Force Speed
Force Power
- Subtype: Telekinesis
- Prerequisite: None
- Source: 3.2
Brief
Availablity | Action | Range | Cost | Basic Effect |
---|---|---|---|---|
Recharge 33% |
Move |
Self |
Costs 1 FP |
You take one move action at 200% speed. Can be Empowered to add +100% for each FP. |
Description
Force Speed, also known as burst of speed or Force sprint, was a core Force power that allowed the user to maintain sprinting speeds for a brief time. Greater aptitude granted greater boosts to speed and/or greater duration. The increased speed of the Force-user enabled them to see the world and the entities around them in slow motion, allowing them to dodge attacks easily and attack quicker with greater accuracy. The power also apparently enabled the user to run for extended distances with no visible signs of fatigue.
Techniques
- Force Charge: You may apply Force Speed to the movement component of a charge. In addition to increasing movement distance, it also grants +5 to damage on a successful hit (per +100% speed bonus).
- Force Dodge: (Knowledge 5, +2 FP) As an immediate action, you move up to 1 square per +100% speed.
- Surge: (Requires Force Charge, +1 FP) You use yourself as a projectile. Must use charge action; the movement itself becomes an attack. At the end of movement, roll Unarmed vs Reflex; on success, you cause 1d6+Willpower kinetic damage, but you yourself suffer half as subdual damage (subject to DR). You retain charge bonuses for any std-action attack that might follow.
- Human Cannonball: (Requires Surge, Willpower 5, +2 FP) As Surge, except instead of running directly into subject, you cause a close burst 1, inflicting the same damage to all in the area (you still suffer half).
- Human Thermal Detonator: (Requires Human Cannonball, Willpower 10, +3 FP) As Human Cannonball, but the burst is 3 squares in radius, damage is doubled, and enemies are also pushed 5 squares and knocked down (you may use your std-action strike against targets prior to push).
Notes
- Force Leap: When using this power, your Jump distances are increased by 100% per +100% speed bonus. This is not a technique; it is an automatic benefit.