08-14-2013, 03:17 PM | #1 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Bullet Time as an Advantage
Bullet Time is provided as an extra option for Enhanced Time Sense in Gun Fu, p. 14. It works by spending three character points - at that point you can effectively stop time so that you may act once out of turn, at any time, even between an enemy's attack roll and any defense or damage rolls that would follow. You then have one turn to do anything that you could normally do, which can include making attacks that targets won't be able to defend against, plucking bullets out of the air, or moving out of the way of attacks (effectively giving you a perfect defense assuming you could move out of the area of the attack given only one turn).
How much should it be worth to enter Bullet Time, and how would you build it?
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-JC |
08-14-2013, 03:59 PM | #2 |
Join Date: Sep 2007
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Re: Bullet Time as an Advantage
The cost elsewhere of a "one use ever" power is 1/25 of the base cost. Working backwards, that suggests 75 points for reusable Bullet Time, not counting ETS as a prereq.
Sounds cheap at that price, though. |
08-14-2013, 04:19 PM | #3 |
Join Date: Dec 2007
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Re: Bullet Time as an Advantage
That kind of reverse engineering is never valid. What it really is, is a level of Altered Time Rate that can be invoked when it isn't your turn. This of course could just be "I always hold my second action". But maybe a better way to go would be to have it be a level of Altered Time Rate that can be invoked when it isn't your turn...but only once per hour.
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08-14-2013, 06:07 PM | #4 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Bullet Time as an Advantage
Quote:
That would let you take an extra maneuver anytime each turn (yours or anyone else's). That's [400]. For that much, maybe it's fairly priced? After all, at the rate of spending [3] per Bullet Time use, it would take about 133 independent uses before you catch up to that massive [400] price tag. Not to mention making ETS a prerequisite on top of that in order to take that Cosmic. My only concern now is how ATR is meant to interact with the Bullet Time rule by RAW (I wouldn't want this to, at [400], be a ripoff). It isn't clear. Hence, my starting this new thread here.
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-JC |
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08-15-2013, 12:45 AM | #5 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Bullet Time as an Advantage
There's actually some build of Jumper (Time; Freezing Time +0%) which allows something similar. But I can't find it. It seems to be proposed by Kromm somewhere on forums.
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MH Setting. Welcome to help. |
08-15-2013, 12:49 AM | #6 |
Join Date: Dec 2007
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Re: Bullet Time as an Advantage
No, that kind of time freeze doesn't let you change anything in the real world.
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08-15-2013, 07:23 AM | #7 | |
Join Date: Jan 2010
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Re: Bullet Time as an Advantage
Quote:
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08-15-2013, 08:18 AM | #8 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Bullet Time as an Advantage
With a [400] cost as a base, judicious use of limited use or takes recharge with costs fatigue could emulate an 'exceptional effort'
As a curiosity, if two combatants each had this advantage how would their fight sequence progress?
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. Last edited by benz72; 08-15-2013 at 08:25 AM. |
08-15-2013, 08:27 AM | #9 | |
Join Date: Jun 2013
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Re: Bullet Time as an Advantage
Quote:
Of course, pretty much all serious combat could qualify as activating Emergencies Only, and our theoretical CP-hoarder is only going to use his Bullet Time when it's fairly important, not just every round of combat, which would be a further limitation. I'd eyeball [800] (making Serious Emergencies Only a -50% Limitation) as perhaps being fair, although you could make a case for a lower base cost (personally, I'm more inclined to go with [600]). I'd allow one combatant to interrupt another's use of the ability, using something akin to Cascading Waits to determine who gets to go first. Regardless of the winner, each character reacts to the other normally (so each can still defend, for example). Last edited by Varyon; 08-15-2013 at 08:31 AM. |
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08-15-2013, 08:44 AM | #10 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Bullet Time as an Advantage
Quote:
To get the ability to use Super Luck once per second, it's 12 or 13 levels. Unmodified, that's [1200] - [1300]. If we say the above is a -50% limitation (too harsh? or too soft?), then we're looking at a cost of around [600], more or less depending on how much the above limitation should be.
__________________
-JC |
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Tags |
altered time rate, bullet time, enhanced time sense, gun fu |
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