Quote:As I’ve never played V&V, the question comes, is it like Hero where a normal person gets 2 actions in a turn and a normal super can have up to (or, in rare cases more than) 12 actions? Or is it like D&D where turns are longer and some people can have more actions as they improve
Okay, combat initiative is based on Agility (or in the case of those with Heightened Speed, Agility + 1/10 of their ground speed bonus). Initiative is generated by rolling 1d10 and adding it to this base.
Doug has a 47 agility, the average normal has 10 (well, 10.5, but it rounds down). On an average combat round -- with a roll of 5 for both -- Doug will have an Initiative of 52, and the normal 15.
Highest initiative goes first, obviously. And for every 15 points of initiative, counting down, you get another action. So Doug would go on 52, then 37, then 22, then the normal would go on 15, and Doug again on 7. (There is no 0 action.)
This is a simplified case, of course, but you should get the idea. Yes, the normal could get 2 actions (acting on anywhere from 20 to 16, and again on 5 to 1, depending on the roll). But Doug would still act twice before they did, and win any ties where they both acted on the same phase.
And if he
reserves one of his earlier actions, he could even interrupt the other person's action on a phase when he wouldn't normally be able to act. (He/I did that a lot. It's
good to be fast in V&V.)
Does that help any?
Quote:And, that's not to say that, certain songs can't change his form into having some ATR or Extra Attacks.
Oh, some do. When he shifts to a tiger, he gets a Claw/Claw/Bite/Rake attack sequence. And of course, he can always use the V&V multiple attacks rule, but that doesn't have a GURPS equivalent.
Quote:how powerful can a song make him? What's the most amazing thing he's ever done?
That's terribly subjective.
Konya wa Hurricane certainly qualifies. Resurrection is pretty amazing (and no, it doesn't
require two targets, it can affect
up to two).
To be absolutely honest, 75% or more of Doug's awesome is SFX that doesn't really have a game (or story) effect.
Quote:ST 14 (2x as strong as a normal human)
Fair enough. Without digging out his character sheet, I recall his carry cap is in the vicinity of 250 lbs.
Quote:IQ 13 (genius level, but not hyper-intelligent)
Ah, well, there's a rub... Doug
is hyperintelligent -- 300 IQ (30 Int vs. 10 Int for a normal), along with a near-eidetic memory. He has a raft of mental disadvantages that take the edge off that, including impulsiveness, his tendency to leap to conclusions, and a few other things, but he is brilliant. He got through an Ivy League university by reading his textbooks once at the beginning of each semester.
As for health, whatever works. Doug doesn't get sick, without his armor he could take several volleys of small arms fire with little effect, and he just keeps going when folks think he ought to drop (part of which is sheer cussedness, aka willpower, but still). However you want to quantify that.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.