Quote:
Originally Posted by naloth
Not really related to your build, but I'm warming up to buying Flight/Running speed or whatever up to what you can handle with fine control then taking Warp for the between scenes move. Tack on a -20% for non-emergency use and -10% for crossing the distance since you can be intercepted or blocked by barriers. Leave it based on IQ (your ability to navigate in a reasonable time). You would still need Flight and Space Flight to reach those locations, but you wouldn't need excessive levels of Enhanced Move.
|
Altered Time Rate (Non-Combat Speed) is fairly expensive, but is how folks build speedsters who have a set speed during combat (say, only four AOA(Double)s per turn) and can still do hours of construction in seconds. I have to check Powers to see what Non-Combat Speed's percentage is. It's also useful for Flash vs Superman "who is faster?" races.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991
"But mom, I don't wanna go back in the dungeon!"
The GURPS Marvel Universe Reboot Project
A-G,
H-R, and
S-Z, and its
not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting