Speed

When it comes right down to it in the battle between mankind and creatures of darkness, the creatures have the upper hand when it comes to physical capability. One such area is speed — simply, most of them have the ability to move faster than we can.

Like any of the physical “building block” categories (see also Strength on page 183, and Toughness on page 184), Speed is divided first and foremost into three levels—Inhuman, Supernatural, and Mythic. You must have a high concept that fits taking one of these abilities. The Mythic level is nearly always reserved for potent NPCs.

Cost Power Extras
-2 Inhuman Speed
-4 Supernatural Speed
-6 Mythic Speed

You are very fast, just past the edge of human capability.

Improved Initiative. Your Notice is at +4 for the purpose of determining initiative.

Athletic Ability. All your Athletics checks are made at +1, including dodging. When sprinting (see page 212), this bonus is increased to +2.

Casual Movement. If there is no opposition (either passive or active) you may move 1 additional zone without making an Athletics check.

Almost Too Fast To See. Difficulty factors due to moving are reduced by two when rolling Stealth.

===== Supernatural Speed [–4] You’re able to move far faster than the eye can see—or at least so fast that what’s seen is only a blur. You can cross physical distances easily and quickly; acting before ordinary mortals do is trivial.

Notes: This ability replaces Inhuman Speed if taken.

Supreme Initiative. You always go first in initiative order in a conflict, regardless of your Notice rating. If there are other entities present who share this ability, you must then use Notice to resolve initiative order among yourselves. If someone has Mythic Speed (below), it trumps this ability.

Superior Athletic Ability. All your Athletics checks are made at +2, including dodging. When sprinting (see page 212), this bonus is increased to +4.

Effortless Movement. If there is no opposition (either passive or active) you may move 1 additional zone without making an Athletics check. In addition you can ignore any passive opposition of Fair(+2) or lower.

Faster Than the Eye. Difficulty factors due to moving are reduced by four when rolling Stealth.

You are a rare supernatural creature whose very essence is tied to the notion of speed. You’re like the wind itself. Hell, you may be the wind itself.

Musts: This ability replaces Inhuman or Supernatural Speed if taken.

Super Supreme Initiative. You always go first in initiative order in a conflict, regardless of your Alertness rating. If there are other entities present who share Mythic Speed, you must then use Alertness to resolve initiative order among yourselves.

Extra Superior Athletic Ability. All your Athletics checks are made at +3, including dodging. When sprinting, this bonus is increased to +6. You may set aside this bonus to simply declare that you have no problem keeping up with a moving vehicle.

Instant Movement. If there is no opposition (either passive or active) you may move 2 additional zones without making an Athletics check. In addition you can ignore any passive opposition of Great(+4) or lower.

Like the Wind. No one ever gets a bonus to spot you when you're using Stealth, no matter how fast you’re moving.