yamamura Posted May 23, 2011 Report Share Posted May 23, 2011 Can anybody point me to the right book if they have already been done. Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted May 23, 2011 Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades There were several skate-based devices in Gadgets and Gear (5e). Quote Link to comment Share on other sites More sharing options...
yamamura Posted May 23, 2011 Author Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades Thanks CrosshairCollie, I will have to check that one once I get home. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 23, 2011 Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades 6E Equipment Guide p294 (5E Gadgets & Gear p88) - Rocket Skates (powered rollerblades...) are Flight; Only In Contact With A Relatively Smooth Surface. Alternately you could probably build them as Running; Turn Mode. Quote Link to comment Share on other sites More sharing options...
yamamura Posted May 23, 2011 Author Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades True dat and I was looking at example. Here is what I found on line from either wiki answers or yahoo (don't remember) “I would put the average person that I see on a trail at 8-11 mph. I skate regularly with others and most of us do 12-13 when pushing a bit. I have averaged 14-15 mph in marathons (26.2 miles). I am faster than the average person who enters the race. I know people who can average 20-21 mph. (these are serious local racers) The record for pro men at the Northshore Inline Marathon is around 27 mph. (doing 25mph down a hill really scares me, I can't imagine averaging faster than that)” Taking that into account I say this works for the speed bonus they give. +10m is the Average Speed to get a normal person (Spd 2 and 12m movement) to 8 mph+ Speed of 3 easily makes it into 12-13 mph range while a speed of 4 (assuming in both cases a base movement of 12m) slightly exceeds 14-15 mph. So it is not unreasonable to assume that Inland skates adds +10m to ground movement. So made that running with a turn mode built as a OIF. Quote Link to comment Share on other sites More sharing options...
yamamura Posted May 23, 2011 Author Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades I forgot to take in account Non-combat movement which most people will be moving at unless it is roller derby. So should lower it. Quote Link to comment Share on other sites More sharing options...
Christopher Posted May 23, 2011 Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades This is the official Skateborad Power from 6E1 277: Skateboard: Running +8m (20m total), Reduced Endurance(0 END; +½) (12 Character Points); OAF (-1), Only On Appropriate Terrain (-½). Total cost: 5 points. Quote Link to comment Share on other sites More sharing options...
yamamura Posted May 23, 2011 Author Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades I should have thought to check for skateboards. Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted May 23, 2011 Report Share Posted May 23, 2011 Re: Looking for rules for Rollerblades Also, something that might be worth considering from The Ultimate Speedster: Sliding: Sliding is the form of Running chosen by characters who can control friction, who can generate a near-frictionless surface to slide on (such as a sheet of ice), who stand on a smooth surface and “ride” it downhill (i.e., skiing), and the like. In effect the character “skates” along the frictionlessness, achieving great speeds and performing cool stunts (like turning on a dime by grabbing a lamppost or similar object and spinning himself back in the direction he just came from). In “cinematic” campaigns like most superhero games, sliding works just as well as (and the same as) ordinary running. In more “realistic” games, characters who slide have trouble with inclines — “skating” uphill is tough, since the character depends on his momentum to keep sliding along. In game terms, the effect of gravity is doubled; it takes 4” of movement to move upward 1”. You can represent this with a -¼ Limitation, Sliding. Quote Link to comment Share on other sites More sharing options...
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