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Looking for rules for Rollerblades


yamamura

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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.

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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.

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