I have an old character I made for a GURPS game that I'm playing around with. Basically, the character's only power is that time is moving three times faster for him. The campaign he was created for is based on the premise that the Cold War is on, and the US and Russians are in a Supers arms build up. Of course the problem is that the machines they use to induce superpowers make you loopy. This guy's problem, besides that he's going to live his life as if everyone is in slo-mo, is that he thinks he is the one moving normally. He gets very impatient with everyone, to say the least, and let's just say setting up schedules with him are even tougher than they would already be. (Edit: And don't show him a clock. . . .)
At any rate (er...), I was thinking about what powers he would get out of this. The old character was limited by the fact that Altered Time Rate is really expensive in GURPS, and ate a big portion of his points. Speed is, comparatively, much cheaper. I figured SPD 9 sounded about right. I also got thinking that his Strength could be 3 times higher as well (+20 STR, bought with No Figured Characteristics and Reduced Endurance, to simulate it's simply a result of being sped up). The Strength/time thing can be interpreted many ways, though, so I'm free to creative interpretation. In a similar vein, I bought +10 REC (an additional 2 times more) with the limitation "Only for Long Term Recovery." I figured the limitation was appropriate because speedy recovery in the short term can be simulated with spending extra phases.
Then I thought that it made sense to boost the DEX to 30 (still keeping the SPD at 9), as well as the INT. Both are basically reaction time things. The DEX is somewhat perplexing, though, because of SPD. Maybe the Dex is overkill.
What else do you think might be appropriate? I'd like to limit the idea to a rather straight-forward premise, though (stemming from simply living three times faster).



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