en	1 - Attributes

en	Increased Basic Speed

en	Advantage

en	Attribute

en	Physical

en	Increased Dexterity

en	Advantage

en	Attribute

en	Physical

en	Increased Health

en	Advantage

en	Attribute

en	Physical

en	Increased Intelligence

en	Advantage

en	Attribute

en	Mental

en	Increased Strength

en	Advantage

en	Attribute

en	Physical

en	No Fine Manipulators

en	Size

en	Super-Effort

en	Increased Will

en	Advantage

en	Attribute

en	Mental

en	2 - Advantages

en	Resistant

en	Advantage

en	Physical

en	@Very Common: Metabolic Hazards, etc.@

en	@Common: Poison, Sickness, etc.@

en	@Occasional: Disease, Ingested Poison, etc.@

en	Acceleration

en	Immunity

en	+8 to all HT rolls to resist

en	+3 to all HT rolls to resist

en	Speed Talent

en	Advantage

en	Mental

en	Power

en	Very Fit

en	Advantage

en	Physical

en	Recover FP at twice the normal rate; lose FP at half the normal rate (in both cases, not FP spent for spells or psi powers)

en	to all HT rolls to stay conscious, avoid death, resist disease, resist poison

en	3 - Powers

en	Spend a total of 338 points on the abilities from the following Power:

en	Double Attack: Extra Attack

en	Advantage

en	Physical

en	Multi-Strike

en	Single Skill

en	@Skill@

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Double Time: Altered Time Rate

en	Advantage

en	Exotic

en	Physical

en	+1 Maneuver per Level

en	Super-Speed

en	Non-Combat Speed

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Fleetfoot: Enhanced Move (Ground Speed)

en	Advantage

en	Exotic

en	Physical

en	Multiply normal Ground Speed Move by 2 per level

en	Handling Bonus

en	Handling Penalty

en	Newtonian

en	Road-Bound

en	All-Out

en	Cosmic

en	Instantaneous Acceleration

en	Cosmic

en	Complete Maneuverability

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Hyper-Metabolism: Regeneration

en	Advantage

en	Exotic

en	Physical

en	Slow

en	You recover 1 HP per 12 hours

en	Regular

en	You recover 1 HP per hour

en	Fast

en	You recover 1 HP per minute

en	Very Fast

en	You recover 1 HP per second

en	Extreme

en	You recover 10 HP per second

en	Heals Radiation

en	Radiation Only

en	Fatigue Recovery

en	Fatigue Only

en	Limited: @Advantage@ Only

en	Bane

en	@Common or Very Common@

en	Bane

en	@Occasional@

en	Bane

en	@Rare@

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Temporary Disadvantage

en	Increased Consumption

en	Hyper-Reflexes

en	Enhanced Time Sense

en	Advantage

en	Exotic

en	Mental

en	You immediately act in combat before those without Enhanced Time Sense; Never freeze

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	fast-draw

en	on all IQ rolls to wake up or to recover from surprise or mental stun

en	to your side on initiative rolls (+2 if you're the leader)

en	Combat Reflexes

en	Increased Basic Speed

en	Advantage

en	Attribute

en	Physical

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Hypermaneuverability

en	Enhanced Dodge

en	Advantage

en	Mental

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Increased Basic Move

en	Advantage

en	Attribute

en	Physical

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Lightning Blows: Striking ST

en	Advantage

en	Exotic

en	Physical

en	No Fine Manipulators

en	Size

en	Super Effort

en	One Attack Only

en	@Attack@

en	Know Your Own Strength Pricing Variant

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Ultrafast Running: Enhanced Move (Ground Speed)

en	Advantage

en	Exotic

en	Physical

en	Multiply normal Ground Speed Move by 2 per level

en	Handling Bonus

en	Handling Penalty

en	Newtonian

en	Road-Bound

en	All-Out

en	Cosmic

en	Instantaneous Acceleration

en	Cosmic

en	Complete Maneuverability

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	4 - A total of -20 points from the following Disadvantages:

en	Impulsiveness

en	Disadvantage

en	Mental

en	Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act

en	Odious Personal Habit: Can't stay still

en	Disadvantage

en	Physical

en	-1 Reaction

en	-2 Reaction

en	-3 Reaction

en	Overconfidence

en	Disadvantage

en	Mental

en	You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation!

en	from young or naive individuals who believe you are as good as you say you are

en	from experienced NPCs

en	Skinny

en	Disadvantage

en	Physical

en	disguise

en	shadowing

en	to ST vs. knockback

en	14

en	Stuttering

en	Disadvantage

en	Physical

en	diplomacy

en	fast-talk

en	performance

en	public speaking

en	sex appeal

en	singing

en	from others where conversation is required

en	Trickster

en	Disadvantage

en	Mental

en	Make a self-control roll each day. If you fail, you must try to trick a dangerous subject: a skilled warrior, a dangerous monster, a whole group of reasonably competent opponents, etc. If you resist, you get a cumulative -1 per day to your self-control roll until you finally fail a roll!

en	5 - Skills

en	Choose Brawling or Karate

en	Brawling

en	Combat

en	Melee Combat

en	Weapon

en	Brawling

en	Karate

en	Combat

en	Melee Combat

en	Weapon

en	Karate

en	Karate

en	Standard Skills

en	Parry Missile-Weapons

en	Combat

en	Melee Combat

en	Weapon

en	Sleight of Hand

en	Arts

en	Criminal

en	Entertainment

en	Street

en	Filch

en	Running

en	Athletic

en	500 points - The theme of your powers is superhuman speed. This contrasts with the Acrobat (p. 41), whose milieu is agility and coordination – but the two can profitably be combined.