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Old 09-17-2007, 08:17 PM   #9
whswhs
 
Join Date: Jun 2005
Default Re: Rules puzzle: Extra Attack and readying

Quote:
Originally Posted by Toadkiller_Dog
Check GURPS Martial Arts, specifically pages 119-121 for its options like Rapid Strike with Thrown Weapons and Rapid Fire with Thrown Weapons. Also check out the rules for multiple fast-draws on page 103. They are tailor-made for what you're ultimately trying to accomplish.
The trouble with multiple fast-draws is that the character doesn't have Fast-Draw skill. She's working on learning it, but I don't have the GM's agreement that she's put in enough time yet.

Rapid Strike with thrown weapons doesn't fit the image of what she's doing. Those aren't tiny little ball bearings; they're 9-lb. steel balls, which comes to about the size of a softball, I think—they have to be that big to get the maximum throwing damage. And La Gata's a 93-pound teenage girl. No way she's grabbing a handful of steel balls for a Rapid Strike or Rapid Fire.

Her abilities don't come from martial arts training, but from an alien virus. She's just started her first course in karate. She can't possibly acquire either Trained by a Master or Weapon Master in the expected duration of the campaign. And I'm not sure I want her to, anyway; it's a drastic change of character theme.

Really, I'm just trying to build a speedster whose basic idiom is obscenely high DX and superb reflexes rather than incredibly fast movement (she can sprint 48 mph, but that's not even freeway speed). I'd be willing to ask the GM to retrofit Extra Ready—she could duplicate her established style by readying with her left hand while she throws with her right and vice versa—but it really doesn't seem to me that Extra Ready ought to cost 25 points per level, for reasons stated in a previous post.

Bill Stoddard
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