PDA

View Full Version : Rules Question: Non Combat movement multiplier at +0"??



Broadsword
Dec 20th, '09, 09:28 PM
My character sheet allows me to do this. Buy +0" and then hit X4 Noncombat for +5 points. So for running that is 6" combat and 24" noncombat for 5 points? Seems to make sense point wise, but allows you to get across town fast for low points. Works with leaping and swimming too. Allows you to jump much higher or farther then seems allowable for 5 points, and all you have to do is convince the GM that the situation is non-combat.

Broadsword -|--->

ghost-angel
Dec 20th, '09, 09:38 PM
Yes. 5pts doubles your Non Combat Movement Multiplier; for any movement type (you have to buy each Movements NCMx separately). For 10pts you have an NCM of x8 (base 6"/12m Running is now 48"/96m Running)

At Non-Combat Movement your DCV is 0 as you're moving "all out" without trying to dodge or anything. It is precisely for situations where you're more concerned with moving than combat issues. Like getting across town.

Matt Holck
Dec 20th, '09, 09:51 PM
I thought non-combat movement was 1/2 dcv

ghost-angel
Dec 20th, '09, 09:56 PM
You're right - 1/2 DCV and 0 OCV.

Matt Holck
Dec 20th, '09, 10:07 PM
I think this build could make a good start for a street level hero speedster
in a 175 point game

Rapier
Dec 20th, '09, 11:22 PM
My character sheet allows me to do this. Buy +0" and then hit X4 Noncombat for +5 points. So for running that is 6" combat and 24" noncombat for 5 points? Seems to make sense point wise, but allows you to get across town fast for low points. Works with leaping and swimming too. Allows you to jump much higher or farther then seems allowable for 5 points, and all you have to do is convince the GM that the situation is non-combat.

Ahhh, my wieldy brethren, tis good to welcome thee!

Normally NCMs are bought along with some kind of movement power. You would purchase +12m running and x4 NCM or 20" Flight, x16 NCM. However, there are situations where the character would not need additional combat movement or a new form of movement. The 6" they started the game with is all they need/want for combat movement. But they would like to, maybe, be able to get across town with a little more speed. So the +0" Running, x4 NCM is there just for that.

Now, I'm not saying that you will need to use if often. In fact, I can't think of a single instance in all my years where it was even hinted as something that might be needed. But it IS there if you ever need it.

The only downside is, of course, the penalties. 1/2 DCV (or even Velocity Based DCV if you get up high enough) isn't TOO bad of a penalty, but the 0 OCV will definitely keep you from trying to use that in combat. IIRC, I even believe there was some kind of rule about being incapable of using levels when using NCM.

EDIT: Oh! This would also allow you to further Limit the NCM multiples without hampering the base movement. Perhaps you want this SUPER-BURST of speed to take a full phase to start, cost extra END, maybe Require a Roll or something else. :)

But I digress, I wander, I tangent. It's what I do.

See, this is what happens when you spend some time researching Fandral.

Rapier
Dec 20th, '09, 11:28 PM
I think this build could make a good start for a street level hero speedster in a 175 point game

It's also almost exactly the build if you were to try and port over a City of Heroes character.

Base: 6" Running
Sprint: +4" Running
Super Speed: x32 NCM

ghost-angel
Dec 21st, '09, 09:47 AM
There's also Acceleration and Deacceleration; you can only Accelerate up to your Combat Inches per Phase. With a x32 NCM it takes you 32 Phases to get up to top speed.

Obviously actual "0-60" time depends on your Speed, but a Speed 3 Normal with 6" Running x4 NCM will need 1 Turn and a Phase to reach 24" Top Speed, or about 16 seconds of outside Combat time.

Another Movement Adder can be purchased to do this faster.

Broadsword
Dec 21st, '09, 05:52 PM
So, you could sell back 1" of running and spend only 3 points for 20" NCM. Humm...

What if you have something like a 40 Strength and have a good amount of Jump, can you sell some back and get NCM multiplier? That seems to be kind of cheesy, but could be part of some kind of special effect I guess. Kangaroo legs???

Broadsword -|--->

Chris Goodwin
Dec 21st, '09, 06:15 PM
My character sheet allows me to do this. Buy +0" and then hit X4 Noncombat for +5 points. So for running that is 6" combat and 24" noncombat for 5 points? Seems to make sense point wise, but allows you to get across town fast for low points. Works with leaping and swimming too. Allows you to jump much higher or farther then seems allowable for 5 points, and all you have to do is convince the GM that the situation is non-combat.

Yes, that's how it works. There aren't any hidden gotchas there. There are some pretty specific circumstances under which Noncombat Movement applies.

Welcome to the boards, btw!

Broadsword
Dec 21st, '09, 07:04 PM
Thanks Chris! BTW, I live in Hillsboro, OR too!

Matt Holck
Dec 21st, '09, 08:56 PM
You're right - 1/2 DCV and 0 OCV.

get a +1d6 HA with AofE 1 Hex
to automatically hit a target in that hex
and filer a "move by" through it


but seriously
possibly a courier
some chumps tripped him
with a rope across the road
stole the pay load

Lucius
Dec 22nd, '09, 05:47 PM
Maybe I should have used this for Brother Orchid, the Flying Monk....

Lucius Alexander

The palindromedary says that only you can prevent florist friars. But Mr Long helped a good deal.

Chris Goodwin
Dec 22nd, '09, 05:56 PM
Thanks Chris! BTW, I live in Hillsboro, OR too!

Rock! I'm actually on vacation in Raleigh, NC for the Christmas holiday.