04-22-2022, 02:25 PM | #21 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: How to model SUPER strong and fast characters?
huh? I thought dodge never decreased from use. I thought that was a major reason to use dodge.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
04-22-2022, 02:39 PM | #22 |
Join Date: Jun 2013
|
Re: How to model SUPER strong and fast characters?
Martial Arts introduced an optional rule that many have adopted, where Dodge suffers a -1 iteration penalty. It also brought in some other options, like Block suffering a -5 iteration penalty rather than being single-use, two-handed weapons having a halved iteration penalty, and the reduction to the iteration penalty due to using a Fencing skill instead being a function of weapon weight (or, rather, of exceeding the weapon's MinST by a certain amount), all of which might be useful to keep in mind here.
__________________
GURPS Overhaul |
04-22-2022, 03:31 PM | #23 |
Join Date: May 2010
|
Re: How to model SUPER strong and fast characters?
From the post title I wonder if the author thought DX in the 50-500 range is how you build comic-book speedsters. In reality comic-book speedsters typically have downright modest DX in GURPS. Instead, truly ludicrously fast speedsters are defined primarily by Altered Time Rate and Enhanced Move (Ground) (and Enhanced Time Sense, but that's not a leveled trait so it can't differentiate low-end speedsters from higher-end ones). Basic Speed and Basic Move are likely in the "peak normal human" range, but not high enough to make the character super by themselves. Think Basic Speed in the 8-10 range and Basic Move 11 (I like Basic Move 11 because it lets you make 2-yard "steps").
Powers has some modifiers for Altered Time Rate and Enhanced Move that are useful for super-speedsters, and Power-Ups 4: Enhancements goes into a bit more detail on applying Cosmic to Enhanced Move. Supers has an occupational template for a speedster which you may not want to follow exactly, but gives a pretty good sense of the key components.
__________________
Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. Last edited by Michael Thayne; 04-22-2022 at 04:28 PM. |
04-22-2022, 04:09 PM | #24 |
Join Date: Jan 2015
|
Re: How to model SUPER strong and fast characters?
For anime style super fast/coordinated characters, I believe Altered Time Rate works better than high DX.
|
04-22-2022, 04:32 PM | #25 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: How to model SUPER strong and fast characters?
Quote:
Bill Stoddard
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
04-22-2022, 06:49 PM | #26 | |
Join Date: Aug 2007
|
Re: How to model SUPER strong and fast characters?
Quote:
So, I would judge it possible that someone out there could decide that DX50 or maybe even 500 was the way to make a speedster in Gurps.
__________________
Fred Brackin |
|
04-22-2022, 07:56 PM | #27 |
Join Date: Jan 2014
|
Re: How to model SUPER strong and fast characters?
Yeah, and that's my logic for using the two different parries case for dodge. Two different parries (I. E. Left arm and right arm with ambidextrous) avoid the penalties the same way that dodge does.
|
04-23-2022, 07:11 PM | #28 | |
Join Date: Dec 2021
|
Re: How to model SUPER strong and fast characters?
Quote:
|
|
04-23-2022, 07:29 PM | #29 |
Join Date: Mar 2021
|
Re: How to model SUPER strong and fast characters?
You can model high speeds and reaction times with the right advantages. It's easier to do it that way than the brute-force method of obscenely high attributes. GURPS Powers might help you with that.
Alternatively, you can check out something like Mutants & Masterminds, an RPG built with Superman-level characters in mind. You might find it a better fit for what you're trying to do. |
04-23-2022, 07:39 PM | #30 | |
Join Date: Aug 2007
|
Re: How to model SUPER strong and fast characters?
Quote:
Trying to remember what i saw on Hunter X Hunter the first special Advantage gained is probably Enhanced Time Sense. The possessor of this can track lightning fast moves and always acts before "normal" humans. Extra attacks probably with the Multi-Strike Enhancement lets users attack with superhuman speed. Altered Time Rate allows for moving and attacking at superhuman speed and generally allows complex multi-part actions to occur in lightning speed. For actual movement at extremely high speeds you'll want Enhanced Move doubling speed with each level probably with Enhancements allowing instananeous acceleration and maneuvering at max speed. You'll need other Powers for damage doing and durability. I know this all seems very complex but your source material is very complex and I know of no other supers system that would handle things more easily.
__________________
Fred Brackin |
|
Tags |
attributes, campaign design |
|
|