Mutants and Masterminds Bullet Time

Neo

Explorer
BULLET TIME (New Hero Point Use):

As with films of the likes of the Matrix, Equilibrium and so forth, bullet time allows the character to effectively slow down their surroundings for a short period of time, allowing them to more easily avoid attacks, more easily make them and better position themselves where otherwise they would not be able too.

Using Bullet Time:
In order for a character or villain to use bullet time a number of conditions must be met. First the character must be engaged in combat (In rounds). Next they must spend a hero or villain point, doing so is a free action. Once they have spent the point for the duration of that round only bullet time goes into effect.

Effects of Bullet Time:
Once bullet time is in effect the following effects occur.
1. The Characters place in the initiative order changes for the round as if he had Re-focused (initiative becomes 20+normal modifiers), once the round is over, and bullet time ends his initiative returns to its normal place.
2. Everyone engaged in combat EXCEPT the character is reduced to a partial action only, meaning they can only move or attack but not both.
3. everyone engaged in the combat except the character is effectively flat footed and loses any dodge bonus to their Defence for the round.

Countering Bullet Time:
A character in bullet time seems to others to momentarily move with extraordinary celerity, while to the character everyone else seems to slow down tremendously. Only the character can act normally during that round. However any other character be they hero or villain who has Hero or Villain points can spend one and for the duration of that round enter bullet time themselves. Under such circumstances the other character also benefits from the effects of bullet time against all except other “bullet timed” individuals. In this way a means for a character to move through minions with even more effectiveness is provided, while villains and other party members have the option to enter bullet time themselves or not for the round.

Extending Bullet Time:
A character in bullet time only benefits from it for that round only unless of course once it comes to their next turn they extend the effects by spending another hero/villain point in order to bring bullet time into effect once more. Characters are obviously limited in the number of times they can do this by the number of hero/villain points they possess.

Optional:
As an optional means of implementing bullet time the Heroic Surge Feat can be used, but instead of providing an extra partial action a set number of times per day it allows a character to initiate bullet time a set number of times per day.

Q. What benefit does Refocus really give? the intiiative increase can only be made on thier round and hence would only benefit them if they extended bullet time for the following round also surely?

Answer. Your right largely the Refocus makes no difference.. "However" it becomes significantly more important when multiple people start entering bullet time and villains etc.. as the order of actions then changes.

For example three heroes on initiatives Hero #1 (12), Hero #2 (10), and Hero #3 (7) are in combat with a villain initiative 9 and his minions on initiative 8. The hero on 12 goes normally, the hero on 10 uses bullet time, his initiative is now technically 21 (20+1 dex mod) but wouldn't have much effect except next round at which point the bullet time would end. However the villain also declares that he is using a villain point to enter bullet time too. (the choice to enter bullet time or not for everyone occurs once someone chooses to enter it). The villains initiative is 25 (20+1 dex mod + improved initiative) the other two heroes choose not to enter bullet time. Now because of their being two people in bullet time for the purposes of determining who actually acts at that point the new order is as follows.
Hero#1 on 12 has already gone so he can do nothing until next round.
Villain (bullet timed) on 25
Hero #2 (bullet timed) on 21
The villains Minions on 8
and finally Hero #3 on 7

As you can see by entering bullet time the order of initiative in that round actions unfold actually ends up working in the villains favour. For although it was the start of Hero #2's round that initiated the bullet time, once initiated everyone who can has the option to enter it to and initiative order is reordered for all combatants from that point forward to the end of the round. Obviously if noone else enters bullet time the refocus as I say means very little, but if others enter bullet time it can completely re-order the order of actions for the remainder of that round.

If hero #3 had chosen to enter bullet time he would have benefitted from acting before all the minions who themselves do not have the option to enter bullet time to counter it.
 
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You know, this has traditionally been done with Time Control (Super Speed and Slow effects, used as FX). But I think this is a much better way to do it, and really addresses the cinematic element better than Time Control.

I dislike the optional rule for Heroic Surge, as it overshadows the original use, and seems less in-flavor to me.

But the rest of it just might get house-ruled if I ever run another campaign :)
 

Emiricol said:
You know, this has traditionally been done with Time Control (Super Speed and Slow effects, used as FX). But I think this is a much better way to do it, and really addresses the cinematic element better than Time Control.

I dislike the optional rule for Heroic Surge, as it overshadows the original use, and seems less in-flavor to me.

But the rest of it just might get house-ruled if I ever run another campaign :)

Yeah I wasn't too keen on the Bullet Time approach using Time control though its makes it more about Super Powers and less about Dramatic Cinema style effect :)

the Heroic Surge optional route was mentioned as it was a fairly suitable feat to suggest as it works in a limited use kind of way, which I think suits bullet time. You wouldn't want it constantly available keeping it for the real tense points of an adventure, but like you I prefer the standard usage of a hero point to initiate it I'd suggested.

glad you liked it :)
 

You can generally take Free actions only on your own turn, so the change in Initiative doesn't really do anything unless you keep Bullet Time up for multiple rounds. But otherwise it seems really neat.
 

Dalamar said:
You can generally take Free actions only on your own turn, so the change in Initiative doesn't really do anything unless you keep Bullet Time up for multiple rounds. But otherwise it seems really neat.

Your right largely the Refocus makes no difference.. "However" it becomes significantly more important when multiple people start entering bullet time and villains etc.. as the order of actions then changes.

For example three heroes on initiatives Hero #1 (12), Hero #2 (10), and Hero #3 (7) are in combat with a villain initiative 9 and his minions on initiative 8. The hero on 12 goes normally, the hero on 10 uses bullet time, his initiative is now technically 21 (20+1 dex mod) but wouldn't have much effect except next round at which point the bullet time would end. However the villain also declares that he is using a villain point to enter bullet time too. (the choice to enter bullet time or not for everyone occurs once someone chooses to enter it). The villains initiative is 25 (20+1 dex mod + improved initiative) the other two heroes choose not to enter bullet time. Now because of their being two people in bullet time for the purposes of determining who actually acts at that point the new order is as follows.
Hero#1 on 12 has already gone so he can do nothing until next round.
Villain (bullet timed) on 25
Hero #2 (bullet timed) on 21
The villains Minions on 8
and finally Hero #3 on 7

As you can see by entering bullet time the order of initiative in that round actions unfold actually ends up working in the villains favour. For although it was the start of Hero #2's round that initiated the bullet time, once initiated everyone who can has the option to enter it to and initiative order is reordered for all combatants from that point forward to the end of the round. Obviously if noone else enters bullet time the refocus as I say means very little, but if others enter bullet time it can completely re-order the order of actions for the remainder of that round.

If hero #3 had chosen to enter bullet time he would have benefitted from acting before all the minions who themselves do not have the option to enter bullet time to counter it.
 
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Ah... Now I see what you mean. The way I read it, you could only become "bullet timed" at your own turn. The way you wrote it doesn't make it clear that if somebody enters bullet time, you can elect to enter it too, even if it isn't your turn.
This incidentally makes it so that if somebody with lower initiative but higher initiative modifier enters bullet time at the same time, they can go first. Now I like the rule even more :)
 

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