SUPERSPEED REWRITTEN AND SUPERSPEED RULES CLARIFICATIONS by Joshua Marquart Kansas Jim Ogle Alex Hunter James Beggs Brad Chris Gordon Revenant Mark Ayen Ray Winninger and Dave "superspeed, superspeed, does whatever the hell it wants" Oakes Superspeed redefined: Because the "Flash Sourcebook" was never published, the Superspeed power was never re-written for 3rd Edition DC Heroes. Superspeed has always been a very rough power, so it has been redefined below. The 3rd Edition powers of Superspeed as published are restated for clarification, as the original writeup was very "choppy" and could be misread/misinterpreted. SUPERSPEED LINK: Dex RANGE: Self TYPE: Auto/Dice BASE COST: 50 FACTOR COST: 10 * APs of power can *EITHER* be substituted each phase for the Dexterity attribute itself (which uses Superspeed APs for AV *AND* OV vs physical attacks for that phase), *OR* be substituted each phase for hand-to-hand EV *OR* be split up (evenly or unevenly) and substituted for both Dexterity and EV for a phase. For clarification, substitution means that the Superspeed APs replace the character's Dexterity and/or EV values, the original values having no affect on their new ratings. This is done to simulate either hitting someone several (hundred) times at superspeed per phase (EV), hitting someone with a fist going several (hundred) mph (EV), making sure a hit works (AV), or just plain dodging (OV). NOTE: Even though Superspeed may add to Dexterity, this does not affect Initiative. One reason is because at the point where a Character decides to substitute Superspeed for Dexterity, Initiative has already been determined. The other reason is that Superspeed already adds to Initiative (see below). * Superspeed *SUBSTITUTES* for a Character's movement speed. It does not add to the standard movement speed, it replaces it. 20 APs of Superspeed added to 4 APs of standard movement speed is still 20 APs instead of 24 or 21 APs. This is the equivalent of the Running power. This is stated solely for clarification. * Subtract the APs of Superspeed from the time (in APs) necessary to perform some task. If it takes 13 APs in time to perform a task, a Character with 8 APs of Superspeed does this in 13-8 = 5 APs of time. Because of this, Superspeed does affect Gadgetry, but not necessarily Create Artifact. See details below under GADGETRY. * By increasing the frame of observational reference, the APs of Superspeed can become the AV/EV for perception checks. The speedster can observe more within a short amount of time. See details below under THE FRAME OF SPEED REFERENCE. * Always add APs of Superspeed to the total when calculating Initiative, unless using Multiple Dice Actions (as defined below). A second aspect of Initiative substitution is if absolutely *NO OTHER* Superspeed aspects are to be used in this phase (Character decides not to move fast, nor does he/she substitute APs for Dex and/or EV) then Superspeed can add APs*2 to initiative instead. This simulates allowing the speedster to focus on his mental and mystical powers and attributes. GMs may easily disallow this second aspect. * A character with Superspeed can perform more than one Dice Action (or gain an additional Automatic Action) per phase. This must be declared before rolling for initiatives and the character cannot add his Superspeed to his Initiative this phase. To determine how many actions that character can perform, the player declares that he is using Superspeed and makes an Action Check, with the AV/EV and OV/RV equal to the APs of his/her power (S/he has to roll an 11 or higher. Any positive RAPs are the number of actions that can be performed in that phase.) NOTE 1) Hero points may be spent to increase the Character's AV/EV. NOTE 2) If there are no positive RAPs, then something has happened to preclude that character from performing multiple actions. The Character may still make the usual single Dice Action for that phase, even if the Result Table yielded an 'N', and they may use other aspects of Superspeed in this action (except Initiative adding). NOTE 3) Absolutely *NO* aspects of Superspeed (Initiative adding, substituting Dex and/or EV, substituting movement) can be used in any of the extra Dice Actions. Using a multiple action *represents* Superspeed being used. NOTE 4) Two Automatic Actions can be substituted for one Dice Action at the GM's Discretion. This rule does not apply to the one Dice Action and two Automatic Actions already given to the Speedster each phase. See details below under MULTIPLE ACTIONS. SPEED TRICKS, RULES, AND CLARIFICATIONS: A) EXAMPLE OF A SPEEDSTER USING SUPERSPEED SUBSTITUTION 1) SUPERSPEED PUNCHING (CLARIFICATION) 2) GADGETRY (RULE) 3) MULTIPLE ACTIONS (CLARIFICATION) 4) THE "FRAME OF SPEED" REFERENCE (CLARIFICATION) 5) VIBRATING THROUGH OBJECTS (RULE) 6) REGENERATION (RULE) 7) INVISIBILITY AND AFTERIMAGES (SPEED TRICK) 8) TORNADOES & WHIRLWINDS (SPEED TRICK) 9) SONIC BOOMS (SPEED TRICK) 10) ESCAPE VELOCITY (RULE) 11) RUNNING ON WATER (SPEED TRICK) 12) RUNNING UP WALLS (SPEED TRICK) 13) MULTI-ATTACKS (CLARIFICATION) 14) THE SPEED FORCE (CLARIFICATION) 15) COST BREAKDOWN 16) MORE ON (MORON) MULTIPLE ACTIONS (MUNCHKIN TRICK) A) EXAMPLE OF A SPEEDSTER USING SUPERSPEED SUBSTITUTION Superfred has Dex: 9, Str: 7, Bod: 6, and Superspeed: 18. Without using Superspeed, Superfred's generic AV/EV is 9/7 and OV/RV is 9/6. Superfred substitutes all of his Superspeed for his Dexterity. For this phase, his AV/EV is 18/7 and his OV/RV is 18/6. Superfred has a very good chance at hitting someone and getting Column Shifts, as well as having a good chance at not getting hit. Superfred substitutes all of his Superspeed for his EV. His AV/EV is 9/18 and his OV/RV is 9/6. If a punch thrown by him lands, he'll do a lot of damage. Superfred splits his Superspeed amongst his Dex and EV. He gives 10 to his Dex and 8 to his EV. His AV/EV is 10/8 and OV/RV is 10/6. Superfred splits his Superspeed again, but decides to give 11 to his Dex. Since he has 7 APs of Superspeed left over and already has a 7 for Str, he intelligently uses this extra 7 in his Dex, giving him AV/EV 18/7, OV/RV 18/6. 1) SUPERSPEED PUNCHING A sore point on Superspeed is the whole AV/OV and/or EV substitution. Flash has demonstrated both. Substituting Superspeed for the Dexterity Attribute for a combat phase will cause the physical AV and OV, both values normally equal to the Dexterity Attribute, to become equal to Superspeed for that phase. This simulates a speedster's fast reflexes, used for dodging or getting in a good hit. Substituting Superspeed for Physical EV is not the same as substituting Superspeed for Strength (which cannot be done). There are two major examples of EV substitution demonstrated in the comics. The first is the trademark "Flash runs really fast and smacks someone with a fist going 8 bajillion miles per hour" move. This is shown and used many times, most recently in JLA # 3 (or 4) when Flash hits the Martian Speedster Zum (Zoom) and puts him into orbit. This is not a charge move, as Flash is not hurt afterwards. Another example of EV substitution is represented every time you see Flash or Impulse break out and hit an opponent 50 times a second. 2) GADGETRY Superspeed does affect Gadgetry which can also be seen in recent (late 1996) issues of Legion of Superheroes where Impulse can be found helping Brainiac 5 create gadgets. This was also proven during The Final Night when The Flash made an enormous amount of gadgets for Lex Luthor. Subtract APs of power from the time to create a gadget, just like performing any other task. Hero Points for building the gadget(s) can be spent by anyone who is going to end as the gadgets owner. It is up to the GM as to whether Superspeed affects the Occultist subskill Create Artifact, because magic may require actual time to work with parts. 3) MULTIPLE ACTIONS This is merely stated here to clearly define where the final point (new power) of Superspeed (above) came from. Mayfair did publish a module about the Flash, "City of Fear" by Scott Jenkins published 1988. In this module they had a solution for multiple actions by speedsters. It stated: "A character with Superspeed can perform more than one Standard Action per phase. To determine how many actions that character can perform, the player declares that he is using Superspeed and makes an Action Check, with the AV/EV and OV/RV equal to the APs of his/her power. Any positive RAPs are the number of actions that can be performed in that phase. Note that Hero points may be spent to increase the Character's AV/EV. If there are no positive RAPs, then something has hap- pened to preclude that character from performing multiple actions. The Character may still make the usual single Standard Action for that phase, even if the Result Table yeilded an 'N'." A Standard Action is a Dice Action plus two Automatic Actions. This has been changed to a Dice Action or one Automatic Action.. If Multiple Attacks are undesired, then as a GM you have the right to disregard them (adjust the FC and BC as stated below). An optional rule would be to penalize a Character for failing (as with failing a push) by instituting some kind of HP fee for the feat (like paying X HP for every extra action used, or a flat fee for the attempt itself.) Realize that the original statement has been adjusted in the power writeup in that a Character cannot use any other aspects of Superspeed when using Multiple Attacks. 4) THE "FRAME OF SPEED" REFERENCE The "Frame of Speed" can be defined in the following example: Flash goes up against the Speed Ninjas. Since they all have the same APs of Superspeed, they are "in the same frame of reference" more or less. Flash and the Ninjas fight at what could be called "Normal People's Terms". Superspeed already reflects this in that it can be substituted as DEX for AV *AND* OV in a combat round, or as EV in a combat round. Since each person in this group added more or less the same amount to their statistics, one can see that the attack "evened itself out". Hence the "Frame of Speed" is automatically taken account of within the power itself, and does not really constitute another dimension. The high AV represents the ability of the speedster to accurately hit an opponent many times, also allowing for a greater chance at Column Shifts. A high EV represents the ability to hit many times (if the speedster actually hits) and batter so much that it does a lot of damage. The ability of a Speedster to quickly take account of a situation has been taken care of through the addition of substituting Superspeed for APs of a perception check. 5) VIBRATING THROUGH OBJECTS This *REQUIRES* the Dispersal power and is not an aspect of Superspeed. 6) REGENERATION In The Flash, Savitar, a speed guru, uses Superspeed to regenerate his body. In addition, Wally West recently healed his broken legs. This *REQUIRES* the power of Regeneration. 7) INVISIBILITY AND AFTERIMAGES The following paragraphs are written assuming the speedster is either not going faster than 8 APs and if the speedster is, then he is using Dispersal or a similar ability to avoid a Sonic Boom which may possibly give away a position. To become effectively Invisible, the APs of Superspeed are the OV/RV for any Perception checks made against a speedster. This allows them to be effectively invisible (or at least really hard to see) by mundane standards, something commonly shown in the comics when Wally or others speed past citizens. This could also be used for other movement powers where distance moved is based upon APs of the Power. Afterimages are used to simulate a speedster staying in one place for a microsecond, and then moving entirely elsewhere to cause an opponent to believe that the speedster is still in the place he was. An image of the speedster is left behind. Afterimages as described can be created by taking a step back while running. This forward and back motion will create images in front of and behind the speedster. This trick is used a lot by The Flash. To create afterimages, whenever a speedster tries the stunt, anyone watching has to make a Perception Check with OV/RV equal to APs of Superspeed to figure out which image is actually the character and which are afterimages. Various sensory powers could be substituted for INT and WILL of course, as with turning Invisible. If the Perception Check fails, the opponent(s) have no idea which image is real and the speedster should get a Blindside bonus or something equivalent in the next phase. The number of afterimages that can be created are equal to APs of Superspeed divided by 4 rounded down. For the rest of the combat round, the speedster must drop total Superspeed by 1 AP per afterimage. 8) TORNADOES & WHIRLWINDS A Tornado or Whirlwind cannot be created through the use of a movement power, be it Flight or Superspeed. This requires Air Control. For each individual power aspect of Air Control that the Speedster (or any character for that matter) does not desire, it is a -1 FC Limitation. 9) SONIC BOOMS As stated under "High Speed Movement" (page 106 of the 3rd edition rulesbook and restated below), a Sonic Boom is created when using any movement power at 9 APs or more within an atmosphere. A Sonic Boom is the Sonic Beam power in a cylindrical area around the Character's movement path. The APs of Sonic Beam and the radius of the attack are equal to the APs of movement the Character is using, minus 8. If 16 or more APs of movement are used in an atmosphere, severe damage to the moving Character and the environment may result. Each phase 16 or more APs are used, the moving Character and any carried Objects or Characters are attacked by AV/EV = APs of movement vs OV/RV = Body/Body. Resultant effects on the environment are up to the GM but should include tidal waves and disturbances in air and weather patterns. Using Dispersal allows a Character to subtract APs of Dispersal from any of the effects above. Using 3 APs of Dispersal and Superspeed of 14 causes a 3 AP Sonic Boom, not a 6 AP Sonic Boom. Take note that Flash and Impulse, among other speedsters, have the Dispersal power and therefore in the comics, do not create a Sonic Boom. This is probably a Writer plot device, but we can assume as gamers that in game terms these speedsters are "Dispersed". Since they are effectively not touching the air when they zoom around, they do not cause the vaccuum that moving at a ba-zillion miles per hour through atmosphere causes. And therefore do not cause a Sonic Boom. 10) ESCAPE VELOCITY Escape velocity is 15 APs. Any speedster exceeding this velocity, is also effected by damage as under High Speed Movement (p106, 3rd Edition). Dispersal negates this damage as stated on that page. Dispersal redistributes a speedster's mass so this accounts for the fact that super speedsters such as Flash and Impulse do not hit escape velocity and fly off the edge of the world. Also, the fact that they are moving perpendicular to the gravity well of Earth as opposed to away from it has some significance. Of course, not having a force parallel to the gravity plane can help also. Simple Comic Book physics, not designed to work in the real world. 11) RUNNING ON WATER p. 105 3rd Edition states that the required speed is 12APs. Any Character with superspeed of 12 or higher can run on water. 12) RUNNING UP WALLS A Speedster with 14 or more APs of speed can vertically traverse walls at a speed equal to APs of Superspeed minus the mass of the speedster (typically 2). Characters with negative APs of mass (for example, from shrinking) would not get to move faster than their Superspeed rank. The distance that a Speedster can traverse is equal to Superspeed - APs of weight Another solution to this problem is to require Characters who want to do this to buy Cling with the Limitation "only when moving at Superspeed". Unless pulling a "Loop-de-loop" in a hallway, or some such stunt, a Speedster must use 15 or higher APs of Superspeed to run across ceilings upside-down. Slower Speedsters must purchase and use Cling. 13) MULTI-ATTACKS Superspeed does not affect a Multi-Attack Combat Maneuver. Superspeed does not reduce any of the penalties that performing a Multi-Attack implies. This is because Superspeed can substitute for AV/OV or EV. That in itself is how Superspeed will affect performing a Multi-Attack. 14) THE SPEED FORCE Welcome to the Plot Device of the 1990's. This all purpose "Dimension of Speed" is what supposedly gives all speedsters their powers. When it was overused (by Savitar and his Speed Ninjas), all other speedsters lost their speed powers. Unfortunately, Wonder Woman, Superman, J'Onn J'Onzz, and other 'non-speedsters' did not lose their speeds. This is probably because their superspeed powers are representing their respective agilitys. For now, a Character will receive no penalty or bonuses for either being related to the Speed Force or not. Ask the player of a Superspeed character whether or not they want to be related to The Speed Force, if The Speed Force if used in your campaign. This can also be a GM decision. The Speed Force does a variety of things. First, if a Speedster goes fast enough, they can not only go through time, they might just end up joining the Speed Force. In addition to this, users of the Speed Force can develop powers that absorb speed from the environment or grant speed to other parts of the environment. Wally West has recently used the Speed Force to simulate Force Manipulation ala Green Lantern, and created a suit of speed armor. In addition to this, the Speed Force is where the speedsters are granted the powers of Regeneration and Suspension. 15) COST BREAKDOWN Why is Superspeed now so expensive? The original version was woefully underpriced. It let you substitute Superspeed for DEX. If you *just* use it as DEX it basically becomes as or more cost effective to buy Superspeed at 9APs+ (i.e. once you've paid off the base cost). In *addition* to serving as DEX it; * Adds APs of Power to initiative (not that important if you have DEX 0) * Gives you the Running power at APs of Superspeed * Do things incredibly quickly - subtracting APs of Superspeed from time * Throw your DEX (i.e. Superspeed) into EV if necessary. Now, consider if DEX did all the above would you charge two *less* factor cost for it? In addition, this rewrite makes Superspeed more powerful still, so the point cost went up. It can still be broken down into it's original components, and the Breakdown (below) allows GMs to take out specific abilities they do not like, such as Multiple Actions and Superspeed * 2. Factor Cost Breakdown: a) Substitutes for Dex +2.5 FC 1) AV +1 2) OV +.5 3) EV +1 b) Initiative +1.5 FC 1) SS + Init +1 2) SS * 2 + Init +.5 c) Perception Checks +1 d) Incorporates Running +2 e) Reduces Time for Tasks +1 f) Allows Multiple Actions +2 --------- 10 FC When using .5 Factor Costs, round the total FC up. Base Cost Breakdown: a) Link to Dex: + 5 b) AV: + 0 c) EV: +15 d) OV: + 5 e) Mult Actions: +25 --- 50 16) MORE ON (MORON) MULTIPLE ACTIONS I thought it would be funny to include this, but I would not recommend GMs to use this method: Kansas Jim Ogle once said: "A guy who's playing in another DC Heroes game in my area told me an idea he had for his character, who is a speedster, so that he could do more than once Dice Action in a phase _without_ having to rewrite Superspeed or violate the rule about only performing one Dice Action a phase." 'Purchase Split, limited to only when Superspeeding, limited only to performing Dice Actions, duplicates are not able to perform independant actions (ie, they're not actually seperate beings who could rebel against the PC's orders), bonus of no AP reductions (which isn't listed in third edition but I seem to remember it in second edition.)' "Now is that scary or what? The damage rules would be a bit wonky (what happens if one of these not-real duplicates gets killed?) and of course it's just ripe for abuse (Superspeed Team Attack!) but it does actually cover most of the bases as far as I can see. Anyone see any major holes in it other than the overall rudeness of it?"