Cassandra Posted October 11, 2013 Report Share Posted October 11, 2013 How fast is your Superhero's Noncombat Movement? Do they have their own means of transportation, or do they rely on a group vehicle? What is their area of operation (city, country, world, space?) Quote Link to comment Share on other sites More sharing options...
Tasha Posted October 11, 2013 Report Share Posted October 11, 2013 Most of my heroes tend to have 4x -8x NCM and are based in a city. One of my favorite Heroines that I never have gotten to play much has Mega Scale Teleportation. So she can reach anywhere in the world in minutes. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted October 12, 2013 Report Share Posted October 12, 2013 My PCs tend to have at least x8 NCM, with higher (or MegaScale) if fast travel is an emphasis of their design. One thing I've noticed about published Champions supers since Fifth Edition, is that they're often painfully slow Non-Combat. I've seen characters who can travel faster than light outside the atmosphere, but would take hours to get into orbit. Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted October 12, 2013 Report Share Posted October 12, 2013 My two current characters are on both ends of the spectrum. The Silver Bullet is a speedster capable of moving thousands of mph (forget actual number) out of combat. The Foreman, however, has no movement powers at all, and relies on a team transport or a motorcycle (normal; bought with cash, not points). Quote Link to comment Share on other sites More sharing options...
Doc Shadow Posted October 12, 2013 Report Share Posted October 12, 2013 Well let's see... Centurion in his first armor had noncombat flight speed of just over 400 kph. By the time he was in his last as a PC he was up to 1,200. Patriot rode a motorcycle, a suped up Walker Automotive American Classic that was good for 360 kph. Nighthawk primarily used the Nightcruiser with a top speed of 552 kph. But it was jet propelled. He also had the plane, boat and bike, but the car was what he used most. All of them had their own transportation but Centurion and Patriot sometimes flew in the Strike Force team vehicles the Sting-ray, the Sea-ray, and the Star-ray. Nighthawk was a solo hero. Nighthawk was based in Hudson City and stayed pretty close to home as a rule. Centurion and Patriot were based in Boston (Centurion later got a second home base when he bought Hong Kong) but Strike Force was a global team so they could end up anywhere. Quote Link to comment Share on other sites More sharing options...
Old Man Posted October 12, 2013 Report Share Posted October 12, 2013 I've always tried to build some sort of decent noncombat movement into each of my characters--Flight or Teleportation that takes a turn or two to wind up, for example. Sometimes I just can't work it into the concept, though, and then we have to go the vehicle route. I remember one campaign the team vehicle was (generously) bought out of the gadgeteer's points. It was a boring transport hoverjet type of thing, and it got totalled whenever possible. Quote Link to comment Share on other sites More sharing options...
Balabanto Posted October 12, 2013 Report Share Posted October 12, 2013 Most of my groups have team vehicles. The reason for this is that the "living world" strategy is impeded by anything else. If super-speed lad can easily show up in everyone's scenarios, then it becomes bucketloads less fun for everyone who isn't super-speed lad. Quote Link to comment Share on other sites More sharing options...
Claire Redfield Posted October 12, 2013 Report Share Posted October 12, 2013 I haven't statted her up yet (so I haven't figured out the exact numbers), but Mantis is pretty fast. She's not quite speedster-level, but she's got the proportionate speed of a praying mantis adapted to a human form. Think like Spider-Man's powers, but a praying mantis instead. So she's very, very fast on her feet and especially in close range, with reflexes and such. She can wall-crawl and super-leap/glide (or low-level flight, if you prefer), and with her agility it lets her get around pretty quickly. I'll have to figure out the exact stats when I stat her up. Quote Link to comment Share on other sites More sharing options...
Cassandra Posted October 12, 2013 Author Report Share Posted October 12, 2013 I came up with this a while back. Flight 10", Variable Advantages (+1/2), [Megascale 1km, 1/2 END, or Use Underwater Only (-1/4)] Cost 24 Points This version of flight not only works underwater, cost 1/2 END in combat, but also allows the character to fly 10 times the speed of sound. Navigation [Air] is recommended. For those who want superspeed running just take the above the limitation "Only In Contact With A Surface" (-1/4) and save 4 points Quote Link to comment Share on other sites More sharing options...
DShomshak Posted October 12, 2013 Report Share Posted October 12, 2013 It's varied a lot. My Dark Champions gadgeteer Repairman was no faster than his motorcycle could carry him, but he relied on sniping from ambush anyway. At the other extreme, the demigod Chrysaor could fly around the world in less than an hour; but he was in a very high-powered campaign. The fastest character in any campaign I was in (another player's PC), Sky Marshal, was "the living embodiment of flight" and could be anywhere in the world in minutes. Campaigns I've run or been in also vary. While there's usually a home city, some have featured a lot of travel. The Supermage playtest campaigns routinely bopped around the world and through other dimensions: Thanks to multiple characters with EDM, and generous use of Babylon as a shortcut for travel around Earth, these were probably my gaming group's most mobile campaigns. I hope for my new campaign, Avant Guard, to feature a lot of travel. One theme for my new setting is that the world is a lot less centralized in the 21st century: Just as economic/political divisions such as "Developed World" vs. "3rd World" are breaking down and multiple centers of power are emerging, heroes and villains can arise anywhere and go anywhere. The super-action isn't focused on a few hot spots like the US, let alone a single city (the way Marvel tends to focus on NYC). Sure, villains tend to follow the money, so the US, Western Europe, Japan and other wealthy regions see more than their demographic share of action; but many heroes and villains stay home, too. In particular, India and China have their own heroes, and plenty of villains for them to fight. Dean Shomshak Quote Link to comment Share on other sites More sharing options...
sinanju Posted October 12, 2013 Report Share Posted October 12, 2013 Iron Maiden, her as-yet-unnamed half-sister, Hell's Angel and Silverstreak all have a megascale flight power for when they have to get there Right Now. Inferno and Tempest can fly, but not at great speeds. The Dark, Raven, Le Fantome, Black Mask, Alexei Torshin and Lahar Vulcan (a villain) all have teleport with varying ranges and SFX. Doctor Syence, Iron Maiden (a villain with the same name as my heroine--yes, it's confusing) and Marauder all have powered armor with flight. The rest of my characters (more than half) do not have any kind of flight/teleport power, and must rely on leaping, running, or a vehicle of some kind for swift or long-distance travel. Quote Link to comment Share on other sites More sharing options...
drunkonduty Posted October 16, 2013 Report Share Posted October 16, 2013 I've got three characters I would like to play. One is a power armoured heroine. She can fly in her suit but for long distance she uses her flying motorcycle. It's pretty fast, but not mega-scale fast. One is a flying energy projector. He's fast in combat but not much faster out of it. The last is an alien soldier who fights in space. He has decent tactical flight. His megascale flight only works in space, and even then it's really only fast enough for tactical movement in a space battle. He would still need a vehicle to go from planet to planet in any reasonable time. Quote Link to comment Share on other sites More sharing options...
Cancer Posted October 16, 2013 Report Share Posted October 16, 2013 It was a boring transport hoverjet type of thing, and it got totalled whenever possible. This. And yeah, the team vehicle is like the base (if that latter isn't secret, but the cost for hiding it is stupendous). First thing targeted. Quote Link to comment Share on other sites More sharing options...
Old Man Posted October 16, 2013 Report Share Posted October 16, 2013 The best thing about that trope is that the only player who wasn't in on the joke was the one with the gadgeteer character. He always got upset whenever his quinjet got smashed. Quote Link to comment Share on other sites More sharing options...
kahuna's bro Posted October 17, 2013 Report Share Posted October 17, 2013 The best thing about that trope is that the only player who wasn't in on the joke was the one with the gadgeteer character. He always got upset whenever his quinjet got smashed. that makes sense after all ,how would you like someone wrecking your car after you let them use it same principle Quote Link to comment Share on other sites More sharing options...
lemming Posted October 18, 2013 Report Share Posted October 18, 2013 We had a team jet that had a base NPC "Bob the Pilot" who would never let the Jet get within a mile of a combat. Quote Link to comment Share on other sites More sharing options...
Old Man Posted October 22, 2013 Report Share Posted October 22, 2013 "Sorry Bob, it's phase 12. Fight!" Quote Link to comment Share on other sites More sharing options...
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