|
|
|
#3 | |
|
Join Date: Jun 2013
|
I'll note one of my concerns here is that, even with this build, the cost seems rather high. For a character with Move 5, being able to Flash Step (at -5 to Stealth) only 80% as far as they can normally move in a turn* has a cost of [50] at the low end - Enhanced Move (Flash Step) 2 [40] + Chameleon 1 [2] + Vanishing Act [8]. Maybe Flash Step should be a net Limitation? If we think of Step Only as -80% and use Multiplicative Modifiers, we're looking at Enhanced Move (Instantaneous Acceleration +50%; Retains Speed +50%; Step Only -80%) [8]. I'd be more inclined to possibly make Flash Step be -50%, dropping it to [10] per doubling. Does that sound more fair? Maybe just make that its own Advantage, Flash Step [10], with Perfect Maneuverability being a +50% Enhancement?
*Considering you can take a half-level of EM for +50% move, 1/4th level for +25% might be appropriate; that would let you match your actual Move with 2.25 levels and a cost of [45] or [22.5], at least with Move 5. EDIT: On further thought, I'm actually thinking of making Flash Step [10] (or maybe it should be called Super Step or something, to differentiate it from the metatrait that includes the ability to vanish during it) give you a Step equal to Move/2, then each further level doubles this Step, still with the caveat that if you exceed your Move you are subject to High Speed Movement unless you tack on Perfect Maneuverability +50% (which arguably should only be needed on level 3+). Quote:
__________________
GURPS Overhaul Last edited by Varyon; 07-19-2023 at 12:28 PM. |
|
|
|
|
| Tags |
| flash step, powers |
|
|