Quote:
Originally Posted by Michael Thayne
Aside from Enhanced Move, it's important to note that superhuman characters should generally be exempt from some or all of the limits on raising secondary characteristics independently of attributes outline on pp. 15-18 of the Basic Set. So while I'm not familiar with the source material, a good generic starting point for a speedster might be something like DX 16 [120]; HT 12 [20]; Basic Speed 10.00 [60]; Altered Time Rate 1 [100]; Enhanced Time Sense [45]; Enhanced Move 4.5 (Ground; Second-Nature, +150%) [225]; Extra Attack 1 (Multi-Strike, +25%) [30].
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When I built La Gata Encantada for a friend's GURPS Supers campaign, I gave her DX and Per 19, Basic Speed and Basic Move 12, Enhanced Move 1 (Ground), Enhanced Time Sense, Extra Attack 1 (Multi-Strike), Super Jump 2, and Super Throw 5. I didn't give her Striking Strength; her bones weren't extra strong, so she could hurt herself by hitting something hard with her fist. I was aiming more at a "Spider-man" speedster than a Quicksilver or Flash speedster. Her Move only got her up to 48 mph, not quite up to freeway speeds, but she was HIGHLY maneuverable . . .