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<blockquote data-quote="Hand of Vecna" data-source="post: 3830155" data-attributes="member: 755"><p>Interestingly (or oddly), while the <em>Mastermind's Manual</em> has a more in-depth look at Movement Powers and Tactical movement, it's somewhat reverse from what's given in the Core book and in <em>Ultimate Power</em>.</p><p></p><p>The Core M&M book and <em>UP</em> say that the speed listed for a given rank of a movement power is the normal speed, with twice that being the accelerated speed and quadruple that being the all-out speed. Normal movement takes a move action, Accelerated movement takes a full action, and All-Out Movement takes a full action and makes you lose your dodge bonus (since you can't easily avoid obstacles/attacks), but you gain a Defense bonus equal to twice the rank of your movement power (since it's harder to hit fast-moving targets). No mention is made of converting mph to feet-per-round when doing tactical (in-combat) moves, though.</p><p></p><p>The <em>Mastermind's Manual</em> variant on Tactical Movement, though, does mention such conversions:</p><p></p><p>Under that ruling, Speed Freak's Super-Speed 10 would give him a normal tactical movement of 80 feet, an accelerated tactical movement of 160 feet, and an all-out movement of 10,000 mph.</p><p></p><p>(And it now dawns on me that I -- for some reason -- used the <em>MasMan</em> guideline when calculating Archeville's tactical movemenmt for his Flight belt.)</p><p></p><p></p><p></p><p>Oh, and regarding Speed Freak's Wisdom-loss Weakness drawback (which I'm pleased to hear you'd liked <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ) -- since it's a per day thing, that decreases the value of the Intensity. The only way it could net you any points back is if the Frequency were Very Common (once per adventure [maybe the Resolutes only let him keep one dose on him at a time, thus ensuring he always come back to them])... and even then it'd only get you back 1 point.</p><p></p><p>I do have another suggestion on it, if you desperately need those 2 points you've got listed as coming from the Drawback. Instead of being a pill he takes every day, have the drug be as a Bane-like harness he wears (though one that's a lot less bulky and obvious than the one that super-strongman uses, something easily hidden under a uniform). It normally pumps the mind-stabilizing drugs into his system, but if breached -- by a critical hit in combat -- it stops working, and he begins suffering a -1 cumulative drain on his Wisdom. If it's an <em>Uncommon</em> (every few adventures) occurrence (which I think it would be), the drain would happen every 20 minutes in order for you to get those 2 points. If it's treated as a <em>Common</em> (every other adventure) occurrence -- which it may need to be given his high Defense and that some folks would need to roll a crit in order to hit him in the first place -- the time interval of the drain would need to be stepped down to 1 hour, if you still want to keep it at 2 points. So, to summarize:</p><ul> <li data-xf-list-type="ul">Weakness (when drug system is breached by a critical hit [uncommon], -1 cumulative drain on Wisdom per 20 minutes; +2pp) (he'd have a little over 2 1/2 hours before his mind shuts down)</li> <li data-xf-list-type="ul">Weakness (when drug system is breached by a critical hit [common], -1 cumulative drain on Wisdom per hour; +2pp) (he'd have 8 hours before his mind shuts down)</li> <li data-xf-list-type="ul">Weakness (when drug system is breached by a critical hit [common], -1 cumulative drain on Wisdom per 20 minutes; +3pp)</li> </ul><p>Any of these sound good?</p></blockquote><p></p>
[QUOTE="Hand of Vecna, post: 3830155, member: 755"] Interestingly (or oddly), while the [i]Mastermind's Manual[/i] has a more in-depth look at Movement Powers and Tactical movement, it's somewhat reverse from what's given in the Core book and in [i]Ultimate Power[/i]. The Core M&M book and [i]UP[/i] say that the speed listed for a given rank of a movement power is the normal speed, with twice that being the accelerated speed and quadruple that being the all-out speed. Normal movement takes a move action, Accelerated movement takes a full action, and All-Out Movement takes a full action and makes you lose your dodge bonus (since you can't easily avoid obstacles/attacks), but you gain a Defense bonus equal to twice the rank of your movement power (since it's harder to hit fast-moving targets). No mention is made of converting mph to feet-per-round when doing tactical (in-combat) moves, though. The [i]Mastermind's Manual[/i] variant on Tactical Movement, though, does mention such conversions: Under that ruling, Speed Freak's Super-Speed 10 would give him a normal tactical movement of 80 feet, an accelerated tactical movement of 160 feet, and an all-out movement of 10,000 mph. (And it now dawns on me that I -- for some reason -- used the [i]MasMan[/i] guideline when calculating Archeville's tactical movemenmt for his Flight belt.) Oh, and regarding Speed Freak's Wisdom-loss Weakness drawback (which I'm pleased to hear you'd liked ;) ) -- since it's a per day thing, that decreases the value of the Intensity. The only way it could net you any points back is if the Frequency were Very Common (once per adventure [maybe the Resolutes only let him keep one dose on him at a time, thus ensuring he always come back to them])... and even then it'd only get you back 1 point. I do have another suggestion on it, if you desperately need those 2 points you've got listed as coming from the Drawback. Instead of being a pill he takes every day, have the drug be as a Bane-like harness he wears (though one that's a lot less bulky and obvious than the one that super-strongman uses, something easily hidden under a uniform). It normally pumps the mind-stabilizing drugs into his system, but if breached -- by a critical hit in combat -- it stops working, and he begins suffering a -1 cumulative drain on his Wisdom. If it's an [i]Uncommon[/i] (every few adventures) occurrence (which I think it would be), the drain would happen every 20 minutes in order for you to get those 2 points. If it's treated as a [i]Common[/i] (every other adventure) occurrence -- which it may need to be given his high Defense and that some folks would need to roll a crit in order to hit him in the first place -- the time interval of the drain would need to be stepped down to 1 hour, if you still want to keep it at 2 points. So, to summarize: [list][*]Weakness (when drug system is breached by a critical hit [uncommon], -1 cumulative drain on Wisdom per 20 minutes; +2pp) (he'd have a little over 2 1/2 hours before his mind shuts down) [*]Weakness (when drug system is breached by a critical hit [common], -1 cumulative drain on Wisdom per hour; +2pp) (he'd have 8 hours before his mind shuts down) [*]Weakness (when drug system is breached by a critical hit [common], -1 cumulative drain on Wisdom per 20 minutes; +3pp)[/list] Any of these sound good? [/QUOTE]
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