06-06-2023, 09:29 PM | #1 |
Join Date: Aug 2015
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Super jump also super speed?
So I have a character that wants to play a frogman jumper, that has basic move 9 and super jump 8. This gives you running jump 2560 yards and standing jump 1280. They are supersoldiers in space, power armor etc which leads to the stats.
The problem is pg. 82 of the basic set, which says that a jump maxes out at 5 seconds. That puts a running jump at 512 yards per second, or 1.5 times the speed of sound. So, am I missing something? Is this how it works? How can I slow it down? Thanks. Am I missing |
06-06-2023, 09:39 PM | #2 |
Join Date: Jun 2013
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Re: Super jump also super speed?
You aren't missing anything, with those stats your frogman jumps at Mach 1.5. If that's a problem, consider applying a Limitation to some levels of Super Jump that means they increase jump distance but not jumping speed. I kind of feel like -50% would be appropriate, here, but I could be convinced down to -20%. Only apply it to problematic Super Jump levels - if 512 yards/second is too fast but 256 would be fine, you'd only apply the Limitation to the last level of Super Jump, and you'll take 10 seconds for a full-distance jump.
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06-06-2023, 09:56 PM | #3 | |
Join Date: May 2010
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Re: Super jump also super speed?
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06-07-2023, 04:37 AM | #4 |
Join Date: Jun 2013
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Re: Super jump also super speed?
Lighter than Air doesn't reduce Jump Move at all, it just causes you to drift in the direction the wind is blowing, at a rate of 1 yard per second airborne per 5 mph of wind speed. OK, I guess that would mean it does reduce Jump Move if you jump into a headwind, but that's balanced out by the fact that it increases Jump Move if you jump into a tailwind.
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06-07-2023, 09:10 AM | #5 |
Join Date: Apr 2022
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Re: Super jump also super speed?
Jump for 2 rounds, land for 2 rounds, fly for the rest.
The frogman has just enough starting energy to kickstart a supersciencebiological floating sacklikeorganthing to prime it for long range floating. It either runs out after some range is hit, or can be emptied like some sort of air brake. So the frogman could just have a very restrictive, inertia governed flying with the accessibility that he has to do a running jump to 'calibrate the flight' or something. You can pull something out of your sleeve for it, rules are all optional after all.
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06-07-2023, 09:55 AM | #6 | |
Join Date: Jun 2013
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Re: Super jump also super speed?
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I don't think that's what OP is looking for, however. For a version of Super Jump that doesn't result in extreme velocities, you just need to come up with a value for the Limitation I suggested (where Super Jump increases distance but not velocity). *If the GM doesn't think Enhanced Move should get Cannot Hover, increase price to [12]. If the GM doesn't think both Flight and Enhanced Move should get Maximum Duration, remove it from Flight (as that costs less), increasing its price to [34]... and note this will mean while your Enhanced Move is on cooldown you'll be able to fly freely at Air Move 14 with a stall speed of 3.5 (call it 4). If that sounds ridiculous, it's because it is, but the GM is being ridiculous in not letting Maximum Duration apply to both of the abilities it affects so whatever.
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06-07-2023, 11:46 AM | #7 | |
Join Date: Apr 2022
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Re: Super jump also super speed?
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What about a magical, invisible spring loaded board that, when the user consciously wants to jump, appears under the feet, and catapults the user in a parabolic arc? Maybe the status of "being launched" is free from any restriction like that, and then it's just a matter of having the physique to absorb the landing shock? It's kind of a stupid concept when implemented like that but ...it also kind of does the trick. Wouldn't really know how to stat that, though, since it might be too cheap like that. Add: That's just the mechanics, of course, reskinned/named/used to be the jump.
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06-07-2023, 12:10 PM | #8 | |
Join Date: Jun 2013
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Re: Super jump also super speed?
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06-07-2023, 01:14 PM | #9 | |
Join Date: Apr 2022
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Re: Super jump also super speed?
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To me, this was never a problem, since I'd just disregard such limits immediately if they stand in the way of fun (or incur too much hassle)
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06-07-2023, 02:16 PM | #10 | |
Join Date: Jun 2013
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Re: Super jump also super speed?
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Making it cheaper isn't something OP has requested, so no need to get into options to do that just yet - although I'll note that the Limitation approach automatically makes it cheaper anyway (for reference, if sticking with the idea of height being 1/4th the horizontal distance jumped, 640 yards would take around 10 seconds to fall in 1G and thus call for a 20 second jump; Jump Move 128 would do that, so toss Distance Only -50% onto two levels of Super Jump and you reduce the cost by [10] - or if you prefer Distance Only -20%, you'll instead reduce the cost by [4]).
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