:arrow: This is Dash, version 2.0. She still has much the same capabilities, however the way she is built is more orthodox. All her attacks are now in one array, rather than the effects in one array and the modifiers in another. She has throwing blades instead of rubber pellets, and they are now clearly a separate attack (as Equipment), rather than buying a ranged Blast in powers and making the descriptor do double duty. Her attacks are also now all clearly strength-based. She has lost her Deflect but I would like the ability to stunt area deflects vs fast & slow projectiles with the descriptor of moving very quickly and deflecting projectiles. I waffled on whether to give her Leaping and eventually settled for super-movement instead since I want to give her a weakness vs flyers.
:arrow: Dash is a speedster, but her speed comes from manipulation of kinetic energy rather than an abstract "speed force". She's missing some of the physics-breaking powers that "classic" speedsters have, like the ability to not leave sonic booms behind or be immune to friction. So she cannot produce some effects, like Concealment with the descriptor of moving too fast to see, but she has other powers like enhanced strength and stamina. I decided that Dash's powers are all touch range, so she cannot produce kinetic blasts the way a pure energy controller could except maybe as a power stunt.
:arrow: Dash's background as a street urchin gives her good Bluff, Stealth, Escape Artist, a decent Notice score and some Sleight of Hand. Dash has some feats that are unusual for either energy controllers (Throwing Mastery -- she can't produce energy blasts, so she infuses her throwing blades with kinetic energy instead, Gambit-style) or speedsters (Interpose -- she has low superhuman toughness, so she tries to protect those of the resistance who are 'merely' human).
:arrow: Carpe Diem: Dash drains the kinetic energy out of a victim, paralyzing them. The Paralyze effect is overcome by Fortitude.
:arrow: Running Riot: Dash rushes around, quickly attacking multiple people at once in an area for Damage 5. If you have problems with targetted area attacks (which I still disagree with) I'll just agree not to use adjustment feats, forgo criticals, and roll separately for each enemy targetted.
:arrow: Full Throttle: This is her super attack, a supersonic punch that stuns as well as damages. It's nasty, although as a touch range attack that takes a full round action to use, it can be avoided by moving every round (so that she has to move to get in range of you again, and thus can't use full actions).
:arrow: Need for Speed: This array has three settings. She can focus on being both fast and maneuverable, making her Reflex save Impervious (so she always passes reflex saves against Effects like Snares of lower than rank 12), compensate for vertical or difficult terrain, or go all-out on flat ground.
:arrow: Speed Demon: This power only works against enemies with initiative bonus lower than 25. Pure speedsters (Like Johnny Rocket) with initiative bonuses as high as 40 and above can still beat her, thus against them she cannot use her Ultimate Defense and Evasion feats, and she is considered flat-footed vs them during the surprise round.