09-06-2014, 04:23 PM | #91 |
Join Date: Dec 2009
Location: Brazil
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Re: [Basic] Advantage of the Week: Altered Time Rate
Kind of raising this thread a little bit. I'm currently adapting Shadowrun for GURPS, specifically, Shadowrun 3rd Edition (this seems like a popular topic, btw, I've seen multiple conversions), and of course I've stumbled upon Wired Reflexes and multiple actions.
Now, I'm handling low-level Boosted Reflexes and Wired Reflexes as a combination of extra Basic Speed, Combat Reflexes, Enhanced Defenses (Extra Parry and Block) and Extra Attack (Multistrike). But for the high grade Wired Reflexes, I'm thinking about ATR. I know it's not very realistic, but it does fit the Shadowrun cannon. So, this is what I've come up with:
So, what do you guys think about it? Is it fair at 50 points? Should it be cheaper or more expensive? Is there any unintended consequences that I'm not seeing? Notice that this will come with the Electrical limitation for Cyberware, so it will actually cost 40 points. |
09-06-2014, 09:12 PM | #92 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Basic] Advantage of the Week: Altered Time Rate
Altered Time Rate (Costs FP -5%, Aspected: Combat -10%, Temporary Disadvantage (Impulsiveness (NA)) -20%) is [65]. The other stuff looks like either the way it ought to work anyway with Last Gasp or a +0% modifier.
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09-06-2014, 09:54 PM | #93 | ||||||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: [Basic] Advantage of the Week: Altered Time Rate
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ATR (Aspected:Combat -10%, Costs 1 FP/minute -10%, Tiring -15%, Electrical -16%, Impulsiveness, Irresistible -20%) [34] But that build assumes the user will be Impulsive in every way while this is on, not just that they'll only have a normal window of decision time. |
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09-07-2014, 07:41 PM | #94 | |
Join Date: Jun 2007
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Re: [Basic] Advantage of the Week: Altered Time Rate
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2) I liked it a lot, I wanted a character who could go really fast and had lots of options in what he could do in a second. That's what I got. 3) There are, as other have noted things get confusing when an extra maneuver in a second meets with things that normally should not be able to happen twice in a second there is a bit of strangeness. 4) I like it how it is, its not perfect but I'm not sure it needs to be. |
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09-12-2014, 09:23 PM | #95 | |
Join Date: Dec 2005
Location: Stockholm, Sweden
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Re: [Basic] Advantage of the Week: Altered Time Rate
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Time Mastery (from Powers) includes all of Altered Time Rate + Duplication + Enhanced Time Sense, which you can combine for good results; 296 points put into Altered Time Rate 1 + Duplication (Construct, Reduced Time, Sequential) 4 + Enhanced Times Sense gives 10 turns worth of actions before anyone else gets to do anything. Last edited by Joel; 09-12-2014 at 09:41 PM. |
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02-20-2022, 06:10 PM | #96 | |
Join Date: Oct 2005
Location: Earth
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Re: [Basic] Advantage of the Week: Altered Time Rate
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ATR multiplies with levels of Extra Attack! (per "Extra Attacks" MA126), so ATR1 (2 maneuvers) x ExtraAttack2 (3 attacks) = 6attacks...
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advantage, advantage of the week, altered time rate, aotw, super speed, week, [basic] |
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