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Old 01-20-2008, 04:13 PM   #1
OddGamer
 
Join Date: Jul 2005
Location: Ontario, Canada
Default Enhanced Speed acceleration enhancement

Looking for a good price on an enhancement to allow one to accelerate (and decelerate) with Enhanced Move faster than what it says.

As I understand it, if you had Enhanced Move 10, then going from a standing start to full speed takes close to twenty minutes. Yes, one could improve Basic Move to cut down the number of levels of Enhanced Move needed to achieve a certain speed, but I want a character that is capable if very high rates of speed and can reach top speed quickly but isn't running whole football fields in tactical combat.

Any ideas what the enhancement for this should cost?
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Old 01-20-2008, 04:24 PM   #2
Celjabba
 
Join Date: Sep 2006
Location: Luxembourg
Default Re: Enhanced Speed acceleration enhancement

In power designer notes
Quote:
Originally Posted by http://www.sjgames.com/pyramid/sample.html?id=5782
* Cosmic, +50% on Enhanced Move to allow acceleration to full speed in just one turn.
* Cosmic, +50% on both Enhanced Move and any underlying movement ability to gain complete maneuverability: turn on a dime, never make maneuver rolls, etc.
Also
in RPK house rules

Quote:
Originally Posted by http://www.mygurps.com/h_modifiers.html
* Cosmic (No Acceleration)*: It does not take you time to accelerate; you can achieve your top speed instantly and may decelerate instantly as well. This does not change any of the other High-Speed Movement rules, though you can get around that by decelerating completely on one turn, changing your facing on the second turn, and accelerating again on the third. +50%
* Cosmic (No Handling Effects)*: You do not have to make control rolls under normal circumstances. You can make precise turns and decelerate quickly without rolling, but you still have to roll if you are injured, encounter a hazard, etc. +50%
* Second-Nature: You have the ability to adjust your speed instantly and make minute course corrections without effort. In game terms, calculate your maximum speed and treat it as your normal Move in the appropriate environment (not as Enhanced Move.) You never have to worry about acceleration, deceleration, hazards, control rolls, etc. You cannot sprint any faster. This enhancement is only appropriate in high-powered, four-color games, and makes the two Cosmic enhancements above redundant. For typical characters, this is only cost effective for Ground Move 30+ or Air/Space Move 120+. +150%
Hope this help

celjabba
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Old 01-22-2008, 09:09 PM   #3
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Enhanced Speed acceleration enhancement

And lest anyone accuse me of plagiarism, I'd like to point out that the footnote to the asterisks of the first two entries is "* This enhancement originally appeared in the GURPS Powers Designer's Notes".

Second-Nature is obviously those two Cosmics plus yet another Cosmic, "Speed counts as Move for combat (Step, AoA move distance, etc.)", which wouldn't make any sense without the first two already taken, which is why it's not listed separately.
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Old 01-22-2008, 11:29 PM   #4
Not another shrubbery
 
Join Date: Aug 2004
Default Re: Enhanced Speed acceleration enhancement

Quote:
Originally Posted by Rev. Pee Kitty
And lest anyone accuse me of plagiarism, I'd like to point out that the footnote to the asterisks of the first two entries is "* This enhancement originally appeared in the GURPS Powers Designer's Notes".
Perish the thought! <quickly deletes inculpatory email>

JK! *g*
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Old 01-23-2008, 03:44 AM   #5
transmetahuman
 
Join Date: Oct 2004
Location: San Francisco, CA, USA
Default Re: Enhanced Speed acceleration enhancement

Quote:
Originally Posted by Rev. Pee Kitty
And lest anyone accuse me of plagiarism, I'd like to point out that the footnote to the asterisks of the first two entries is "* This enhancement originally appeared in the GURPS Powers Designer's Notes".

Second-Nature is obviously those two Cosmics plus yet another Cosmic, "Speed counts as Move for combat (Step, AoA move distance, etc.)", which wouldn't make any sense without the first two already taken, which is why it's not listed separately.
The first two are also in GURPS Supers, which makes them published and official "RAW" or "RAP" or whatever, if that's important to anyone.
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