Enforcer84 Posted November 21, 2006 Report Share Posted November 21, 2006 I got the idea for this guy from the Ultimate Speedster. Wagner's law states that any Hyper Agile superhuman must study swordsmanship. (Early versions of said law also forbade the hero in question from using swords) So I am making a very High level character (750 pts) who has superhuman Dexterity (35), Speed (8) and the powers that insue. To go with his Fencing martial art, he has Kung Fu Maneuvers. I could save points by combining the manuevers but I don't wanna. the other abilities I have given him: Ambidexterity Me First!: Lightning Reflexes for All Actions +10 (15 pts) - This is to counteract the damnable speedsters who all have this ability too. Battle Quickness: +7" Running only to determine half moves -1 0End (10 pts) - this means he can move his whole 7" of running as a "half Move". Mobility: Combat Luck (+3/3) (6pts) Hyper Agility: +3 with DEX based Skills (15pts) He has a Multipower: (50pts) Battlefield Punches: +5d6 HA, Autofire, 1/2End Whirlwind sweep: +4d6 HA, AE (Any), Personal Immunity, Selective (not sure I need the PI on this one. Blade Storm: 2d6-1 HKA, Autofire (5), 1/2 End, OIF (Blade of opporotunity) Blade Wave: 1d6+1 HKA AE, Any, Selective, OIF (BoO) Evasive Missile Deflection (Any) I believe this is yours Missile Reflection (Arrows, and lower) back at originator Anything else he should have? He's got a buccaneer motif, a lightly armored costume, a coat with more defense *activation* as well as other defense types, an enchanted rapier, a steel whip, a high tech flintlock, and ... I'd like him to have an airship but He's already pushing the 750pts and he has little by way of team gear and perks... Quote Link to comment Share on other sites More sharing options...
Tim Posted November 21, 2006 Report Share Posted November 21, 2006 Re: Hyper Agility Powers... how about: Missed Me: +5 lvls with DCV (25 points) or Dancing on Air Clinging, at str, only while moving (he loses it as soon as he stops) Quote Link to comment Share on other sites More sharing options...
Half Baked Posted November 21, 2006 Report Share Posted November 21, 2006 Re: Hyper Agility Powers... Hyper Agility includes hand AND eye coordination. Enhanced perception and other sight related powers might be applicable. Quote Link to comment Share on other sites More sharing options...
Supreme Serpent Posted November 21, 2006 Report Share Posted November 21, 2006 Re: Hyper Agility Powers... So I am making a very High level character (750 pts) who has superhuman Dexterity (35), Speed (8) the other abilities I have given him: Me First!: Lightning Reflexes for All Actions +10 (15 pts) Hyper Agility: +3 with DEX based Skills (15pts) If there aren't game set or personal mental Dex caps in operation, I'll just point out that instead of going with the above setup, you could instead do: Dex 48 Spd 8 and discard the LR and skill levels. Go faster than your old Dex+Lightning Reflexes, have the same roll with dex-based skills, have a better basic dex roll, better CV...and save 4 pts. Quote Link to comment Share on other sites More sharing options...
Metaphysician Posted November 21, 2006 Report Share Posted November 21, 2006 Re: Hyper Agility Powers... *hauls out Aberrant sourcebooks* Hmm, you've actually got most of them covered. Okay, how about: +15 Skill Levels, Only for Overcoming Speed or Precision Based Skill Penalties Oh, and for this level of speed? You might as well make the missile reflection vs all physical missiles. Quote Link to comment Share on other sites More sharing options...
Hermit Posted November 22, 2006 Report Share Posted November 22, 2006 Re: Hyper Agility Powers... Enviromental Movement Talent Narrow surfaces might fit Quote Link to comment Share on other sites More sharing options...
Weldun Posted November 22, 2006 Report Share Posted November 22, 2006 Re: Hyper Agility Powers... Reflexive Dodging: +3 DCV, Reduced Effect (Loses 1 DCV/+1 DCV of Maneuver; -¼), Only vs. Attacks he is aware of;-¼). 15 active, 10 real. This is a build I came up with the simulate automatic dodge from that other game. Quote Link to comment Share on other sites More sharing options...
gojira Posted November 22, 2006 Report Share Posted November 22, 2006 Re: Hyper Agility Powers... . Battle Quickness: +7" Running only to determine half moves -1 0End (10 pts) - this means he can move his whole 7" of running as a "half Move". Is this a standard limitation? I'd allow -1/2, tops, as GM. YMMV of course... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted November 22, 2006 Author Report Share Posted November 22, 2006 Re: Hyper Agility Powers... If there aren't game set or personal mental Dex caps in operation, I'll just point out that instead of going with the above setup, you could instead do: Dex 48 Spd 8 and discard the LR and skill levels. Go faster than your old Dex+Lightning Reflexes, have the same roll with dex-based skills, have a better basic dex roll, better CV...and save 4 pts. good catch... ...but I dont know if I want to do that. I kind of like the idea that his reflexes are even outside of his control, he cannot bring them all to bare in combat... hence a lower CV but... I dunno, cause if I give him levels...We will see. Quote Link to comment Share on other sites More sharing options...
The Monster Posted November 22, 2006 Report Share Posted November 22, 2006 Re: Hyper Agility Powers... Reflexive Parry: HKA Damage Shield, OAF any handy weapon The Mark of...: Images, OAF, RSR, to carve letters or pictures into objects/opponents Swashbuckling Movement: Teleport, pass through intervening space, requires OAF to move vertically - to represent the ability to tumble, jump, swing, and dodge past opponents with astounding grace ...I assume he has Swinging, extra Leaping, Acrobatics, and suchlike... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted November 22, 2006 Author Report Share Posted November 22, 2006 Re: Hyper Agility Powers... Reflexive Parry: HKA Damage Shield, OAF any handy weapon The Mark of...: Images, OAF, RSR, to carve letters or pictures into objects/opponents Swashbuckling Movement: Teleport, pass through intervening space, requires OAF to move vertically - to represent the ability to tumble, jump, swing, and dodge past opponents with astounding grace ...I assume he has Swinging, extra Leaping, Acrobatics, and suchlike... Oh yeah! Quote Link to comment Share on other sites More sharing options...
Narratio Posted November 22, 2006 Report Share Posted November 22, 2006 Re: Hyper Agility Powers... Hmmm, the 'swinging' is a must, with all powers usable while swinging. (Why not, Errol Flynn did it!) How about an automatic presence attack against a target the first time he uses a successful blade ability against that target. Call it the "I can't believe what I'm seeing..." attack. Again, both Flynn and Barrymore had this. Quote Link to comment Share on other sites More sharing options...
薔薇語 Posted November 25, 2006 Report Share Posted November 25, 2006 Re: Hyper Agility Powers... Mobility: Combat Luck (+3/3) (6pts) Something I did with La Rose was to buy +9/9 combat luck w/ OAF Rapier. It gave an otherwise defenseless character some nice protection with the Sp F/X of him parrying off attacks. Only cost 9pts. And of course you could just call it blade of op. for a lesser -1/2lim and only have it cost 12pts. La Rose. Quote Link to comment Share on other sites More sharing options...
Optimal D Posted November 27, 2006 Report Share Posted November 27, 2006 Re: Hyper Agility Powers... I've got a lot of the stuff mentioned so far condensed down to 15" Flight, No Turn Mode (+1/4), No Noncombat Movement (-1/4), with a -0 special effect limitation (the effect being 'whatever combination of leaping, swinging, and wuxia-style wall running it takes to get there'.) Also, rather than the extra movement only for half moves, I've got a bunch of martial maneuvers with FMove; this, with the high base inches of movement but no noncombat multiple, represents a character able to dodge, weave and strike accurately while moving at a flat-out run. Some more favorites: Quicker Than the Eye: Invisibility to Sight, Instant (-1/2), Not vs Rapid Sight (-1/4) This gives you the effect of invisiblity for the duration of your action, letting you strike so quickly the target can't defend, or move from one hiding space to another in the instant a guard turns his head or blinks. Quick Wrap-Up: Entangle 3d6, 3 DEF; No Range (-1/2), Cannot Form Barriers (-1/4), OIF (appropriate materials of opportunity; -1/2) Swiftly tangle up an opponent in whatever happens to be available (their cape is a good choice....) Quote Link to comment Share on other sites More sharing options...
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