Super speed damage for aliens/experiments?
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Super speed damage for aliens/experiments?
Superhuman Speed Abilities in Combat, p72-73, Heroes Unlimited, Revised 2E, states "Characters with Extraordinary or Sonic Speed super abilities, cyborgs, or robots (the latter two must have Spd. attributes of at least 88/60 mph to use these rules), get the impressive damage bonus of +4 damage per 20 mpg (32 kph) they are traveling."
What about aliens? ETA: What about experiments, as the right rolls/selections apply to them as well.
With good die attribute rolls, alien appearance and physiology choices, skill selection and non-super speed powers, it's possible to get an alien at or greatly above this threshold. Forex, roll an 18 for Spd. on the original 3d6, choose high gravity physiology, then take Athletics (general) and Running for skills. The nets +2d6 and +4d4 from the attribute/skill and a x3 from physiology. Just the averages put you at Spd 105. Winged, aquatic, and amphibious humanoids can go even higher. I'd argue one of these aliens is fast enough to qualify for the speed damage bonuses.
For the purposes of this argument, ignore any Spd. bonuses gained from other super abilities.
(Now admittedly, for the super speedsters, the alien is gonna be the slowpoke. Any robot or cyborg invested in speed, or anyone with Extraordinary or Sonic Speed will eat them for breakfast. But it fits a certain niche.)
Opions/counter arguments?
What about aliens? ETA: What about experiments, as the right rolls/selections apply to them as well.
With good die attribute rolls, alien appearance and physiology choices, skill selection and non-super speed powers, it's possible to get an alien at or greatly above this threshold. Forex, roll an 18 for Spd. on the original 3d6, choose high gravity physiology, then take Athletics (general) and Running for skills. The nets +2d6 and +4d4 from the attribute/skill and a x3 from physiology. Just the averages put you at Spd 105. Winged, aquatic, and amphibious humanoids can go even higher. I'd argue one of these aliens is fast enough to qualify for the speed damage bonuses.
For the purposes of this argument, ignore any Spd. bonuses gained from other super abilities.
(Now admittedly, for the super speedsters, the alien is gonna be the slowpoke. Any robot or cyborg invested in speed, or anyone with Extraordinary or Sonic Speed will eat them for breakfast. But it fits a certain niche.)
Opions/counter arguments?
Last edited by thorr-kan on Sun Jan 14, 2024 2:39 pm, edited 1 time in total.
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Re: Super speed damage for aliens?
Some people would use the SH Spd text as the basis for their own house rules to be able to do more damage. Or to realistically add damage for what spd the char is going with a basis in canon.
Sort of like how the only text that talks about using the MA attribute in a dice rolling situation in any of the PB games, is in the "Warrior's Spirit" kata in the N&S corebook.
Sort of like how the only text that talks about using the MA attribute in a dice rolling situation in any of the PB games, is in the "Warrior's Spirit" kata in the N&S corebook.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Super speed damage for aliens/experiments?
As a GM, I would use the damage bonuses based on speed for any category capable of reaching those speeds.
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Re: Super speed damage for aliens/experiments?
I agree with this.Stone Gargoyle wrote: ↑Mon Jan 15, 2024 8:29 pm As a GM, I would use the damage bonuses based on speed for any category capable of reaching those speeds.
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Re: Super speed damage for aliens/experiments?
Damage broken down is +1 per 5 MPH of Speed (equivalent to a Speed of 8, which is 5.5 MPH), doesn't matter if they are a powered speedster or just naturally fast.
Last edited by knightmare6 on Wed Jan 31, 2024 12:37 pm, edited 1 time in total.
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Re: Super speed damage for aliens/experiments?
Huh. If your base Spd is high enough, Alter Metabolism triples your speed, which can get you into the Spd range needed for super speed damage.
I like Alter Metabolism more and more.
I like Alter Metabolism more and more.
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Re: Super speed damage for aliens/experiments?
One thing that breaks down is the fact that the +4/20 mph damage bonus is not listed in the Sonic Speed powers but is then added in for the Super Speed powers in the PU books - PalBooks REALLY needs to edit their durn books. Also, since Mach One is actually 767 mph, making Sonic Speed and Sonic Flight actually subsonic, I generally update them in the following way, which also scales a bit better with the PU Speed Powers - 700 mph at level 1 and +70 mph per level of damage, so by level 12 a character could crack Mach 2!
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Re: Super speed damage for aliens/experiments?
The rule might be intended for characters with powers specifically related to speed, not just high base stats.
"Robots/Cyborgs" requirement (Spd 88/60+) might suggest the bonus is for technological enhancements granting exceptional speed.
Possible Solutions:
GM discretion: Leave the final call to the Game Master based on the specific alien's origin and justification for their speed.
Alternative Bonus: Perhaps aliens with high natural speed gain a different combat advantage reflecting their agility or reflexes (e.g., initiative bonus, dodge bonus).
Overall:
Your argument raises a valid point about aliens potentially achieving high speeds without specific powers.
Discuss with your GM to find a solution that fits your campaign and character concept.
"Robots/Cyborgs" requirement (Spd 88/60+) might suggest the bonus is for technological enhancements granting exceptional speed.
Possible Solutions:
GM discretion: Leave the final call to the Game Master based on the specific alien's origin and justification for their speed.
Alternative Bonus: Perhaps aliens with high natural speed gain a different combat advantage reflecting their agility or reflexes (e.g., initiative bonus, dodge bonus).
Overall:
Your argument raises a valid point about aliens potentially achieving high speeds without specific powers.
Discuss with your GM to find a solution that fits your campaign and character concept.