Morpheus Unbound |
House Rules
GURPS
Altered Time Rate in GURPS Supers, 2d. ed.
Ever since I created the character
Fast Forward, I've been looking
for rules on how to relate the superpower Altered Time Rate to the GURPS
combat mechanics. While I confess I don't own all the rulebooks,
I'm still frustrated that Supers doesn't offer any help.
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The best official help I've found is in Mixed Doubles where
the characters Streaker and Pacesetter have one level of ATR. There,
SJG established the way to use ATR is to multiply the characters Speed attribute
by the number of levels of ATR and calculate the number of attacks as if
the character simply had a very high Speed attribute (SU78).
For example, Fast Forward
has four levels of Altered Time Rate (one of which he cannot turn off).
Using this ruling, his minimum Speed is 11, which gives him one action
per turn. His maximum Speed is 28, which gives him four actions per
turn on initiative phases 28, 22, 16, and 10.
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Obviously, by the example above, you are probably thinking "but shouldn't
he get five attacks per turn since he has four levels of ATR?" I agree,
so my alternate suggestion is a little more complicated. First, calculate
the number of actions the character gets based on his Speed attribute (SU78)
and what initiative phases they would occur on. Now, multiply that
Speed by the levels of ATR, keeping in mind the character takes actions on
the same mulple of initiative phases.
For example, Fast Forward has
four levels of Altered Time Rate, one of which he cannot turn off. His
Speed is 5.5, which gives him one action per normal turn on phase 5.5.
Thus, with all levels of ATR activated, he takes one action on phases
27.5, 22, 16.5, 11 and 5.5.
Copyright © 1997-1999 by
Morpheus Unbound. All
rights reserved.
Last updated 31 May 1999 by Patric L.
Rogers.
Send comments and suggestions to
morpheus_unbound@patric.net.