The highway’s jammed with broken heroes on a last chance power drive
Everybody’s out on the run tonight
But there’s no place left to hide
Together Wendy we can live with the sadness
I’ll love you with all the madness in my soul
H-Oh, Someday girl I don’t know when
We’re gonna get to that place
Where we really wanna go
And we’ll walk in the sun
But till then tramps like us
Baby we were born to run
-
Born to Run, Bruce Springsteen and the E Street Band
Few archetypes capture the imagination as easily as the Speedster. Moving with incomprehensible speed the Speedster is the first on the scene and fastest to react. Our take on the Speedster will focus primarily on the common aspects regardless of their method of movement. Afterwards we will dig into how different forms of movement can add different types of flair for Speedsters.
Power Framework
We start off with the basics, moving faster, and ways to use this speed to defend themselves and protect others. They are the kings of speed and we are going to focus mainly on the benefits of the movement power itself.
Power: Faster Than You!
- Parent Attribute: Dexterity
- Primary Role: Support: Pick One Dexterity or Movement
- New Movement: Pick One (Rapid Acceleration, Boost Speed 2, Out of the Blue, Momentum)
- Secondary Role: Defense
- Evasion
- Secondary Role: Offense
- Specialty: Rapid Actions
It’s probably no surprise that the Parent Attribute is Dexterity. The Speedster is fast (often even without their powers). Players can pick virtually any movement option from Flight, to Super Speed, to Teleportation.
The Speedster can clear vast distances in just a few seconds. Distance is Metahumans Rising is measured in Range Increments. Close Range is anything within about 25 feet, Short Range is another 25 feet, Medium Range is between 50 and 100 feet, and Long Range adds another 100 feet. Normally to move a Range Increment the character commits a full Turn. They do have the option to sprint, which allows them to cover distance faster, and further on a good roll, but leaves them open, reduced defense until their next Turn. Without effort (rolling), the Speedster can move from Close to Medium Range in a single action (only a few seconds) without leaving themselves open. When the Speedster chooses to Sprint, they can cover even more ground, this never leaves them open thanks to Rapid Acceleration.
Due to their blinding speed foes are easily caught off guard by the Speedster’s blows. Thanks to Out of the Blue, whenever an attack follows a movement action, foes are treated as surprised, making them easier to hit. Additionally, Momentum allows them stack on the pain gain bonus damage to these attacks based on their Boosted Speed. Even without taking a full movement action, the Speedster gains a bonus to any Attack with the Secondary Role Offense representing their inherent quickness. Also, it’s difficult to actually hit the Speedster. Evasion allows them to automatically avoid damage on an Active Defense.
Speedster’s are often depicted taking multiple actions in rapid succession. The specialty for Rapid Actions allows the Speedster to do just that with ease. Pairing Sprint Actions with an attack, or Active Defense and a Sprint to move in and out of the battlefield with ease.
To expand on our basic Framework, we will look at the Flyer, the Sprinter, and the Teleporter.
The Flyer
- Update New Movement: Flight
- Full Role: Defense
Thanks to their added maneuverability the Flyer adds Full Role for Defense, as they are even harder to target.
The Sprinter
- Update New Movement: Running
- Shockwave
Of the various Speedsters none is perhaps more iconic than the Sprinter. Embodying blinding speed, when the Sprinter strikes Out of the Blue it penetrates armor.
The Teleporter
- Update New Movement: Teleportation
- Insubstantial
While not exactly the ghost-like visage, the Teleporter simply ignores barriers, walls, or other obstructions.
Common Talents
- Acrobatics
- Fitness
- Movement: Same as New Movement
Acrobatics allow the Speedster to avoid obstacles. Fitness represents their general athleticism, and helps to prevent the Speedster being Staggered. Finally, while it might seem redundant, the Movement Talent helps push the Speedster’s ability to cover even more ground.
Common Weaknesses
Running hot, the Speeder often has very special dietary needs. This can be represented with the Power Loss Vulnerability, being the Speedsters need to feed.
Overall, the Speedster can be a fun archetype. Thanks to Out of the Blue they easily fall into the striker role, striking hard, but when someone lands a hit they can go down hard.