
  Susceptibility (Disadvantage) ...........58
  Swashbuckling Flair  
  (speedster power) ...........................140
  Swashbuckling Protection  
  (speedster power) ...........................140
  Sweep (Combat Maneuver) .............270
  Sweeping Up (speedster power) .......84
  Swift Observation (speedster power) ..99
  Swift Sight (speedster power) ...........99
  Swimming (Power) .....................39, 212
  Swimming Powers ............................133
  Swing Attack (speedster power) .....139
  Swinging (Power) .................40, 215-18
  Swinging (speedster power) ............139
  Swinging Powers ...............................139
  Swinglines ....................................215-18
  Takeoﬀ (Limitation) .........................214
  Talents ..................................................25
  Tampering With Super-Speed  
  (classic speedster bit) .....................246
  Technology (speedster background) ..... 7
  Telekinesis (Power) ............................48
  Teleportation (Power) ................40, 218
  Teleportation (speedster power) .....141
  Teleportation Boxing  
  (speedster power) ...........................146
  Teleportation By (speedster power) ..147
  Teleportation Cape ...........................285
  Teleportation Corridor Generator .....285
  Teleportation Damage Table ...........218
  Teleportation Disks ..........................286
  Teleportation Gate  
  (speedster power) ...........................142
  Teleportation Harness ......................286
  Teleportation Powers .......................141
  Teleportation Sense  
  (speedster power) ...........................150
  Teleportation Viewpoints  
  (speedster power) ...........................150
  Teleporter (archetype) .......................11
  Teleporting blind ..............................218
  Temporal Acceleration  
  (speedster power) ...........................155
  Temporal Ambush  
  (speedster power) ...........................155
  Temporal Disharmony  
  (speedster power) ...........................156
  Temporal Point Defense  
  (speedster power) ...........................156
  Terrain Eﬀects and Modiﬁers .........223
  Terrain Eﬀects Table ...................222-23
  The Roundhouse Out Of Time  
  (speedster power) ...........................154
  Thrillseeker, the  
  (speedster personality) ......................9
  Time ...................................................237
  Time Chart (Expanded) ....................33
  Time Collage (Physical Limitation) ....57
  Time Manipulator (archetype) .........11
  Time Powers ......................................152
  Time Shift Field (speedster power) ...157
  Time Shift Wall (speedster power) ....157
  Time Stop, using the Speed  
  Zone for ...........................................261
  Time Travel (speedster power) .......158
  Time Travel, Extra-Dimensional  
  Movement as .....................................32
  Timegate (speedster power) ............157
  Timeview (speedster power) ...........159
  Too Fast To Hit (speedster power) ...93
  Tornado Counteraction  
  (speedster power) .............................84
  Tornado Trap (speedster power) ......85
  Tovar Farwalker ................................188
  Traction ..............................................239
  Trading Spaces (speedster power) ..147
  Trail (form of Area Of Eﬀect) ...........49
  Trajectory ..........................................235
  Transdimensional (Advantage) ......44, 51
  Transfer (Power) .................................47
  Translocating Punch  
  (speedster power) ...........................147
  Treading Air (speedster power) ........95
  Tremor Beat (speedster power) ........85
  Trotting ........................................210-11
  True Travelers ...................................202
  Tunnel Breathing  
  (speedster power) ...........................163
  Tunneling (Power) ......................45, 219
  Tunneling Powers .............................161
  Turn Mode .........................................213
  Turn Mode (Limitation) ....................30
  Turnabout (speedster power) ..........127
  Unbalanced Movement  
  (Limitation) ......................................53
  Uncontrolled Movement .................220
  Underwater Adaptation  
  (speedster power) ...........................135
  Underwater, moving .........................225
  Underwater Resilience  
  (speedster power) ...........................135
  Underwater Senses  
  (speedster power) ...........................137
  Unstable ground, Tunneling and ....219
  Unusual Environments, moving in 224
  Usable As [Second Mode Of Movement] 
  (Advantage) ................................30, 35
  Usable On Others  
  (Advantage) ..........................38, 44, 51
  Using Skills quicker than normal .....21
  Vacuum Attack (speedster power) ...86
  Vacuum environments .....................236
  Vector .................................................184
  Vector quantities ...............................238
  Vehicle Movement ............................232
  Velocity
   Generally .........................................238
   Adding damage with .....................268
   Loss of due to loss of control ........223
  Velocity Augmentation  
  Enhancement (speedster power) ...86
  Velocity Mirror Images  
  (speedster power) .............................87
  Velocity-Based DCV ........................205
  Vertigo Generation  
  (speedster power) ...........................166
  Very Large Problem, the  
  (classic speedster bit) .....................246
  Vibrating Palm (speedster power) .167
  Vibration Powers ..............................164
  Vibrational Whine  
  (type of Side Eﬀect) .........................54
  Vibrations  
  (repetitive motion pattern) .............13
  Vibro-Blast (speedster power) ........167
  Vibro-Field (speedster power) ........170
  Vibro-Gliding (speedster power) ...171
  Vibro-Phasing (speedster power) ...171
  Vibro-Sense (speedster power) .......171
  Vibro-Shield (speedster power) ......168
  Vibro-Speedster (archetype) .............11
  Vibro-Tunneling (speedster power) ..170
  Voice Negation (speedster power) .....168
  Vulnerability (Disadvantage) ............58
  Walking ........................................210-11
  Warp Prison (speedster power) ......148
  Water (form of Dependence) ............55
  Water animals, speeds of .....................9
  Water, moving in ...............................225
  Water Pulse (speedster power) .......134
  Wavebreaker (speedster power) .......93
  Weather Disaster  
  (classic speedster bit) .....................246
  Wheels Have Just Come Oﬀ The  
  Wagon, The (speedster power) .......86
  Where’d He Come From?  
  (speedster power) .............................96
  Whirling Powers ...............................172
  Whirlwind Arms (speedster power) ...87
  Whirlwind Drill (speedster power) ...174
  Whirlwind Punch (speedster power) ...173
  Whirlwind Speedster (archetype) ....11
  Whirlwind Throw (speedster power) 173
  Whirlwind Travel (speedster power) ....174
  Whirlwind Vision (speedster power) ...174
  Whittle Down (speedster power) .....87
  Wing Block (speedster power) ........119
  Wing Buﬀet (speedster power) .......118
  Wing Harness ....................................287
  Winged animals, speeds of ..................9
  Winged Folk ......................................192
  Wingman (archetype) ........................11
  Wings (speedster power) .................117
  
SOURCE: textdata/thevault/Hero System/Hero System - The Ultimate Speedster.pdf