Speed Surge

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Speed Surge (minor) by Senator Cybus

A power that grants a tremendous temporary boost to speed, for a price.
Upon activating this ability (which uses up one melee attack/action), the hero can move at ten times his normal speed. As well as the increase in raw velocity, use of Speed Surge grants the following bonuses:

  • +1 to initiative at levels one, three, five, nine and fourteen.
  • +1 attack at levels two, four, seven, eleven and fifteen.
  • +1 to dodge and strike at levels one, four, seven, eleven and fifteen.
  • +4 to damage for every 20 mph (32 km) of speed.

Unfortunately, the super being can’t sustain this level of movement for very long - a Speed Surge can be maintained for only one melee round per level of experience (roughly fifteen seconds at level one, thirty seconds at level two and so on).
Furthermore, using this ability is exhausting. For every melee round that the super being employs this power, he suffers fatigue penalties for one minute, e.g. using the power for five melee rounds means that he is exhausted for the following five minutes: during this time, his normal speed, all combat bonuses and number of attacks/actions are halved. The hero cannot use Speed Surge again until he has recovered from this exertion.
Additionally, the hero is -6 to pull punch while using Speed Surge; at this rate of movement, delicate and precise movements are kind of tricky.

Note: While this ability can be selected by any super human character, it is most impressive when combined with another movement power, such as Extraordinary Speed, Sonic Flight, Underwater Propulsion, Super Borrowing, etc. Then, truly terrifying rates of movement are possible!
However, this level of speed is even more draining. In addition to the fatigue penalties detailed above, for every melee round that a character uses Speed Surge in conjunction with another power, he loses 2D6 S.D.C./Hit Points; e.g. using Speed Surge and Sonic Speed together for ten melee rounds would cost the super being 20D6 S.D.C./Hit Points.