Rapid Fire is an enhancement on B108
FP cost[]
Whether it's per shot or per attack is discussed in 2009 at http://forums.sjgames.com/showthread.php?t=55566
vicky said per second, kuroshima said per attack
martial arts[]
MA120 distinguishes different rules for Rapid Fire with Thrown Weapons vs Rapid Strike with Thrown Weapons
supers[]
GURPS Supers 29 allows it with Warp. The RoF is not actually how many teleports you make, it's how many you CAN make. The actual outcome is MoS based, like the difference between "shots fired" and "shots hit":
- Success means you make your first hop, plus further hops equal to your margin
The distance modifier is based on the longest hop, so it could be smaller as a result, but the requirement for the margin could mean failing halfway.
"in a single turn with a single Concentrate" does not really explore if it's possible to do this as a free action (-10) or in 2 seconds (-4). The Cheshire Cat example uses only 1 second. The later disclaimer however DOES imply variable prep times:
- Had he prepared for 4 seconds (-3), he would have succeeded by 6 and made all seven hops.
This might serve as a precedent on allowing it on any non-attack advantages with limited uses per turn. Like say for example Power Defenses, in particular since one of the major benefits for this is Warp getting multiple Power Dodge attempts.
This would obviously require some modifications though, since the use with Warp relies upon the assumption of there being an IQ check.
You couldn't, for example, use No Roll Required as normal, you'd need to roll to determine the MoS. All that NRR would mean is you can reliably get a minimum MoS of 0 so that the first planned teleport will always work, but not necessarily the additional ones.
Attacks between Warps[]
S29 never mentions if this is possible. This is only clarified elsewhere in the book, S126 Combat Teleportation:
- This makes it possible to strike or grapple between two teleports.
This also explains how Body Sense works:
- at -2 per extra teleport in a single turn
This appears to imply that -10 "free action" teleports are being done. You can however "prep" to reduce that penalty, but are still doing the teleports at a high speed during a single turn (instead of 1 per turn) so attack between them.
This is a SINGLE roll though...
B181 "no other action other than defense" is probably like being forced to Do Nothing on a fail.
It's not clear if that's meant to take effect after the first, or after all are completed.
Averaging[]
http://forums.sjgames.com/showthread.php?t=79537 discusses how to deal with "average damage" rules in Monster Hunters and DR problems
quotes[]
cole[]
Doug Cole on using one block/parry like with dodging http://forums.sjgames.com/showthread.php?t=108319
Kromm][]
throwing http://forums.sjgames.com/showpost.php?p=587080&postcount=51
25 April 2019 http://forums.sjgames.com/showpost.php?p=2258357&postcount=5
Fort the sake of game balance, Aura shouldn't damage anyone more than once per turn. Otherwise, you'll get silly results in close combat. Measure "turn" from start to start: From when I start this turn until I start my next turn, a given Aura can hurt me only once, no matter what me and the person with the Aura do, either during the active part of my turn or during everything that happens afterward.
Aura (+80%) + Melee Attack (-30%) is worth +50% because it could affect all the attackers around you if they foolishly decided to swarm you in close combat. We eyeballed that as being approximately equal to Area Effect, 2 yards, +50%, which always affects an area of similar size to "my hex and all the hexes around me." The upsides "discourages attackers" and "requires no action" and the downsides "specific trigger condition" and "has no range" looked like a wash. If you start adding what amounts to Rapid Fire to it, it soon gets out of whack . . . if you really want that, buy Rapid Fire and say the Aura can affect each person up to RoF times. For instance, Aura (+80%) + Melee Attack (-30%) + Rapid Fire, RoF 3 (+50%) would cost +100% and be able to affect a given enemy up to three times (say, once for you punching him and twice when he punches you twice).
see also[]
- Shotguns
- Very Rapid Fire