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#1 | |
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Join Date: Aug 2007
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Flash Steps don't always set up attacks but when this happens you would seem to have characters doing Step and Do Nothing which is not a thing. If they do nothing other than move during their Flash Step it's just a Move Action and your Power wouldn't work in that situation because they aren't taking a Step. Uncomplicate things.
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Fred Brackin |
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#2 | |||
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Join Date: Oct 2010
Location: earth....I think.
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From what I posted in the other thread:
Pyramid 3/89 and Monster Hunter Power Ups 1 Both have: Basic Move +10 (Accessibility, Only for determining step length, -60%...) [10/level] The pyramid article uses it for "Flash Step" and the Monster Hunter one uses it for "Duck and Cover!" The important part is "Accessibility, Only for determining step length, -60%" is used on Basic Move. If we only use that, then the cost becomes: Basic Move +10 (Accessibility, Only for determining step length, -60%) [20/level] Compared to: Enhanced Move 1 (Accessibility, Only for determining step length, -60%; Cosmic, +100%) [28/level] Pretty close in cost, but the enhanced move has the added bonus of increasing the step range faster. Compare: A : Basic Move +140 (Accessibility, Only for determining step length, -60%) [280] B : Enhanced Move 10 (Accessibility, Only for determining step length, -60%; Cosmic, +100%) [280] Assume BM of 5. A gives us a Step range of 15 yards. B gives us a Step range of 512 yards. In fact, we can see: Level : Step : Cost Quote:
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Last edited by zoncxs; 07-19-2023 at 02:33 PM. |
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#3 |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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I created a whole thread on the Warp advantage being awful and rebuilding teleportation as a significantly more useful advantage that is in-line with other movement abilities here.
It seems like my version of teleportation is more what you're looking for. Hey, you were even in that thread! I thought so. |
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#4 |
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Join Date: Sep 2007
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An old thread (2009) covering Increased Step includes some of the ideas also already in this thread, so I'll link to one post, a Kromm build using the Technique rules and then buying off the Technique penalty for 16 points for a specific skill, or 20 points for any attack.
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#5 |
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Join Date: Jul 2023
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I'm with Fred on using ATR and some limitations to bring down the cost. Any movement that takes less time than the blink of an eye (1/10th second) is effectively invisible, so you don't need to tack on any additional stealth or invisibility. For example, a skilled sleight of hand magician can palm a small object so fast that you can miss it even if you know what to look for. Flash step is like sleight of hand, but with your whole body.
In most fiction, flash step type powers don't let you move through walls or leap long distances, those are separate abilities. So, flash step is just like normal movement, but much faster. |
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#6 | |
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Join Date: Sep 2007
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Dropping the "Only if unobserved" Accessibility (since these characters aren't ghosts), keep the Range Limit (-50% in the original) and the Accessibility ("Only places you could walk/climb to, given time"), -20%. That Accessibility is there so you can't move through walls or leap over impassable chasms, but only places you could theoretically reach with normal movement. Warp also handles the "too fast to see" bit naturally. I might bump it up by another -5-10% just to specify "Must trace a specific path" to model traversing the intervening space just to handle cases like land mines. If only some antagonists can see the Flash Step, then that might be best modelled as their own ability to avoid surprised by anyone Flash Step. Alternatively, you could invent another Limitation, but the value seems pretty uncertain unless you have a pretty good idea of the frequency of opponents that can see Flash Step versus those that can't. It does seem a little weird to me to try to build an ability with a Limitation that grants some other characters (over a certain point total?) in the setting some other ability. But at least that puts the rule in one place, and you don't have to mess with the NPC antagonists' character sheets. |
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#7 |
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Join Date: Oct 2010
Location: earth....I think.
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I would use:
Cosmic, Per roll required to notice, +50% So when you use the ability, anyone that is looking at you will need to make a Per roll to keep their eyes on you. If they fail then you have disappeared. |
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#8 | ||
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Join Date: Nov 2008
Location: Yukon, OK
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I feel you need all three Cosmic's, +50% for a Flash Step in Combat. Ignore Control Rolls to turn quickly, +50% Not require Acceleration, +50% Avoid Move and Attack requirement, +50% - Probably could ignore this one if only taking a Step. All three combined are explicitly replacing Basic Move for all purposes. So I feel using the above Accessibility is fine. That is 38/level and as you noted quickly increases the Step distance. Quote:
Though the Vanish technique would be cheaper but requires a distraction or something for them to look away.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#9 |
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Join Date: Dec 2007
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I actually go with linked invisibility (visible to people with ETS).
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#10 | |||||
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Join Date: Jun 2013
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Do note that's also ignoring the general GURPS philosophy of You Get What You Pay For. ATR 59+ doesn't come with free Invisibility, it just lets you do 60 Manuevers each time your turn comes around. Part of what I'd like to discuss is how to be able to use Vanish (which really is a better name for it than Backstabbing) without needing to duck into some cover or have the targets look away. Flash Step's momentary invisibility needs to work even when the target is looking right at you and you're in a featureless plain (but, again, the target should be capable of seeing you move if they have good enough stats and/or roll well enough). Obviously Obscure 10 would work (it completely blocks the target's sightline), but how much weaker of an effect can do the trick? Can someone with Chameleon 1 [2] attempt to Vanish in plain sight, for example?
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GURPS Overhaul |
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| Tags |
| flash step, powers |
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