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Only raises to X Limitation


HeroGM

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What I'm working on is a movement power (spell?) where the Speed is raised to 7. That's it +5 Speed (since most start at 2 Speed) but the most it will give you is a max of 7. So it doesn't matter if you're 2, 4 9; you get a speed 7.  Cheetah's Pace is an ability where you travel at 66MPH, just like the animal. BUT since your movement is partly based on your phases/round the math can be weird.

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Might be cheaper and easier to simply buy enough movement for a 2 SPD and put a limitation on the movement only up to 66MPH.  Gaining a high SPD if your character was not built for it can create problem with other aspects of the character.  For one thing your END usage probably goes through the roof. 

 

If you want to get more precise purchase the movement as a partially limited power.  So, you would end up with +x movement, then +x movement only for if you have y SPD, then some extra movement if you have y-1 SPD, then some extra movement if you have y-2 SPD and so on. This may actually be slightly easier in play because you would know how much movement each SPD would have. 

 

The other thing to consider is that you can only change SPD when both SPD have an action.  This often means that you cannot change SPD in combat, or it gets delayed.  
 

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Yeah I was thinking about just doing the movement. While this is coming off as D20 (shush haters), a friend is doing a Monk/Martial Artist from an African style Tribe that is able to harness the Cheetah's speed to do quick moves so many times per day.

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Yeah, don't mess with SPD.  It involves all kinds of weirdness.  

 

With a 2 SPD, Running 22m (net) and x8 non-combat gets...65.6 mph.   

 

MovePerTurn == charSPD * baseMove * NCM  (still in meters)

MovePerMinute == MovePerTurn * 5

Velo (kph) = MovePerMinute * 60 / 1000

Velo (mph) = Velo (kph) * 0.621 (1 km = .621 miles)

Velo (mach) = KPH / 1235, MPH / 767, or roughly, KPM / 21, if you're looking at building a HIGH speed type.  Note that hypersonic is Mach 5+, and is largely the domain of experimental craft, missiles, and a few supers.

 

Yeah, I've got this in a spreadsheet where I can put in the 3 char-specific numbers, because it's something I like to know.  A LOT. :)  Mostly with fliers.  Also note, this holds, as expressed, for running, flight, and if it matters, swimming.  For leaping and teleport, in principle, divide by 2, as both allow a new movement every other phase.  But in both cases, you're well into Megascale by that point...to get x1000 requires 9 additional NCMs, and that's 45 points...and generally it's easier to think max range.  Plus, normally one has to have solid ground to land on at the end of each move, so an ocean crossing is...tricky.  :)  

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Can the character cast the spell on others?  If not don’t worry about the SPD just build the spell to do what you want based on the character purchasing the spell.  Unless you build the spell with the UoO advantage it is only going to affect the person casting the spell.  If the spell only affects the caster you don’t even need to worry about other people who have the same spell.  Nothing in the rules state you have to have exactly the same game mechanics for each character.   You could have two characters with the same spell but each of them pays a different cost based on the character.  It’s when you want to be able to cast it on others that it gets tricky.

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