If you regenerate everything from IP3 when not getting a third pass in turn 2, then you get to do a teleport move by doing a maximum run on IP3 in turn 1 and a new maximum run on IP1.
But well, as long as you know how you meant to play it ... maybe I'm just not getting at which point of your later comments you are replacing or adding to your previous house rule.
Yeah, you're completely not understanding, so let's review.
Normal Sammy Lightning:
Turn 1, rolls a 32 for 4 IPs:
- IP1: No Move.
- IP2: No Move.
- IP3: Move 4 MPs. (Running!)
- IP4: No Move; still receives Running penalties.
Turn 2, rolls a 32 for 4 IPs:
- IP1: No Move; as did not move in T1/IP1, regenerates nothing. Since he does not have 2+ MPs, takes Running penalties.
- IP2: No Move; as did not move in T1/IP2, regenerates nothing. Since he does not have 2+ MPs, takes Running penalties.
- IP3: Regenerates the 4 MPs used in T1/IP3. Is no longer considered Running unless he moves 3+ MPs.
- IP4: etc.
Sammy 'Lead Magnet' Lightning:
Turn 1, rolls a 32 for 4 IPs:
- IP1: No Move. Represents seconds 0.00-0.75.
- IP2: No Move. Represents seconds 0.76-1.50.
- IP3: Move 4 MPs. (Running!) Represents seconds 1.51-2.25.
- IP4: No Move; still receives Running penalties. Gets shot to hell, taking 9 boxes Physical, 9 boxes Stun; total penalties of -6. Represents seconds 2.26-3.00.
Turn 2, rolls crappy to boot, getting 24, but with -6 is an 18 for 2 IPs.
- IP1: No Move; represents seconds 0.00-1.50, equivalent to T1/IP1 and T1/IP2. As he did not move in either of those IPs, regenerates nothing. Since he does not have 2+ MPs, takes Running penalties. Somehow manages not to get shot up further.
- IP2: Represents seconds 1.51-3.00, equivalent to T1/IP3 and T1/IP4. Because he used 4 MPs during those two IPs of T1, he regenerates those 4 IPs. Unless he moves, he no longer takes Running penalties - unless he moves 3+ MPs worth right now. Which might not be smart, considering the last time he ran out from under cover.
Initiative Passes are not, after all, set in stone - the
entire Turn represents 3 seconds for
everyone, no matter how many IPs anyone or everyone gets. Oh, you can use a more accurate representation of 'Sammy Lightning' against Mook McSlowpoke, and Sammy would get 3 IPs before Mook moves once - and one
after Mook goes, too - but that can become boring for the McSlowpokes around your table as Sammy cleans up the opposition before they can even draw their weapon, so the baseline rules do it in such a way as to let everyone get into some blasting.
As I've said, this method isn't for everyone - but the core limitation is '4x Agility per Combat Turn'. I've simply enabled you to keep that limitation, 'Combat Turn', aka 3 seconds, as a
rolling limitation (4x Agility during ANY 3 seconds) instead of a static one. It's the static one that enables so-called 'teleport attacks'.
On a seperate note - a Postive Quality I created for 3rd, and have carried along through 4th and into 5th:
Fleet of FootCost: 10 Karma.
This character is exceptionally fast on his feet. He receives +2 to his Agility for determining walk and run rates, and +1m per hit when Sprinting.
As a note, it is estimated that the human body's true maximum sprint speed is approximately 40mph - or 65 kph. A person with AGI 9, Fleet of Foot, and 3 hits on a Sprint test could hit that ... or without Fleet of Foot, AGI 11 and 5 successes on the Sprint test.
Further, humans don't have three speeds, 'walk, run, sprint'; we have, loosely, four - insert 'jog' or 'trot' between 'walk' and 'run'. Jogging is equivalent to 3x your AGI, and can be continued for 2-3 times as long as Running. Running endurance lasts ... okay, that one's a little confusing, because it says different things in different places (see my submitted errata), but it essentially
should be 10 Turns x (Running + Body), with 20 Turns being 1 minute. Double that for jogging - 20 Turns x (Running + Body). If your Body + Running is, for example, a total of 6, then you could Run for 3 minutes, but jog for 6, until needing to resist Fatigue damage every 10 (Running) or 20 (Jogging) Turns.
Jogging will get you there slower, but you
can go further without tiring ...