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#1
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Target ![]() Group: Members Posts: 35 Joined: 3-August 03 Member No.: 5,209 ![]() |
Aus interprets the max given as a natural maximum, allowing that 10 to be surpassed with bio/cyberware. Isn't 10 the maximum, period? (ie, counting enhancements) Even if it isn't, bioware is considered a 'natural' (read: unaugmented) statistic change, so nothing should be added. [Edit] Sorry, I messed up the quote function, but it's from Austere Emancipator (speeling) in the Attribute Breakdown thread. This post has been edited by Everial: Aug 17 2003, 08:25 PM |
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#2
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Official ruling is that bioware and adept Improved Ability levels both run up against racial maximums, while you can toss as much metal into a body as you want. Austere is in violation of that ruling, but a lot of people hate it so that's not that uncommon. By canon, though, he's wrong.
~J [edit]Zeel, you're right; I didn't look at the muscle replacement enough and just assumed it was toners. I'm a bioware junkie; it happens. |
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#3
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Moving Target ![]() ![]() Group: Members Posts: 403 Joined: 27-August 02 From: Scotland Member No.: 3,175 ![]() |
Muscle Replacement is an augmentation, i.e. it's cyberware not bioware, so it can increase your stats above the attribute maximum. If he'd used Muscle Toner to increase his quickness then, by the book, it wouldn't do anything over the attribute maximum.
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#4
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Target ![]() Group: Members Posts: 35 Joined: 3-August 03 Member No.: 5,209 ![]() |
Wow... another place where rules make a very small amount of sense...
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#5
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
A human with the Exceptional Attribute Edge has an Attribute Maximum of 11, not 10. Bioware cannot exceed this limit, but cyberware can. Therefore, a human could get a Quickness of 15 by combining maxed Quickness with the Exceptional Attribute Edge and Muscle Replacement: Level 4. It's probably a GM call whether an Adrenal Pump: 2 would increase the Quickness over 15. I would probably let it, since it's not actually permanently raising Quickness, only boosting it temporarily by means of concentrates pumped into the blood. It is similar to shooting up with Jazz. So that would raise Quickness to 17 for as long as the pump lasted. If you were completely reckless, you could add Jazz and Kamikaze to the mix and raise your Quickness to 20, although you would probably be likelier to have a heart attack. :D
The mix of cyber and bio is good - hydraulic jacks can actually go up to 5, although one more extra die won't make that much difference. If I was after speed, though, I would probably get inline skates, instead, for that (x 6) running multiplier. :rollin: |
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#6
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
Yeah, Adrenaline Pump working over Attribute Maximum probably is a house rule, but I thought I'd add it anyway, to make sure I would get as high as I knew I should. I don't have SRC, and couldn't remember what the Attribute Maximum is if you get Exceptional Attribute (ie. whether it is calculated normally for 7, like it apparently is, or just have 1 added to the normal Attr Max).
I was going to add some chemicals to the mix when I started calculating that, but I forgot them halfway into the example. And I typoed 4 into the Hydraulic Jacks-part, and then just did the calculations with that value. I was also contemplating on the skates, in this case cyberskates, but I thought the whole point was to make someone run faster, so I ditched them. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 475 Joined: 17-June 02 From: Concord University, Athens, WV Member No.: 2,880 ![]() |
My house rule for the bio and adept attribute increases is that they work like a racial bonus. Thus it can go above the normal max, and even raises your max, but counts for Karma costs.
But I have mages, stealth adepts, and speed sams in my group, so that doesn't come up so often... |
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#8
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 ![]() |
Yeah, I suggest either skates or kid stealth legs to increase the multiplier, and an athletics aptitude to increase your average number of successes. Then you want to throw in either a spirits movement power, or make this guy a horse shaman somehow.
I've sometimes wondered if I could make a character that'd be able to break the sound barrier on foot, but it's never been important enough for me to take the time. I'd be interested in seeing others efforts along this vein, though. :) |
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#9
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Moving Target ![]() ![]() Group: Members Posts: 475 Joined: 17-June 02 From: Concord University, Athens, WV Member No.: 2,880 ![]() |
Night One Ghoul Conjuror with Kid Stealth Legs, maybe? I don't have NSRCG any more thanks to my move to college, but let's see what I can do...
123-point... Elf - 10 Variant - 5 Ghoul - 5 Aspected - 25 400K nuyen - 20 (correct me if I'm wrong, there... books are still packed) Exceptional Quickness - 2 Athletics Aptitude - 4 Bad Karma - -5 Cursed Karma - -6 = 62 We'll assume the standard ghoul... B 2 +2 = 4 Q 7 +2 = 9 (14) S 2 +1 = 3 C 5 +1 = 6 I 4 -1 = 3 W 3 +0 = 3 + 46 = 108 Athletics 6 - 8 Conjuring 6 - 6 +14 = 122 Kid Stealth legs will be Alpha... Essence 3.40 Muscle Toner 4 Suprathyroid Gland (scary on a ghoul...) Bioindex 5.40/6.40 Enough insulated armor to not incinerate himself while running... And he runs at 14x5. Now, did an Athletics test raise Quickness for running? cause if it did, That's a possible 20x5, for 100 meters per combat turn... If I remember the Movement power properly, that can up it to 600 with a force 6 spirit. Giving us 600 meters per combat turn. Somebody want to convert that? The conversion should be at the beginning of the Rigger chapter of the BBB... |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 104 Joined: 26-June 03 From: 127.0.0.1 Member No.: 4,813 ![]() |
km/h = m/CT * 1.2
miles/h = m/CT * 0.75 Which would give Sahandrian's example a running speed of 720km/h :D reference: The speed of sound in dry air is given approximately by v = 331.4 + 0.6TC (m/s) where TC is the celsius temperature, This would mean you'd have to break over 900 meters per turn to break through the sound barrier (assuming CT's are +- 3 seconds) :eek: |
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#11
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Moving Target ![]() ![]() Group: Members Posts: 104 Joined: 26-June 03 From: 127.0.0.1 Member No.: 4,813 ![]() |
linkage : Speed of Sound table
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