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Old 10-01-2012, 09:11 PM   #1
ssveter
 
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Default Perfect Flight

Normally I'd look through all the posts for this stuff but Im working from a computer in afghanistan so....

I'm working on an NPC Super that has control over inertia. She has flight but I want it to be perfect flight, meaning at a thought even while moving at mach 4 she can make a 90 degree turn instantly. What would be the modifier for that?
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Old 10-01-2012, 09:14 PM   #2
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Default Re: Perfect Flight

Quote:
Originally Posted by ssveter View Post
Normally I'd look through all the posts for this stuff but Im working from a computer in afghanistan so....

I'm working on an NPC Super that has control over inertia. She has flight but I want it to be perfect flight, meaning at a thought even while moving at mach 4 she can make a 90 degree turn instantly. What would be the modifier for that?
I don't recall the details, but I seem to recall (from GURPS Powers or GURPS Supers) that you want to be looking at Cosmic in some form.

Bill Stoddard
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Old 10-01-2012, 09:17 PM   #3
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Default Re: Perfect Flight

More precisely, the modifier is not on Flight, but on Enhanced Move. Instant Acceleration, perhaps?
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Old 10-01-2012, 09:28 PM   #4
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Default Re: Perfect Flight

Yea maybe, I thought I saw it somewhere in there, but I can't seem to find it now that I am really looking.

Anyway the super hero/villain is designed so that she is fast enough to catch an SR-71 (insert plot twist).
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Old 10-01-2012, 09:34 PM   #5
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Default Re: Perfect Flight

Enhanced Move (Air; Cosmic, Second-Nature, +150%)

Second-Nature allows you to treat your top speed as if it were basic air move (no control rolls, no acceleration, step size, etc.). It's RAW in GURPS Power-Ups 4: Enhancements (p. 9) and also described on PK's site.
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Old 10-01-2012, 10:25 PM   #6
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Default Re: Perfect Flight

First appeared in GURPS Supers as two +50% Cosmic enhancements, 1 for Instant acceleration/deceleration and another for no turn mode.
GURPS Power Ups 4: Enhancements added another +50% to treat your current move as a Step and offered them all bundled together as one enhancement called Second Nature for +150%.
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Old 10-02-2012, 08:40 AM   #7
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Default Re: Perfect Flight

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fast enough to catch an SR-71
The problem isn't catching the SR-71; it's dealing with Wolverine once you do.
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Old 10-02-2012, 11:18 AM   #8
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Default Re: Perfect Flight

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Originally Posted by Refplace View Post
First appeared in GURPS Supers as two +50% Cosmic enhancements, 1 for Instant acceleration/deceleration and another for no turn mode.
GURPS Power Ups 4: Enhancements added another +50% to treat your current move as a Step and offered them all bundled together as one enhancement called Second Nature for +150%.
This. +50% for perfect maneuverability.

And Diomedes got this one wrong. Power Ups 4 specify that if you want to take Cosmic: Complete maneuverability (or second nature, which includes this) on your Enhanced Move, you must first take the same +50% modifier on your underlying movement ability, if any. In this case, Flight. IIRC, Supers makes the same point.
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Old 10-03-2012, 02:10 AM   #9
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Default Re: Perfect Flight

I got that figured out. The character after all is said and done can move at 1152 yds/sec thats about 2300 mph at sea level...I can only imagine how fast she could move where the air is thinner, and yes she has space flight and an oxygen supply.

Care for a race?
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Old 10-03-2012, 08:26 AM   #10
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Default Re: Perfect Flight

Goggles or a nicating membrane.

Plus a tough suit because the air at that speed is going to heat you up and before that be a heck of a force... sorry too much realism?

Shirks off before he gets noticed.
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