08-26-2014, 07:02 AM | #11 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [Basic] Advantage of the Week: Altered Time Rate
ATR turned up in Cherry Blossom Rain, which is hardly surprising as it's exactly the sort of genre you'd expect to see super-speed in. However, it was heavily, heavily modified to make it affordable. Like Extra Attack, I rarely see it taken "vanilla." It's always heavily modified.
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08-26-2014, 07:17 AM | #12 |
Join Date: Oct 2010
Location: earth....I think.
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Re: [Basic] Advantage of the Week: Altered Time Rate
I have used it several times to make speedsters for supers games. I usually take it as a wildcard power, or modified with maximum duration for a speed burst, or both!
ATR! 5 [2000] = the flash That gives you 500 points to model with, need to get some where fast? Enhanced move 25, or enhanced move 10 with second nature. Or maybe 20 extra attacks? Mind you this is with also using ATR 5. |
08-26-2014, 08:20 AM | #13 |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Advantage of the Week: Altered Time Rate
A significant phenomenon related to ATR is that people too often confuse Enhanced Time Sense and Altered Time Rate (and vice-versa). The two are very different traits, providing very different benefits, and the ultimate speedster should take both.
Perhaps we should edit and rename this thread to include discussion of ETS, just like a few other Of The Week threads covered several related subjects? Last edited by vicky_molokh; 08-26-2014 at 08:38 AM. |
08-26-2014, 08:45 AM | #14 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: [Basic] Advantage of the Week: Altered Time Rate
It's not helped by ATR talking about how it affords you as much time to think as your table can abide. This strikes me as a legacy inclusion, from before ETS was a thing.
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08-26-2014, 09:41 AM | #15 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Basic] Advantage of the Week: Altered Time Rate
The one time I used ATR, it was for a speedster that ultimately became my build for the X-Men's/Avengers' Quicksilver. It was ATR 2 with the Super-Speed (+20%) modifier, which permits moving even faster out of combat. I also gave him Extra Attack 2 with Multi-Strike, and ETS. Cheaper than the ATR 4-5 builds I've seen with roughly the same number of attacks.
The only other time I've seen ATR used is with someone who wanted to cast more than one spell per turn.
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08-26-2014, 10:04 AM | #16 |
Join Date: Aug 2006
Location: L.I., NY
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Re: [Basic] Advantage of the Week: Altered Time Rate
I played a GURPS Mage the Ascension character who specialized in Time, and got ATR through magic quite often. That was back in 3rd edition, so I don't remember all the mechanical effects. I probably didn't make the most strategic use of it, but even just having an extra maneuver each turn was pretty powerful.
I made up a speedster character for one of my players for a supers game I ran. He wanted time-stop powers, I explained that GURPS doesn't do absolute effects like time-stop and designed the speedster as the closest alternative. Gave him ATR 4 with costs fatigue and a nuisance effect of extreme hunger, meaning the fatigue could only be regained by eating the equivalent of a full meal. Since I had been reading the posts on this forum about ATR, and how it doesn't do everything people expect from speedsters, I also gave the character ETS, enhanced dodge, rapid recovery, striking ST (Accessibility, only when using ATR), super jump, super throw, maybe a few other things. Since the player was new to GURPS, I gave him some basic advice about using the power strategically, like using All Out Attacks and deceptive attacks to get past enemy defenses, then taking all-out defense as his last maneuver to simulate dodging better with his awesome speed, etc. Last edited by Mr_Sandman; 08-26-2014 at 10:07 AM. |
08-26-2014, 10:12 AM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Basic] Advantage of the Week: Altered Time Rate
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However your suggestions were likely better for the game. Jumper with Time Spanning Powers is another option as well.
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08-26-2014, 10:34 AM | #18 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: Altered Time Rate
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Enhanced Time Sense almost feels like a highly Limited form of Accelerated Time Rare, except for it hand waving any limit on how much time you have to plan. Oh, and I might understand what the writer was going for when describing how Accelerated Time Rate helps with planning; that was why I worded it so carefully in the first paragraph. Of course, now that I think about it if only one party member has Accelerated Time Rate, the benefit is only there for plans involving mostly or just itself. If you've got to communicate significantly with others, it still eats into that time.
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08-26-2014, 10:34 AM | #19 | ||||
Join Date: Aug 2006
Location: L.I., NY
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Re: [Basic] Advantage of the Week: Altered Time Rate
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By RAW, there aren't limitations on what maneuvers a character with ATR can choose, except Feint, which doesn't work unless it is the only maneuver you take that turn. Quote:
I looked at Powers, don't remember now why I didn't like the suggestions for time-stop there. As you said, the speedster fit better in the game anyway. Last edited by Mr_Sandman; 08-26-2014 at 10:45 AM. |
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08-26-2014, 10:50 AM | #20 |
Join Date: Dec 2007
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Re: [Basic] Advantage of the Week: Altered Time Rate
Those are pretty bogus. You don't get any benefit for concentrating repeatedly (as opposed to on more than one thing at once), and there is already a specific advantage for multiplying your ability to move, just as there's one for getting multiple attacks, There is a lot of room for accessibility limitations. "Emergencies only", "Only in a gun fight", "Only on amphetamines", "Only after Visualizing". Also temporary disads like Increased Consumption, Reduced Move and Impulsive.
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advantage, advantage of the week, altered time rate, aotw, super speed, week, [basic] |
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