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#1 |
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Join Date: Jun 2011
Location: Richmond, VA
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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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#2 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#3 |
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Join Date: Mar 2008
Location: Dallas, TX
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More precisely, the modifier is not on Flight, but on Enhanced Move. Instant Acceleration, perhaps?
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#4 |
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Join Date: Jun 2011
Location: Richmond, VA
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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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#5 |
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Join Date: Aug 2007
Location: Vermont, USA
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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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#6 |
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Join Date: Nov 2008
Location: Yukon, OK
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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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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 |
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Join Date: Sep 2007
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| Tags |
| flight, gurps 4e, supers |
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