Super Speed

[Power]

**Cost**: varies

**Activate**: none; use activated (Run)

**Range**: self

This power increases your speed when you Run (i.e., as a full-round, move action). Every rank increases your Running speed on the table below. Apply the listed multiplier to your Speed for the purposes of Running (i.e., do not add up these multipliers). To find your speed in kph (or MPH for our American friends), consult the Super Speed rules, or do the math that is explained there.

## Enhancements

**Enhancement**: Bonus Actions

> **Cost**: 4CP per bonus action
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> **Activate**: 3PP per Bonus Action; use-activated (special)
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> For every rank in this enhancement, you can take one additional standard action each round. Each extra action you take costs 3PP. You can buy this enhancement a maximum of 4 times for a total of 6 actions in a round (five standard actions and one move action).
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**Enhancement**: Bonus Full-Round Action

> **Cost**: 3CP
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> **Prerequisite**: Bonus Actions
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> With this enhancement, you can combine two Bonus Actions and perform a full-round action, such as a run or full attack, though you have to pay an additional 2PP on top of the cost of the Bonus Actions.
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**Enhancement**: Combo Attack

> **Cost**: 2CP per attack
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> **Prerequisite**: Speed Multiplier
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> **Activate**: 1PP per attack
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> Your strikes land so quickly that your target's body receives the damage as if it were from one attack. You can combine the damage from two consecutive attacks of any kind (two iterative attacks within a full-attack action, two standard actions, two attacks from two-weapon fighting or a double weapon, etc.). The total damage between the two attacks counts towards the target's Massive Damage Threshold and the target's DR, instead of calculating them separately. Every extra rank in the power allows you to add another attack's damage to the Combo Attack. At 3 ranks, you can string together 4 consecutive attacks, for example.
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> Every attack within a Combo Attack costs 1PP, but you can use as many or as few of your total available Combo Attacks as you like. With 3 ranks, for example, you could combine the damage of up to 4 attacks, which could cost 4PPs, but you could also combine only 2 for 2PPs. You can take this enhancement multiple times. Its effects stack.
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**Enhancement**: Bonus Swift Actions

> **Cost**: 4 CP per Bonus Swift Action
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> **Activate**: 1.5 PP per Bonus Swift Action (rounded down); use-activated (special)
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> For every rank of this enhancement, you may take up to a single additional Swift Action during your turn. While you cannot use this ability on something else's turn in order to gain additional Immediate Actions, you **can** purchase additional Swift Actions on your turn and then bank them to be used as Immediate Actions. Any banked Bonus Swift Actions expire at the start of your turn, if unused.
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**Enhancement**: Nimble Runner

> **Cost**: 4CP
> You can now turn while Running. You must travel at least 20 feet before making each turn, and the turn itself can be no more than 45º. Furthermore, you now fall from a Wall Run or sink during a Water Run only when you fail a Reflex save, and things that provoke Fortitude saves don't automatically affect your ability to keep running unless their specific effect(s) would reasonably do so.
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**Enhancement**: Elegant Runner

> **Cost**: 3CP
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> **Prerequisite**: Nimble Runner
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> As Nimble Runner, except that there is no minimum distance that you have to run between 45º turns, and when you Wall Run or Water Run, you do not fall when you fail either a Fortitude or a Reflex save unless the thing that provokes those saves would otherwise do so.
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**Enhancement**: Fast Observation

> **Cost**: 2CP
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> For you, the world moves in slow-mo. You can now make Perception checks as a free action, but the maximum number of Perception checks you can make per round equals your Wisdom modifier, to a minimum of 1.
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**Enhancement**: Fast Skills

> **Cost**: 1CP per rank per skill
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> For each rank in this enhancement, you halve the time required to use a skill such as Craft, or Computer Use. The GM must rule on whether you can feasibly use a particular skill at super speed. Delivering a speech a super speed would be pointless unless the audience can hear at super speed, like robots. Mm... robots.
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**Enhancement**: Speed Multiplier

> **Cost**: 3CP per rank (Speed x2)
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> **Activate**: none; use-activated (move)
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> For every rank in this enhancement, you increase your Speed by x2. For most people, this means a 30-ft. movement rate becomes a 60-ft. movement rate, but if your Speed were 40 ft. per round, then this enhancement would make it 80 ft. You can take this enhancement multiple times. Each time, it adds another multiplier (see table). There is no upward limit on the number of times you can take the enhancement. The table merely provides stats for the first 10 ranks.
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**Enhancement**: Speed Spring

> **Cost**: 2cp per rank
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> **Prerequisite**: Spring Attack
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> This enhancement grants the ability to keep moving after you make an attack and not draw an attack of opportunity for doing so (i.e., just like a Spring Attack), but it costs you 10 ft. of movement. **For example**, your speed is 120 ft. You run 30 ft, make an attack (which costs another 10 ft.), and you can now keep running for another 80 ft. Every rank in this enhancement grants the ability to make an additional Spring attack, which would cost another 10 ft. In order to actually make these attacks on top of a normal spring attack, you'll need a Bonus Action.
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**Enhancement**: Water Run

> **Cost**: 3CP
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> **Activate**: none; use-activated (movement)
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> You can run so quickly that you skim over the surface of water and other large bodies of liquid. You can run (as the full-round action) straight across a body of water or other liquid. Every 5 feet you run across the water counts as 10 feet of movement.
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> Several things instantly cause you to sink while attempting a Water Run: trying to turn, slowing down, failing a Fortitude save, or attempting a Reflex save. In this last case, you can choose to *not* roll your saving throw and take the consequences in order to (possibly!) keep running.
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> You can continue to run over multiple rounds as long as you continue to run at full speed and in a straight line. You can only stop without slipping into the liquid when you reach a solid surface, like a beach or the edge of a pool. Remember that rounds happen continuously, so between rounds you are still in mid-run, not standing still.
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**Enhancement**: Quick Step

> **Cost**: 3CP per 5 feet.
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> **Activate**: 1PP per rank
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> Each rank in this enhancement allows you to move 5 more feet than normal when taking a Five-Foot Step. That is:
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> Rank 1: 10 ft.
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> Rank 2: 15 ft.
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> Rank 3: 20 ft. etc.
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> You cannot take more ranks in Quick Step than you have levels of Speed Multiplier. All other rules for Five-Foot Steps apply normally.
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**Enhancement**: Super Reflexes

> **Value**: 2 CP/Rank
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> **Prerequisites**: Combat Reflexes
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> For each rank in this enhancement, you can make an additional number of attacks of opportunity equal to your Dexterity modifier (or Strength Modifier, if you have the Muscular Reflexes feat).
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## Limitations

**Limitation**: Speedless

> **Value**: 2 CP
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> If you have this limitation, you can't *actually* move any faster than a normal human being, or not much faster, anyways. Instead this limitation represents having a supernatural reaction speed, mental processing capability, or something else. You do not gain a increase in your Run Speed from the base Power, can only use Bonus Actions (not including Swift Actions) for purely mental activities, and cannot gain the Speed Multiplier, Speed Spring, Water Run, or Quick Step enhancements.
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