09-14-2010, 01:35 AM | #21 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Super Speedster: Throwing
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And since the RAW* models sling bullets as high damage pi attacks, it would seem odd if thrown marbles were not treated the same. When dealing with characters that can throw stuff at high speeds, some kind of rule allowing them to choose projectiles that do pi-, pi, pi+, pi++ or cr would probably be needed. Given that thrown objects not specifically designed for the task are probably poor penetrators, I think that the lighter stuff would often be AD(0.5), which goes some way toward balancing things. *In my opinion, very illogically and unrealistically.
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Za uspiekh nashevo beznadiozhnovo diela! |
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09-14-2010, 06:56 AM | #22 | |
Banned
Join Date: Apr 2008
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Re: Super Speedster: Throwing
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09-14-2010, 07:06 AM | #23 |
Join Date: Mar 2010
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Re: Super Speedster: Throwing
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09-14-2010, 07:07 AM | #24 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Super Speedster: Throwing
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Bill Stoddard |
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09-14-2010, 10:46 AM | #25 | |
Join Date: Oct 2007
Location: Vermont
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Re: Super Speedster: Throwing
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My ongoing thread of GURPS versions of DC Comics characters. |
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09-14-2010, 10:47 AM | #26 | |
Join Date: Aug 2004
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Re: Super Speedster: Throwing
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09-14-2010, 11:24 AM | #27 | |
Join Date: Jul 2009
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Re: Super Speedster: Throwing
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Using enhanced move at double movement to zoom up and off a ramp should get you air time as if you'd jumped with that full movement ability (quadruple distance? probably depends on the ramp angle, though.), but running on a flat plane with enhanced move and then making a normal jump won't put you any higher in the air than a normal jump while running without enhanced move, so the rise and fall time will be the same, so double distance since your forward momentum is double that of normal. To build someone who can just plain move his legs that fast, though, yeah... you need lots of Striking ST (for kicks and stomps), Enhanced Move (for running), and Super Jump (for jumping). You probably don't need Lifting ST, as super speed is not exactly portrayed as the kind of slow, steady, strong movement that Lifting ST represents. If your arms also move that fast, you need Super Throwing to handle the throwing distances. If your reflexes are also really good, you'll want to trade some levels of Enhanced Move for Altered Time Rate, make sure to take Combat Reflexes, or even take Enhanced Time Sense if you're really fast. If your GM is running a more realistic game and your character is REALLY FAST you'll also want some DR or regeneration and some sort of immunity or resistance to inertial effects, else you'll tend to catch fire when you run, rip gaping holes through your body if you run through the rain, and blow apart into pieces when you turn a corner. You may also want to consider Clinging or something so you can run down stairs at faster than falling speed (remember, to go down stairs even as a speedster, you're really just walking forward - gravity has to pull you down, and it does that at its own pace) and, at higher speeds, so you don't accidentally use the curvature of the earth as a ramp and fly off into space. :P Last edited by Ejidoth; 09-14-2010 at 11:30 AM. |
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09-14-2010, 11:32 AM | #28 | |
Join Date: Aug 2004
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Re: Super Speedster: Throwing
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09-14-2010, 01:51 PM | #29 |
Banned
Join Date: Apr 2008
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Re: Super Speedster: Throwing
It seems to me that the Advantage should be superfluous for characters who have already bought the ability to move so rapidly.
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09-14-2010, 01:53 PM | #30 |
Banned
Join Date: Apr 2008
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Re: Super Speedster: Throwing
Why would you need Super Throw at all, if you have the ability to accelerate the projectile up to that speed already?
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Tags |
speedster, super, throwing |
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