01-15-2018, 10:12 PM | #1 |
Join Date: Nov 2011
Location: South Dakota, USA
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[Basic] Advantage of the Week (#48): Enhanced Move
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Next Thread: Enhanced Tracking If you're new to this series or just want to leave feedback about it, check out the Introduction Thread. If you need help finding something we've already discussed, johndallman is maintaining an index of which traits we've discussed. Basic Enhanced Move (p. B52) is a Physical, Exotic Advantage priced at 20 CP/level; surprisingly, you are also allowed to take a half-level for 10 CP. You must select the environment in which you enjoy your Enhanced Move, all of which require you already have a move in that Environment: Air, Ground, Space, and Water are the default four presented in [Basic]. Yes, Ground technically has a prerequisite; there are traits that can remove your Ground Move, after all. Each full level of Enhanced Move doubles your top speed in that medium when running in a fairly straight, smooth line; the conditions are the same as for Sprinting (p. B354). A half level provides a 50% increase. Enhanced Move does not affect Basic Speed, Basic Move, or Dodge; the only added protection it may provide is through affecting the speed/range penalty suffered by those targeting you, or possibly running away from your problems. If you are trying to match the real-world performance of a creature, machine, etc. you can accept a lower top speed than you've paid for; this provides no discount for purchasing Enhanced Move. Enhanced Move has four Modifiers listed with it in [Basic] - Handling Bonus (+5% per +1), Handling Penalty (-5% per -1), Newtonian (-50%), and Road-Bound (-50%) - that are also useful for modeling real-world or even fantastic creatures or vehicles; please refer to p. B52 if you need the specifics, though the names are fairly suggestive. Other Supplements
Past Editions I will be referring to Enhanced Move at it appears on Compendium I p. 54. Under the Third Edition rules, it was priced at 10 CP per level (or 5 CP for a half-level), was restricted to being a racial advantage, it still increased a character's top speed under the same circumstances, but instead of doubling top speed, it just increased it by the original Move score (or half of the original Move score for a half-level). I was curious how the two actually stacked up; it is a bit hard to word because buying the same level costs different amounts of CP and provides different top speeds. Before Modifiers, until you reach 50 CP, which is five levels of Third Edition Enhanced Move or two-and-a-half levels of Fourth Edition Enhanced Move, Third Edition provides a better deal. At that point, they provide an equal increase to top speed for the same CP cost. After that point, Fourth Edition provides better and better returns for the same CP cost. Mundane humans (and similar beings) had to purchase Increased Speed (it was treated as an Advantage prior to Fourth Edition). Superhumans had to take Super Flight, Super Running, or Super Swimming. Pages 67 and 68 give us the rules for those three traits; Super Flight and Super Running Cost 20 CP/level, while Super Swimming only costs 10 CP/level. There is no mention of half-levels being available here. Other than that, all three operate the same as their respective Enhanced Move counterpart from Fourth Edition. Useful Links As always, feel free to suggest additions to this section. :)
Discussion Starters This is (usually) a generic list of questions for those who want to participate in the discussion but need a little help. If you already know what you want to say, feel free to skip these. ;)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 01-21-2018 at 05:39 PM. |
01-15-2018, 10:52 PM | #2 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
In what became the playtest campaign for GURPS Supers, my character, Maria Rosa Vargas Sandoval ("La Gata Encantada"), had this. To be specific, she had DX 17, Basic Speed 12, Basic Move 12, and Enhanced Move (Ground) 1, giving her an all-out run of Move 24 or 48 mph. So she couldn't quite make freeway speeds (although on a sufficiently durable bicycle she might have).
In practice, she didn't do much running. In combat she went in more for jumping. Her high jump was 62" from a standing start, and her broad jump 21' horizontally. From a running start, though, I figure she could use her Enhanced Move to get an effective Basic Move of 48, allowing 278" straight up or 93', limited respectively to 248" and 84'.
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01-16-2018, 02:04 AM | #3 |
Join Date: Aug 2004
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
I always use EM for speedy super characters, and my flyers almost always have more than one level. That's been true of other's characters in games I've participated in as well. It seems few people want to tool around the campaign world at just Basic Speed x 2 *shrug*
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01-16-2018, 03:59 AM | #4 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
My experience is the EM never makes sense if target move is 12 or less, and is usually only a good choice if target move is 20+.
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01-16-2018, 04:02 AM | #5 |
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Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
Enhanced move frequently shows up as a trait for animals. A large number should have at least a half level and some have a full level.
when I use this trait I tend to use half levels extensively.
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01-16-2018, 08:44 AM | #6 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
A discussion we had a while back was which form of Enhanced Move to use for Insubstantial movement (air, ground, etc.). Insubstantial movement uses the same "propulsion" whether you're in air, water, space, or just skimming along the ground so we eventually decided it was its own Enhanced Move type -- good for whatever medium you're traveling through, but only while insubstantial.
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01-16-2018, 01:42 PM | #7 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
Quote:
Though if they can do that through uneven or weaving terrain, they should have basic Move rather than Enhanced, I think.
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01-16-2018, 02:28 PM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
It's more a question of how fast they can accelerate; if they take about as long accelerating to top speed as a human, they have basic Move, if they take considerably longer they have Enhanced Move (using seconds as a reference runs into the problem that GURPS gives superhuman acceleration to ordinary humans. From a standing start to a standing stop in one second the physical limit for a biped is 2-3 yards).
Last edited by Anthony; 01-16-2018 at 02:41 PM. |
01-16-2018, 06:00 PM | #9 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
Doesn't that invoke the sprinting rules and therefore mean they can only use Enhance Movement when running in a straight line?
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01-16-2018, 06:14 PM | #10 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week (#48): Enhanced Move
It's not actually limited to straight line movement, it just follows the rules on B394-395.
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advantage, advantage of the week, enhanced move, week, [basic] |
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