Jump to content

THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?


Steve Long

Recommended Posts

All right, folx, time to give us some more of your valued and insightful input! I'm about to start editing/developing The Ultimate Speedster (USP), so it's time for a WDYWTS thread. ;)

 

Before posting, please (a) read the posted outline below, and (B) read the other responses already posted. Let's not waste time or bandwidth suggesting things that are already planned for the book, m'kay? ;)

 

For purposes of this discussion, "speedster" means "a character who focuses on movement-based abilities, or for whom movement-based abilities are a significant aspect of his design." Thus, it covers not just running characters like the Flash, but swimmers, teleporters, et cetera.

 

Right now, my expectation is that USP will follow the same basic outline as UMM in terms of presentation:

 

CHAPTER ONE -- Character Creation: classifying speedsters; in-depth review of, expansions for, and optional rules for the Movement Powers; review of other game elements (Skills, Powers, Disadvantages, and so on) appropriate to speedsters; suggestions on how to build different types of speedsters.

 

CHAPTER TWO -- Speedster Powers: More speedster abilities than you can shake a stick at. We start with all the relevant abilities from USPD and USPD2, and expand outward as fast as we can go. ;)

 

CHAPTER THREE -- Speedsters Genre By Genre: A genre-by-genre review of the concept of "speedster," with sample characters. Some of the sample characters may be revised versions of previously-published speedsters.

 

CHAPTER FOUR -- Adventuring With Speedsters: Speedsters in combat (including expanded and optional rules for movement in combat, Segmented Movement for characters, and so on); GMing speedsters; what to get a speedster for his birthday; and so on.

 

So, that's the basic run-down. What do you want to see in this book? :hex:

Link to comment
Share on other sites

  • Replies 141
  • Created
  • Last Reply

Top Posters In This Topic

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

My initial thoughts:

 

1. As TUB broke down STR, let's see TUSp break down DEX and SPD. Maybe there could be some way to use fractional SPD (for example, SPD 5.5 could act on every other SPD 11 phase -- 3, 5, 7, 9, and 11 on one Turn, and then 2, 4, 6, 8, 10, and 12 the next). There could also be a way to deal with SPD higher than 12 (act first at full DEX, and then another action at half DEX, for example?).

 

2. Also break down all of the Movement Powers as much as possible. Can we get a x3 Non-Combat Multiple for 3 points, and x6 for 8 points? Is there some potential benefit for a "half-inch" of movement?

 

3. Please make sure the sample powers in Chapter Two utilize as many of the available options (Adders, Advantages, and such) for Movement Powers as you can manage. It's one thing to say that (for example) Position Shift can be used with Flight, or that various Movement Powers can have Improved Acceleration and Deceleration, but another thing to show how it's done and what its effect would be.

 

4. Real-world velocities translated into Hero terms would be good, especially for sound and light. (And don't forget that sound travels at different speeds through different media.) You probably already have this in mind, but I'd also like to see:

A) a breakdown of the speed of light for those who don't like using FTL Travel as a Power -- how much movement would be needed at various levels of MegaScale, or even using just NCM Multiples? (In other words, what's the speed of light in Inches per Turn?)

B) notations on things like how fast a human being would, in the real world, be able to run to keep from sinking in water. (It's been discussed on the boards before; IMO a character who can run this fast should be able to do this trick for no extra cost.)

C) a list of the speeds of various fast animals including cheetahs, gazelles, sparrow hawks, and whatever else is noted for moving quickly on land, in the air, and in the water.

 

5. Please emphasize the difference between speed and SPD. A speedster does not have to have SPD 8+ (out of a group normally restricted to SPD 4-7) to be fast.

 

6. What about the other end of the spectrum -- characters who move exceptionally slow? Could there be some benefit to holding perfectly still? (Even if this is more of a brick/metamorph question, a short paragraph saying so might be a good thing.)

 

7. I'd like to see the Gate Modifer broken out into a simple, straightforward +1 Advantage -- as it stands it's a -1/2 Limitation requiring +2 in Advantages, so it comes out to about the same -- with examples on how it can be applied to Movement Powers other than Teleportation and Extra-Dimensional Movement. (Admittedly, the latter may be more appropriate for other books; the examples I can think of include a moving walkway for Running, and an air-controller's wind-based Flight.)

 

8. I'd like some expansion and clarification on using multiple modes of movement in a single Phase, and on the specifics of the Usable As Second Mode Advantage.

 

9. True speedsters are only truly common in superhero literature. What sort of speedsters are there in other genres? Enhanced speed in SF is usually a temporary enhancement (I've seen versions of it in the original Star Trek and Stargate SG-1) or a gadget, and usually both. I don't recall ever seeing it in fantasy, except when a magician is flying or teleporting, and even then it's just a device for getting from Point A to Point B. Speedsters in the Wild West are usually either fast-draw specialists, or move around quickly because of their exceptional horses (such as Silver or Torenado). A DC speedster would almost have to be an Olympic-level athlete. (Just thinking out loud here on the Chapter Three matters.)

 

10. A version of "speedsterism" I've seen a few times is "when time stands still." A character literally causes time to stand still, does whatever strikes his fancy, and makes his escape easily. Some of these abilities are covered in the USPD "Time Powers" chapters, but an expansion on it would, I think, be welcome here. (A simple way to do it is Extra-Dimensional Movement to a "Still-Time" dimension, and the Transdimensional Advantage on STR -- though I'd definitely flag this with a Stop Sign.)

 

This is what comes to me right off the top of my head.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

I would like to second the request for a more workable "Time Stop" power.

 

I may be taking it out of context, but the most recent official build I know of, is based on using XDM to go to a dimension where time is stopped for everyone but you, and then doing what you want.

 

The problem is, even if you do this, you cannot effect anyone else, only their equivalent in the other dimension.

 

Now if you were able to use your STR or other powers Transdimensionally, it at least makes some sense.

 

Another approach is to require the Speedster to use something like:

XDM, Area Effect, Useable as Attack, etc. etc. to take everyone/everything he wants to effect with him to the "Time Stop Dimension".

 

This would be very expensive, but it should be, considering how effective this technique would be.

 

KA.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

I definitely want something along the lines of The Ultimate Brick, not The Ultimate Mystic. Ultimate Brick was very useful (powers, charts, samples):, basically, how to make/improve a brick. Ultimate Mystic had much more of a "setting" feel to it (this is how a mystic fits into the world), without having much for how to make/improve a mystic character.

 

Kelcyron

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

The Ultimate Skill

 

O.k., o.k. If you absolutely must waste time with some other niche 'ultimate' book I guess I would like to see some example penalties of rushing a skill and the appropriate Penalty Skill Levels a speedster should take. Or maybe, an advantage somewhat similar to Megascale that allows you to divide the normal time required to complete a skill.

 

Just saying is all.

Link to comment
Share on other sites

Guest daeudi_454

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Right there with Bob regarding SPDs faster than 12..... I know the system is not designed for it, but really- SPD is the ONLY thing that is leveled in HERO that also hhas a "Maximum". My house rules is a Speedster starts over at 13, getting a full move, Attack, and 'action' on any phase that overlaps: (SPD 15: Full move, attack, and 'action' on 4,8,12).

 

Okay, New ground: I would definitely like to see a few pages on the typical/suggested/genre required weaknesses of Speedsters.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

I agree with KA on a more workable Time Stop type power. We had a big discussion on this in another thread and we couldn't come up with a solution. It's easy to build it for an NPC (just say "plot device" which in my opinion is a big cop-out :( ) but for an PC how can he build something like this. Maybe a little more detail on a Time Stop dimension,what you can and can't do there, how to counteract it, etc...

 

Another vote for what happens if you go past Speed 12.

 

Oh yea, maybe some minor power tricks (1-10 point powers) a speedster my have.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

- I think the idea of SPD higher than 12 could be interesting ... but how about, as you increase in speed, you're granted additional actions per phase? Like a SPD 13 might give you 1 action on phase 1-12 and an additional action on phase 6?

- Essays on breaking speed barriers and crossing vibrational barriers to ther dimensions would be quite neat, as would a concept similar to the Speed Force from DC Comics and how'd that work in a Champions game.

- I'd like to see some gadgets that work with speed, allowing people to jump out of sync with time. Kind of like the movie Clockstoppers.

- How about some speedster martial arts?

- Some advanced tricks, like adjusting the vibrational attuntment of a person (causing their molecules to scatter), quickened assembly or vibrating a wall apart.

- Some essays on the complications of super-speed would also be cool :) It always seems to be the speedster's life that is in constant turmoil ;)

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Actually, the notion of SPD (only to do more actions in a given phase) seems like an interesting idea. I'm not sure how well that would work in play though.

 

Some ideas on an "All Speedsters" campaign would be interesting as well.

Link to comment
Share on other sites

Guest WhammeWhamme

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Some way to have characters who have ridiculous levels of speed be able to use it in combat - no "I can break the light barrier, but only have 20" combat movement".

 

I really would like that dilemma solved. :(

Link to comment
Share on other sites

THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Well, speaking of movement powers, there was an issue I had recently that surprised me....

 

I was designing a teleporter with a multipower.

 

Slot 1 was a teleport.

 

Slot 2 was several levels of noncombat movement with teleport.

 

Slot 3 was several levels of increased mass with teleport.

 

The multipower had enough points to run slot 1 with either 2 or 3 or some combination of 2 and 3. My idea was that the more mass carried, the more limited the range; the greater the distance travelled, the less could be carried.

 

To my surprise, I was told this isn't legal.

 

I never did figure out what WOULD be a legal way to do something that, let's face it, is an extremely simple concept. I think of a multipower as THE way to do "trade-offs" where the more you have of one thing, the less you have of another.

 

So if you're going to do a book about movement powers, I'd like to be able to find out from it how to build a character that has to trade off mass carried for speed or distance, or vice versa.

 

Lucius Alexander

 

Moving at the speed of a palindromedary

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

How about some quality art? I know color's out of reach, yeah, but black and white doesn't need to look as bad as it does in the hands of some of these fellows. If you reprint pictures, as I'm sure you will, please include the digitized-lookin' guy running up a building from "Champions" pg. 163 and the bicycle-helmeted guy using rapid-fire punches from UMA pg. 71. Those are favorites.

 

On undeniably serious matters of content I support BobGreenwade:

 

My initial thoughts:

 

3. Please make sure the sample powers in Chapter Two utilize as many of the available options (Adders, Advantages, and such) for Movement Powers as you can manage. It's one thing to say that (for example) Position Shift can be used with Flight, or that various Movement Powers can have Improved Acceleration and Deceleration, but another thing to show how it's done and what its effect would be.

 

4. B) notations on things like how fast a human being would, in the real world, be able to run to keep from sinking in water.

C) a list of the speeds of various fast animals including cheetahs, gazelles, sparrow hawks, and whatever else is noted for moving quickly on land, in the air, and in the water.

 

5. Please emphasize the difference between speed and SPD. A speedster does not have to have SPD 8+ (out of a group normally restricted to SPD 4-7) to be fast.

 

8. I'd like some expansion and clarification on using multiple modes of movement in a single Phase, and on the specifics of the Usable As Second Mode Advantage.

 

Seconded, all of these items. The coolest parts of Ultimate Brick were the little bits reminding me how many normal men a character could equal / the great things he could lift and I'll be a happy fan if you include plenty of keen powers for all different kinds of movement.

 

I look forward to this.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Some thoughts and ideas:

 

Deal with SPD greater than 12; multiple "actions" on certain segments, or whatever.

 

The effects of friction, hitting the sound barrier, etc. Naturally, this section would be clearly labelled as only for those who want the complication; most comic books, etc., handwave/ignore these problems.

 

Among Disadvantages mention accelerated aging, increased need for food and water, and similar physiolgical effects.

 

Deal real-world-style acceleration/deceleration. I.e., accel/decel should be in distance/time^2, not distance/time/distance as the current method does it.

 

ALLOW SELLING BACK FRACTIONAL SPD! The "no selling back fractional speed" ruling is the great rook in HeroGames character design at the present time, and its removal, even if only as a stop-signed optional rule, would redress the current unfairness.

 

Make a more thoroughly worrked out version of the time-stop power.

 

Although it's blowing my own horn, a time-slow power, like in this post http://www.herogames.com/forums/showthread.php?p=923379#post923379, would be a interesting varient (esp. if not a fast as in the cited example).

 

BTW, BobGreenwade, re. your point #4 above: 1,798,754,748 hexes/Turn

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

I'd like to see some exploration of what it's like for a person to exist and function at a rate far greater than that of other people. This gets touched on from time to time in stories dealing with super-speedsters: traits like hyperactivity and impatience, and how they affect the character's relationships; problems such as accelerated metabolism leading to increased food consumption or aging, or the (possible) dangers of friction, or of rushing through crowded areas; practical uses for enhanced speed such as rapid travel to make appointments, or cleaning house in seconds; jobs that public speedsters might be particularly qualified for, like courier or paramedic.

 

I recommend that some attention be paid to speedsters who move rapidly through use of non-innate gimmicks, from fancy tech like jet packs and rocket skates, to more mundane transports such as motorcyles, or even animal mounts of real or mundane nature (which would broaden the non-supers applicability of the book).

 

And I assume that the Speedster Martial Art from UMA will at least be reprinted, if not expanded upon. :)

Link to comment
Share on other sites

Guest Suleyman Rashid

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Information regarding speedsters who are speedsters for other reasons than they move quickly and have amazing reaction times... like teleporters and time controllers and kinetic energy channelers would be nice.

 

I'd like to also join in the call for material on the psychology of living at high speed. I remember part of a speech from Peter David's psychoanalysis issue of X-Factor, in which Quicksilver talks about how frustrating it is to be a speedster in a world of people moving normal speeds. He asks Doc Samson if he has ever been to Disneyland and had to stand in line for what seems to be hours just to get three minutes of enjoyment out of something, and when Samson says "Yes, I know how that feels", Quicksilver says something to the effect of "That's my life, every second of the day, every day of the year." It would make for some interesting roleplaying guidelines.

 

Maybe some basic information on hyperactivity.

 

Also good would be things like hyperlearning and hyperthinking... Bart Allen's recent self-education being a good example of both.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

To my surprise' date=' I was told this isn't legal.[/quote']

 

Sorry to derail, but that was because it was a 120-point Multipower. If you always want to run one then pay full price for it and put the other 2 powers into a multipower and buy them as fixed. Else you could put the whole thing into an Elemental Control which would let you conceivably use all 3 at once.

 

In answer to the original question, I think everything I'd like has been addressed. A speed chart for to convert real-life speeds is nice. I'd like to see some ways to make speedsters different without them all just having move-by attacks and megascale movement (not in conjunction). I'd like to see how to build a powerful speedster who has a relatively low strength, but can still output good damage. Keep away from powers like Friction Control DR 20PD/20ED and instead look at making guys that are just hard to hit if they keep moving, but still can be dropped if they let down their guard.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

suggestion:

EDM, only to enter Hyperspeed combat

 

This would be similar to the suggestion in Ultimate Mentalist(4th ed.), where two mentalists enter Mind To Mind combat, and in one phase they can play out a turn of MTM combat.

 

So, two speedsters could enter hyperspeed combat mode, and play out a turn of HS combat in one phase of regular combat time.

 

Hyperspeed via EDM might also explain doing noncombat tasks at superspeed.

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

A see a lot of people asking for Speeds higher then 12. In a way you can already do this in HERO via Duplication. Which brings me to one of my speedster concerns: a common stunt of comic book speedsters is to be in two (or more) places at once. I've seen this written up in the USPD as Duplication with the Feedback limitation and another limitation that requires all the duplicates to remain within at least a half move of one another. However, this does not come close to accurately reflecting the SFX of one body being in two or more places the same time.

 

For example, Feedback only applies to Body and Stun damage. It does not apply to adjustment powers like Drains, Aids or Healing. In fact, the character should not just be sharing Body and Stun via Feedback, but also the END costs of various actions. This is something that could be hand waived by SFX, but it’s such a massive benefit (or drawback) that I think it really needs it’s own rules.

 

Logically, the duplicates also have the ability to share thoughts and sensory impressions, as they are actually one body and one mind. This also means that if one is Flashed or Mind Controlled they both would be, so again it has it’s benefits and it’s downsides. You can get the benefits from a limited mind link and multi sense Clairsentience with a highly mobile perception point, but that leaves the drawbacks open to interpretation via SFX or additional limitations. I think it would be easier to consolidate this under one or two power advantages/adders/limitations for duplication itself.

 

While normal duplication allows you to duplicate equipment and foci that you have on hand when you duplicate, it says nothing about duplicating equipment after the fact. In fact, the GM is warned to not let characters use duplication as a cheap way of getting extra equipment or charges. But lets face it, if one of the dupes picks up a gun, they should both have a gun, though they would definitely have to share bullets/charges.

 

Anything that impairs the mobility of one character, such as a Grab, Entangle, Leg Sweep, Stun or KO should instantly Dispel or Recombine all the duplicates into the impaired character hex. However, this potentially carries all the advantages of Easy Recombination and Ranged Recombination, so it should probably require that the Duplication have both of those advantages.

 

The duplicates obviously can work together to accomplish many tasks. Half the reason to have this sort of power is to hit people at the same time from multiple angles or disarm two bombs simultaneously and stuff like that. But, the dupes probably can't do simple things like combine their strength to lift a heavy object or stand on each other’s shoulders to peek over a wall.

 

Now I'm sure plenty of people will just say hand waive all of this stuff, but I think there are to many benefits/disadvantages wrapped up in this to just hand waive it all. I've personally built many of the “Two Places at Once†tricks using things like Images, Telekinesis, Change Environment, Stretching, Aid to Speed, Indirect-Auto Fire Energy Blasts and so forth, but those constructs run into problems of their own.

 

So here are some advantages/limitations/adders that could be addressed. Some of this stuff might be covered in the Ultimate Metamorph, but I don’t know because I haven’t picked up the book (game store doesn’t have it yet) :

 

Duplicates Share All Stats

Duplicates Share All Senses

Duplicates Share One Mind

Post Duplication Equipment Replication

Accidental Recombination

Limited Teamwork

 

While I doubt you want to do anything so radical, I think an optional pricing structure for movement powers might be in order. I’d like to see the option to built them all as advantages and limitations based on a single Movement power. I believe such an article already appeared in a DH issue and could simply be updated.

 

Perhaps alternate/expanded rules for Move Through/Move By/Passing Strike, along with a good compare/contrast. All three maneuvers can be quite controversial, especially in games with damage/active point caps. They are also the heart and soul of many Speedsters damage-dealing abilities, be they mounted knight or super hero, so they need to be examined carefully.

 

I’d like to see a new Speed Chart. Not SPD, but a MPH/KPH chart listing how many inches of movement a character needs based on his SPD to reach various milestones. So for example, something along the lines of:

 

Speed of Justin Gatlin (2004 Olympic gold in 100m sprint): 22.7 mph

Approx 61†divided by SPD (divided by NCM multiplier) = Inches of Movement required

 

Speed of a Cheetah: 71 mph

Approx 190†divided by SPD (divided by NCM multiplier) = Inches of Movement required

 

Speed of Sound (at sea level air pressure): 761.2 MPH

Approx 2042†divided by SPD (divided by NCM multiplier) = Inches of Movement required

 

Speed of Light : 670,616,629 MPH

Approx 1,800,000,000†divided by SPD (divided by NCM multiplier) = Inches of Movement required

 

I’d like to see lots of new advantages for movement powers. For example, a +1/2 “No Relative Gravity†advantage would be nice for things like Flight, so that you could ignore the moving with or against gravity rules. Not sure if you want to allow that for Gliding though.... How about a +1/4 advantage for Running called “In contact with Any Surface�

 

I’d like to see rules for Swinging for those that might be interested in added realism or even just need help in making a judgment call from time to time. Arachnid-man might be able to virtually fly through New York and we rarely need to question how it works. But how high and how far away does that tree branch have to be for Ohio Smith to bullwhip his way safely across the chasm?

 

There are two things that really help make a Speedster in most genres. High Movement and High Speed. But in many settings, the latter is more of a mark then the former. The Old West Gunslinger or the Cyberpunk Street Samurai may not run faster then anyone else, but they sure as hell react faster. We need Quick Draw Super Skills and Slight of Hand Tricks, purchased as Invisible Power Effects as a Naked Advantage or perhaps applied to strength. We need Cybernetic Reflex Triggers, because not everyone wants to see the world moving in slow motion all the time (+SPD, Trigger (Mental Command), Restrainable, Nonpersistant) Similarly, I had a friend that wanted his SPD with the Always On limitation. We weren’t sure if that was really worth the point savings, even though he would definitely run the risk of drowning or suffocating faster on occasion On that note, a series of charts for adjusting SPD in mid battle might be worth printing (like this: LINK ).

 

Speedster Senses: Should Moving at MegaScale speeds require MegaScale Sight? What about high levels of Rapid and Telescopic? Many speedsters seem to have an innate ability to judge speed. You can build it as it’s own Detect, but what if you have Absolute Range Sense, Absolute Time Sense and Lightning Calculator? Do you need another sense or can you just analyze the distance something travels over an interval of time and thus calculate it’s velocity (this actually came up in a game for the record).

 

Speedster Disadvantage: I see lots of talk of Psychological Lims like impatience and hyperactivity. But a lot of that relates more to having a high SPD score. What about how each movement power impacts you psychologically? If you can run at 500 MPH, do you ever really want your feet to leave the ground? Wouldn’t you feel out of control falling at a mere a 120 MPH (terminal velocity)? It would seem like death coming for you in slow motion, and that’s just a scary thought. What about flyers? If you could fly like Superman, would you ever walk anywhere? Oh course not! Walking is beneath you! Think of Teleporters, who must look at every wall and barricade as just another door waiting to happen. Or for those without Safe Blind Port, as potential suicide! How about a Physical Limitation and/or Vulnerability to represent that some speedsters Bleed faster then others? Ever seen a man that has a Rivalry that applies to anything on wheels?

 

We need common Anti-speedster tricks!!! Things like:

 

Give ‘em the Slip: oil slicks, ice patches, marbles and banana peels. A good look at Martial Throw and such.

Watch Your Step: Caltrops and land mines.

Like molasses in January!: tar patches, cement, high winds

Watch out for that TREE!!: a good analysis of how to use the environment against speedsters, to limit mobility or do damage.

 

There should be a tactical analysis of how to use movement to best effect, as well as other insights that one picks up in the course of play. In combat how much movement is enough? Make sure players understand the advantages of being able to control range. Drive home how dangerous an opponent with high movemnt and a ranged attack is when the opposition has shorter range. Make sure players understand what maneuvers slow you down or penalize you. Then point out which ones can be gotten around with Skills or Powers. Really, if you are a Flying Speedster that makes use of an Energy Blast and you intend to be 10†in the air at all times, are you aware of the value of Range Mod Penalty Skill levels? How about Rapid Attack (Ranged)? When is it best to slow down and Hold your actions and how doing so affects the remainder of combat.

 

Many of my other concerns have already been addressed by others. Sorry that was rather rambling…

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Sorry that was rather rambling

 

Absolutely no need to apologize! Whether we ever end up using (or even agreeing with) a suggestion one of our fans makes, we always appreciate them taking the time to make them, in whatever polite and constructive fashion they choose. :hex:

Link to comment
Share on other sites

Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Optional Rules that allow for more combat velocity without creating balance issues with move bys and move throughs.

seems like they could just expand upon the optional "velocity factor" rules in FRed. Those rules permitted maneuvers at very high speeds, but with more realistic damage ratings.

Link to comment
Share on other sites

THE ULTIMATE SPEEDSTER -- What Do *You* Want To See?

 

Sorry to derail' date=' .[/quote']

 

Oh, my fault for bringing it up.

 

but that was because it was a 120-point Multipower..

 

That may have been an objection in our campaign, but that's not why Mr. Long said it wasn't by the book.

 

 

If you always want to run one then pay full price for it and put the other 2 powers into a multipower and buy them as fixed. Else you could put the whole thing into an Elemental Control which would let you conceivably use all 3 at once.

 

Well, for one, I didn't "always want to run one." There were quite a few slots in that multipower. And putting the other 2 slots in a multipower was also specifically disallowed. And putting it all in an Elemental Control was specifically what I did NOT want - I didn't want to use all 3 at once, not at full power. I wanted to be able to teleport farther if I teleported less mass, and not as far if I teleported more mass.

 

Lucius Alexander

 

And I want a palindromedary, but I already have one of those.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...