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Old 01-02-2010, 07:55 PM   #31
smurf
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Default Re: Which martial arts are great for speedsters?

I've got a speed 11 speedster. Dodge crazy, martial arts that have a circular disipline.

Anything that keeps it's movement. Super Jump would be good too.
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Old 01-02-2010, 08:07 PM   #32
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Default Re: Which martial arts are great for speedsters?

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By the way, HOW does a speedster with Stealth mask their approach when they are going to break the sound barrier?
You're past them before the sound arrives, so they aren't going to hear your *approach*.
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Old 01-03-2010, 10:41 AM   #33
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Yep. the Flash is one of the top tier Supers in a 4 color universe and while he is and should be buildable in GURPS he is very very high end.

by the way remember you can take the enhancements Instant Acceleration and Unlimited maneuverability on some levels of EM not just all of it.
Not familiar with these enhancements? I may be being massively stupid, but I can't find them in Basic Set, Powers or Supers?
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Old 01-03-2010, 01:11 PM   #34
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Default Re: Which martial arts are great for speedsters?

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Originally Posted by davidtmoore View Post
Not familiar with these enhancements? I may be being massively stupid, but I can't find them in Basic Set, Powers or Supers?
I know Cosmic (Instant Acceleration) is in Supers.
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Old 01-03-2010, 05:11 PM   #35
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Default Re: Which martial arts are great for speedsters?

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Originally Posted by Humabout View Post
Extra Attack 2? Combinations? ATR 2? AOA (Double) + Rapid Attack?

Four options right there that don't require standing still for three turns. For that matter, two of them don't require a speedster build at all. AOA still allows up to half move, Extra Attack 2 still lets you defend normally, a combination lets you do it all just fine as an attack, and ATR 2 is just ATR 2.
  • AOA negates speedster's typically high Dodges. This sort of tactic will get you sniped while cleaning out mobs of henchmen.
  • If by Rapid Attack you mean Rapid Strike, that's -6 to hit, which is going to keep the combat routine from being as reliably repeatable without considerable additional invetment.
  • Combinations can have even worse penalties, requiring that much more investment
  • ATR 2 still takes three of your turns like I said, but lets you reliably drop the one henchman per second. It is an expected speedster power, but it's 200 frickin points! Even a 100 point power should let you neutralize multiple henchmen at once. It's not *bad*, so much as inefficient.
  • Extra Attack is more efficient, or should I say, less inefficient. It's still a +50 point investment to let you reliably take down 1 henchman per second (assuming you could otherwise reliably do it in three seconds).

More suitable investments of points would come after the styles, and model their moves being accelerated *far* beyond normal human speed instead of penny-ante doublings and tripplings: Selective Area Effects and Emanations suitably modified to use the martial arts skills, so that the speedster zips through or around the crowd of henchmen and victims, reliably taking down as many as they can run past in a second.
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Old 01-03-2010, 06:51 PM   #36
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Default Re: Which martial arts are great for speedsters?

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Not familiar with these enhancements? I may be being massively stupid, but I can't find them in Basic Set, Powers or Supers?
Supers.
And there really great for some impressive manuevrering. Even on just a couple levels of EM they can be a huge difference. Allows you to get up to full speed (or the level you bought with the enhancement) or turn on a dime.
Some say decelrate then turn then instant accelarate again but the extra enhancement being listed implies you cant do that with one maneuver. At least to me it is pretty clear you cant. But Instant Accel and ATR is a good combo.
As is buying ATR (if GM lets you) on limitation only when moving at High Speed.
after all increased reaction time when going high Speed is nice.

As for martial arts I definately like things that work with dodge, leg sweeps, anything relying on movement.
And the emanations or area effect attacks (often with selective) as suggested are good for taking out mobs of henchmen.
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Old 01-03-2010, 06:54 PM   #37
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Default Re: Which martial arts are great for speedsters?

Quote:
Originally Posted by jeff_wilson View Post
  • AOA negates speedster's typically high Dodges. This sort of tactic will get you sniped while cleaning out mobs of henchmen.
  • If by Rapid Attack you mean Rapid Strike, that's -6 to hit, which is going to keep the combat routine from being as reliably repeatable without considerable additional invetment.
  • Combinations can have even worse penalties, requiring that much more investment
  • ATR 2 still takes three of your turns like I said, but lets you reliably drop the one henchman per second. It is an expected speedster power, but it's 200 frickin points! Even a 100 point power should let you neutralize multiple henchmen at once. It's not *bad*, so much as inefficient.
  • Extra Attack is more efficient, or should I say, less inefficient. It's still a +50 point investment to let you reliably take down 1 henchman per second (assuming you could otherwise reliably do it in three seconds).

More suitable investments of points would come after the styles, and model their moves being accelerated *far* beyond normal human speed instead of penny-ante doublings and tripplings: Selective Area Effects and Emanations suitably modified to use the martial arts skills, so that the speedster zips through or around the crowd of henchmen and victims, reliably taking down as many as they can run past in a second.
Combinations are actually quite good, if you know what combo you're gonna invest in. Extra Attack alone is not very efficient, but when combined with ATR, it grows quadratically.
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Old 01-04-2010, 09:29 AM   #38
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Default Re: Which martial arts are great for speedsters?

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Originally Posted by Ragitsu View Post
I know Cosmic (Instant Acceleration) is in Supers.
It's under Cosmic? I was looking for Special Enhancements under EM. I'll take a look tonight.

Without having looked at it, this seems pretty tough. Surely the whole reason for the EM vs BM point break is the acceleration and maneuvering thing?
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Old 01-04-2010, 10:02 AM   #39
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Default Re: Which martial arts are great for speedsters?

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The Flash is perfectly handled with GURPS in most respects. Just because you'll be running a game with high point totals doesn't mean he is "unmanageably expensive" any more than Superman or Green Lantern.

Also, it depends on the version of The Flash you're using: the TV series version could probably be statted for under seven-hundred points.
The "Big Guns" of tje Justice League rely on Ultrapower more than anything: Wonder Woman, Superman, J-J, Flash and Green Lantern are regularly getting punked by people who shouldn't be able to touch them - but in the end, they usually sober up and remember what kind of superpowers they have.
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Old 01-04-2010, 10:07 AM   #40
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Default Re: Which martial arts are great for speedsters?

The speedster in my campign (ATR, super Speed and EM++) recently got owned by a fairly low-powered guy who was doing 4d6 cutting cosmic with his twin demonblades, parried at 16 and had precog parry. In less than a third of a second, speedboy had lost both hands and his kicking leg to parries. Everyone else a the table was very amused.
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