Archer21 Posted October 7, 2004 Share Posted October 7, 2004 The topic title pretty much gives this one away...I can do the math pretty easy for meters per turn, as per the book, but how does that convert to MPH or KPH?Please help, I always do my calculations wrong. ::confused Link to comment Share on other sites More sharing options...
Ayre el KaBeer Posted October 7, 2004 Share Posted October 7, 2004 I knew I'd already did the numbers somewhere... mega-dex 5, enh.movement, hypermove 5. Just did some number crunching, the ubersprinter (M-dex5, enh.movement, Hyper 5) is hitting 2100m per action (turn, 3 seconds) in combat or 700m per second. 700 x 60 =42000 x60 = 2520000m/h or 2520Km/h supersonic in combat!!! Link to comment Share on other sites More sharing options...
Ayre el KaBeer Posted October 7, 2004 Share Posted October 7, 2004 Hmm.. those numbers look a little low I'll double check them tomorrow,EDIT:quick check shows they're fine ::rolleyes Link to comment Share on other sites More sharing options...
ConcreteDragon Posted October 7, 2004 Share Posted October 7, 2004 Ok...Multiply your meters/turn by 1.2, and that's your KPH40 m/t x 1.2 = 48 KPHfor MPH, multiply m/t by .78940 m/t x .789 = 31.5 MPHThe speed of sound at sea level is 340.29 meters/second, or 1020.87 meters/turn (1 Kilometer/turn)I hope this helps ::biggrin ::archerrulesps I edited this to include Ayre's info for referance only Link to comment Share on other sites More sharing options...
Archer21 Posted October 7, 2004 Author Share Posted October 7, 2004 Sweet. Just over Mach 2. ::biggrin Link to comment Share on other sites More sharing options...
Archer21 Posted October 7, 2004 Author Share Posted October 7, 2004 What about out of combat speed? If Enhanced Movement and Hypermovement stack, that should take it up to...9,941.4 MPH, right? Around Mach 13, which would be hypersonic. Link to comment Share on other sites More sharing options...
phoenix Posted October 7, 2004 Share Posted October 7, 2004 Note also that it's relatively (no pun intended) easy to simulate faster-than-light travel with a high-level Teleport if you want to go that route. Link to comment Share on other sites More sharing options...
ConcreteDragon Posted October 7, 2004 Share Posted October 7, 2004 Mach 13 is 13 times the speed of sound!!!Yah, that's Hypersonic.but most things burn up at about mach 8(?) Link to comment Share on other sites More sharing options...
Ayre el KaBeer Posted October 8, 2004 Share Posted October 8, 2004 Most things except aberrants ::tongue speed of sound at sea level is 340.29 m/s x60 x60=1224km/hOut of combat maximum speed is 2500 x 6 = 15000km/h15000/1224= 12.25Just over mach 12. Link to comment Share on other sites More sharing options...
ConcreteDragon Posted October 8, 2004 Share Posted October 8, 2004 Most things except aberrants ::tongue ::biggrin Yah, but the friction would Super-heat the air (like a meteor) and leave a trail of convection baked baselines ::wink Link to comment Share on other sites More sharing options...
Ayre el KaBeer Posted October 8, 2004 Share Posted October 8, 2004 But the aberrant would be ok right? ::tongue Link to comment Share on other sites More sharing options...
ConcreteDragon Posted October 8, 2004 Share Posted October 8, 2004 But the aberrant would be ok right? ::tongue ::smokin yep, and that's all that matters ::thumbsup Link to comment Share on other sites More sharing options...
Alex Green Posted October 8, 2004 Share Posted October 8, 2004 All that's only if Enhanced Movement works with Hypermovement. If they don't then the max speed is a saner 2+ times the speed of sound. Link to comment Share on other sites More sharing options...
Nullifier Posted October 8, 2004 Share Posted October 8, 2004 Actually, I believe it's specifically stated that Enhanced Movement does work with Hypermovement. I can find the exact quotes, if you'd like, but I'm pretty sure that's the case. ::bigsmile Link to comment Share on other sites More sharing options...
Ayre el KaBeer Posted October 8, 2004 Share Posted October 8, 2004 It's in the description not the system, somethng like "it's great for chewing up the miles". Link to comment Share on other sites More sharing options...
ConcreteDragon Posted October 8, 2004 Share Posted October 8, 2004 Abberant Core Book-pg 158Enhanced Movement...The effects of Enhanced Movement are cumulative with those of Hypermovement (p.203) Apply the Enhanced Movement multiplyer after determining the character's movement rate with Hypermovement. Link to comment Share on other sites More sharing options...
Alex Green Posted October 8, 2004 Share Posted October 8, 2004 Ouch. Directly on point. Link to comment Share on other sites More sharing options...
Sphere Posted October 8, 2004 Share Posted October 8, 2004 MACH 13!!! ::blink My God, they'd run right off the planet. ::smiley1 I've just got this image of someone doing that through the middle of a city with a trail of cars, and people, and rubble following them in the style of Matrix Reloaded. The friction might not kill him, but a blenderised city applied to the back of your neck might leave a bit of a mark. ::wink Remember hyperspeed Novas, always take a big step to the side when you stop suddenly. Link to comment Share on other sites More sharing options...
ProfPotts Posted October 8, 2004 Share Posted October 8, 2004 The Enhanced Movement + Hypermovement thing isn't that bad if you go the sane route & limit the Enhanced Movement multiplication to only the combat velocity of Hypermovement - not the out-of-combat velocity (which is, after all, a stated flat rate, not a calculation). That's how it works in my game in any case. Link to comment Share on other sites More sharing options...
ConcreteDragon Posted October 8, 2004 Share Posted October 8, 2004 So, hypermovement gives you 500KPH times the dots, Non-combat. That makes max hypermovement at 5 Dots 2500 kph, NC. In combat, ((10x33)+20)=350KPHEnhanced Movement...Apply the Enhanced Movement multiplyer after determining the character's movement rate with Hypermovement.And 5 dots in Mega-Dex gives Enhanced Movement a 6 times multiplyer, so 15,000KPH non combat (12.25 Mach) or 2100 KPH combat (1.71 Mach).Unless, of course, you choose to make a 'House Ruling', which could make the non combat 2500 kph (2.04 Mach) if Enhance Movement didn't apply, only ::sarcasm ::rolleyes 400 KPH more than combat speed. Mabey making Enhanced Movement 1/2 effect on Non-combat, or 7,500 KPH (6.13 Mach) out of combat might work, too.And don't forget, supersonic speed causes Mega-str. Thunderclap (p. 203 ACB), no matter if it's a combat or noncombat turn.PS of course you've spent 1 nova to raise Dex to 5, 15 nova for a 5 Mega-dex, and 15 nova for 5 Dots Hypermovement, for a total of 31 novas just to run fast! Link to comment Share on other sites More sharing options...
ProfPotts Posted October 9, 2004 Share Posted October 9, 2004 And don't forget, supersonic speed causes Mega-str. Thunderclap (p. 203 ACB), no matter if it's a combat or noncombat turn.Actually the text about the 'Thunderclap' effect of Hypermovement is in the paragraph discussing the effects of 'out of combat' Hypermovement.Also, the whole 'Thunderclap' issue is the original reason I looked again at the Enhanced Movement + Hypermovement equation & concluded that Enhanced Movement shouldn't apply to Hypermovement's out of combat speed. After all, a character with Mega-Dexterity 5 + Enhanced Movement & Hypermovement 5 would be moving fast enough to cause a Mega-Strength 30 Thunderclap effect - all along his movement path, for no more QP cost than it takes to activate the power & enhancement together! That's 30 Mega-Dice worth of Bashing damage to everything within 300 meters of the guy's movement path - not taking into account the vast amounts of knockback that such a huge raw dice-pool creates, & all the subsequent damage that results from those effects as well. IMHO the ability to knock down cities being easily available to starting-level characters is, frankly, total bollox. Hence the house ruling on that one in my games... ::wink Link to comment Share on other sites More sharing options...
malkboy Posted October 9, 2004 Share Posted October 9, 2004 And once put that way... DEFINATELY in my house rules now too... damn.. fast.. err.. ow.. brain.. *rubs head* that idea just broke my mind... Link to comment Share on other sites More sharing options...
ConcreteDragon Posted October 9, 2004 Share Posted October 9, 2004 ::biggrin Fair enough. Thankx Prof., I new you could clarify that for us... I just wish my Nova could out run a Jet Fighter, or even a Missle. Oh well..Hey, how about 'Enhanced Movement doesn't affect Thunderclap' as a special effect. The field that lets him run so fast doesn't cause an extra disruption to it's surroundings. That would be a 5 Mega-str Thunderclap, but still could go Mach 12! Link to comment Share on other sites More sharing options...
malkboy Posted October 9, 2004 Share Posted October 9, 2004 Actually in sprocket's Aberrant Compendium (or something as such).. there is a enhancement that lets you hypermove with no thunderclap effect... and actually I might work with half out of combat speeds.. i'm crossed between source material and the idea a hyperfast nova could launch himself into orbit accidently... Link to comment Share on other sites More sharing options...
ProfPotts Posted October 9, 2004 Share Posted October 9, 2004 ... I just wish my Nova could out run a Jet Fighter, or even a Missle. Oh well...After a while it's best to just give in & spend the points on that Teleport with a 'running real fast' special effect... ::wink Link to comment Share on other sites More sharing options...
PowerStar Posted October 18, 2004 Share Posted October 18, 2004 I've always liked Flight/Hypermovement(Flight) Combo myself. No wasted effort trying to dodge obsticles like buildings, trees, hills, ditches, cars... You get the idea.My Favorite Character(PowerStar) has Addicted Flaw (To Flight) as a real point of his personality; He coined the term "sky-dance(ing)" for Flying Nova at the Amp Room and later the Pheonix Room. Dancin' on th' Ceiling anyone? Even though The Enhanced Movement + Hypermovement(Running) is faster in numbers, remember that anyone who forgets to take obsticales into account at high speed needs to have high soak. ::wacko With this in mind, I'd rather have Flight+Hyper. It just works better for me. No need to keep track of every twist, turn dodging of traffic...(sigh) See my Sig for my feeling on flight. Still I recognize that Teleport/Transmit/Warp are much faster for non-combat movement across the planet. I do like the idea of Teleport as an ultra-speed movement with running as a special effect (Add Weaknesses and Strengths too). ::halo Link to comment Share on other sites More sharing options...
Bayne Antioc Posted November 29, 2004 Share Posted November 29, 2004 Thank god Base Jump only had 3 Hypermovement in my game .A problem I found was that, with dice rolls and all factored in, he was actually able to blow up a tank by running into it at something apporaching Mach 2-3.I let him get away with it one, but advised him against doing it again, unless he wanted Base Jump flapjacks. Link to comment Share on other sites More sharing options...
Gryffen Posted February 21, 2005 Share Posted February 21, 2005 I was reading through this and thinking that the above listed maximum speed could easily be increased by giving the nova sizemorph grow or just applying a bit of quickness or temporal acceleration.I think sizemorph grow adds something like 2 dexterity per level for the purposes of calculating run/sprint speed and it's entirely plausible for a nova to have around 5 actions per turn through Temporal Manipulation (I didn't bother including Quickness as it gets expensive when used every turn, while temporal Manip. is maintained).I think this works out to about 25,000km/h in combat (around 16,000mph).(20 + ( 20 x 33 ) x 6 ) x 5 ) (effective dex) (3+5x6) (enh.mov) (actions/turn) (5 + 5 + (5x2)) (Temp Manip)Kept to 3 second turns, as stated in an earlier post.Works out at 6800m/s.From what I recall this is approximately the velocity required for a stable Earth orbit........... Link to comment Share on other sites More sharing options...
metaphysician Posted October 26, 2006 Share Posted October 26, 2006 This is why I think the 'sonic boom' side effect should be eliminated as a default. Just as bricks don't have to worry about the object they lift falling apart under its own weight, speedsters shouldn't have to worry about sonic booms.*Unless* they took an aberration as such. ::biggrin Link to comment Share on other sites More sharing options...
Blue Thunder Posted October 26, 2006 Share Posted October 26, 2006 Or unless they took it as an Extra...a sonic boom effect can be both a good and bad thing. How about an Extra where they can choose to use it, or not to use it? Sounds better. Kind of like Supercharge for Quantum Bolt...it's the only Extra I can think of where the player can choose to use it or not use it, because it has both negative and positive effects. Link to comment Share on other sites More sharing options...
metaphysician Posted October 26, 2006 Share Posted October 26, 2006 Sounds workable to me. Link to comment Share on other sites More sharing options...
SkyLion Posted October 26, 2006 Share Posted October 26, 2006 Or unless they took it as an Extra...a sonic boom effect can be both a good and bad thing. How about an Extra where they can choose to use it, or not to use it? Sounds better. Kind of like Supercharge for Quantum Bolt...it's the only Extra I can think of where the player can choose to use it or not use it, because it has both negative and positive effects. and superheavy armor...and Id like to go "on-record" again by saying that extras really should be able to be turned on and off...Paying more should give you more versatility not less... Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now