Swimming

Swimming
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Class:     Physical    Link:        Str
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 2     

Description: This Power allows a Character to move through water and other fluids at a  speed equal to their AP's of Swimming. This Power does not provide the Character with the ability to breathe underwater (as would Sealed Systems or Water Freedom.)

Aquaman has this Power.

AP's   Distance   Speed   
0      10 feet    1.7 mph
1      20 feet    3.4 mph
2      40 feet    6.8 mph
3      80 feet    13.6 mph
4      150 feet   25.6 mph
5      100 yards  51.1 mph
6      200 yards  102 mph
7      1/8 mile   113 mph
8      1/4 mile   225 mph
9      1/2 mile   450 mph
10     1 mile     900 mph, >Mach 1
11     2 miles    1800 mph
12     4 miles    3600 mph
13     8 miles    7200 mph
14     16 miles   14,400 mph
15     30 miles   27,000 mph
16     60 miles   54,000 mph
17     125 miles  112,500 mph
18     250 miles  225,000 mph
19     500 miles  500,000 mph
20     1000 miles 900,000 mph
...    ...        ...
30     ~1M miles  921M mph, >c

Additionally, AP's of swimming can be substituted for the attacker's EV in a Charging Attack (underwater.) This also serves as the EV used against the Character's Body (as RV) to determine how much damage they also sustain from the attack.



Source: 3rd Edition Rulebook, pages 50 (Power), 94 (AP Benchmarks), 103 (Charging Attack)




Ed's Notes: Officially, there is no Benchmark Table in DCH for SPEED. Just distance. And time. And "1 phase" = "0 AP's of time" = 4 seconds. So one CAN give an approximate benchmark for speed based on THAT. Over in the Flight write-up, I talk about a problem with the distance (and thus speed) benchmarks between 6 and 7 AP's: Basically that 200 yards and 1/8 of a mile are almost the same thing.

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