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> The most dice you can throw
Shadow
post May 16 2007, 05:18 PM
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I am pretty curious about this now thanks to the 16 Dice thread. So lets make it a little game. How many dice can you throw! Using Starting character rules (400bp, 12AV). No need to make a whole working character, one trick ponies are fine. Just say how many dice, how you got there, and any other pertinent rules.
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Cain
post May 16 2007, 05:24 PM
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This'll get trumped fast, but Mr. Lucky can throw up to 28:
6 Quickness + 2 Muscle Replacement + 6 Pistols + 2 Specialization +1 Aptitude + 1 Reflex recorder + 2 Smartlink + 8 edge.
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Shadow
post May 16 2007, 05:31 PM
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You mean Agility? I don't think Edge should really count, you can only use edge once. So lets do it sans edge and get a more accurate reading on most dice thrown.
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Mistwalker
post May 16 2007, 05:32 PM
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Hmm, what does muscle replacement have to do using a firearm?

Shakes his head,
Ah, muscle toner, got it
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Smilin_Jack
post May 16 2007, 05:40 PM
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QUOTE (Mistwalker)
Hmm, what does muscle replacement have to do using a firearm?

Shakes his head,
Ah, muscle toner, got it

Nope - He probly does mean muscle replacement - sure its essence intensive, but it increases both strength and agility by its rating. Which might be a good thing considering how many BPs he is probably spending on the rest.

QUOTE (SR4 BBB)
Muscle Replacement: Implanted, vat-grown synthetic
muscles replace the user’s own. Calcium treatments and
skeletal reinforcement allow an overall increase in the user’s
strength. Muscle replacement increases both the Strength
and Agility attributes by its rating. It cannot be combined
with muscle augmentation or muscle toner bioware.
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Demerzel
post May 16 2007, 05:40 PM
Post #6


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Pornomancer. 35 Dice for Seduction.

10 Charisma (Elf + Exceptional Attribute + Improved Charisma Adept Power)
6 Edge
6 Kinesics
11 Con (7 With aptitude + 4 with Adept ppower, I rounded up on the cap, unsure if that's right)
+2 seduction speciality
10 + 6 + 6 + 11 + 2 = 35 dice.

That's a fast analysis.

EDIT: If you're willing to throw in modifiers for things like smartlinks then.

+2 for plausable supporting evidence. (Yes sweetheart, I really do have a trophy for the worlds best lover.)
+1 for target distracted (Here sweetie, let me refill your drink)

So then 38.
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Shadow
post May 16 2007, 05:45 PM
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I don't think you can do that within the limitations of a starting character. And remember, no edge.
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Demerzel
post May 16 2007, 05:46 PM
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Why no edge? Cain used edge, and you can do that. =)

Edit: Oh, I see your reply to Cain. Well -6 then...
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Shadow
post May 16 2007, 05:47 PM
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Edge is a one time bonus. It doesn't really represent an ability you can use every day. I am actually curious to see what kind of dice you can throw every single time.

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Demerzel
post May 16 2007, 05:52 PM
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Qualities:
5 Adept
20 Exceptional attribute
10 Aptitude (con)
That's only 35 points in qualities.

Elf has a normal cap of 8 for Charisma, plus 1 for exceptional attribute gives 9, pay 2 power points to go above the natural limit to get to 10.
7 Con counting aptitude, and you can add up to half the rating in Improved Ability Power so 1 PP for +4 Con.
6 Kinesics is 3 power points. So there's your 6 Power Points. All at chargen…


So that's 29 every throw, 32 with modifiers for your worlds best lover trophy and the bottle of vodka.
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Shadow
post May 16 2007, 05:53 PM
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Right on!
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Noctum
post May 16 2007, 06:10 PM
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ok here we go....
Elven Mystic Adept - Exception attribute (Agility) 8
Blades skill with Speciality 6 + 2 = 8
Improved Ability _Combat Skill 6
Attribute Boost Lv 6 with 6 magic
Average of 1 in 3 = 4 agility boost 4
Weapon Focus lv 2 2

Total - 8+8+6+4+2 = 28 dice

And you can get really nasty if you get a sustainig focus for Health spells and set up a Increased Reflexs so you can do it 4 times a round.... Little peices of the bad guys every where ---

Razormatic Melee Machine.
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Kyoto Kid
post May 16 2007, 06:20 PM
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...of actual characters designed for play:

Da Brat (street kid con artist Adept: Human): 4 Charisma, Con 4 (Fast Talk +2), Kinesics 4, Improved Ability 2 (Con), First Impression. Quality = Fast Talk DP of 18.

OK so she doesn't break 20 (yet) & Edge is Not included.
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Shadow
post May 16 2007, 06:27 PM
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Wow 18 is good, especially if the character is designed for gameplay.
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Demerzel
post May 16 2007, 06:35 PM
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Okay 50 to 55 Dice for Resisting the firebolt Spell

Troll Mystic Adept:
10 Body (Troll at cap)
1 Quality: Toughness
7 Counterspelling [6 + 1 for Quality Aptitude (Counterspelling)]
2 Specialization (Combat spells)
2 Mentor Spirit (+2 for counterspelling with Mountain I think)
3 Counterspelling Focus (Combat)
6 Spell Resistance (1.5 power points)
7 Half Impact Armor (1 troll, 6 Urban Explorer Jumpsuit, 6 Riot Shield), Rounding up (May be wrong)
6 Fire resistance add on to armor
6 Fire resistance add on to shield

10 + 1 + 7 + 2 + 2 + 3 + 6 + 7 + 6 + 6 = 50

Attribute Boost Adept Power (2 + Magic dice, add hits up to 5)

So + 0 to 5 for attribute boost power, so 50 to 55 dice to resist firebolts...

Edit:
Ooh, I forgot the Urban Explorer Jumpsuit HElmet adds 2 to Impact. So half that for 1 more die. Plus if you want to be really a pita about the rules, 6 more for fire resistance on the helmet...

So 56 to 61....
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Kyoto Kid
post May 16 2007, 06:40 PM
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...ummm isn't Spell Resistance .5 per level?
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pbangarth
post May 16 2007, 06:43 PM
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Troll adept "tank" with implants --- minimum 39 dice for ballistic damage resistance, min. 37 dice for impact damage (maximum 41/39).

Armour:

adept power mystic armor (3/3)
orthoskin (3/3)
troll natural (1/1)
alum. bone lacing (-/1)
armor jacket (8/6)
helmet (1/2)
ballistic shield) (6/4)

Sub-Total (22/20)

BOD (for damage resistance purposes):

BOD 10
toughness Quality 1
alum. bone lacing 2
bone density (4) 4
adept power BOD boost (2) 0-2

Sub-Total 17-19

TOTAL 39-41 dice for ballistic damage, 37-39 dice for impact damage.
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Shadow
post May 16 2007, 06:44 PM
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DAMN!
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Demerzel
post May 16 2007, 06:55 PM
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QUOTE (Kyoto Kid)
...ummm isn't Spell Resistance .5 per level?

Yea, my bad, but he only needs 1 for spellcasting Magic so it's not a deal killer...
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Dayhawk
post May 16 2007, 07:07 PM
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I must never let my friend find this post! :eek:
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Whipstitch
post May 17 2007, 01:49 AM
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According to the errata, Bone Density and Bone lacing won't stack for the purposes of raising your body score. You just get whatever's higher. My understanding is that you'd get to keep the impact armor bonus though.


Anyway, here's an entry for you guys. Jumping cyber adept.

Agility: 6 dice
Gymnastics (Jumping): 6(+2)+ Improved Ability: (Gymnastics) 3= Skill pool of 11
Alpha Obvious lower legs with rating 6 Hydraulic Jacks and enough agility to keep up with the meat limbs: 6 bonus dice dice
Synthacardium 3: 3 bonus dice
Great Leap 5: 5 bonus dice

Grand total: 31 dice. It gets incredibly ridiculous when you add in the fact that 6 points of hydraulic jacks adds 120% to your leap distance. Also subracts an effective 12 meters from falling distance, provided you land on your feet, which shouldn't be too hard for this guy.
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FrankTrollman
post May 17 2007, 02:30 AM
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Hmm...

OK let's talk Elven Houngan Swordmaster.

We start with a Magic of 6 and then we gank ourselves down to a 5 in order to get rating 2 Muscle Toner, jacking our already exceptional attribute Agility to 10. Then we overcast while conjuring a Guardian Spirit and allow Ogoun to take control of our body with a Force 10 spirit.

Now we need medical care, because we probably just took a pile of physical drain. But regardless, when the first aid is done we go storming onto the scene with an Agility of 20 and a Blades skil of 10. We get +1 from reach on the sword and we can charge approximately four hundred and forty fur kilometers per hour - so I'll assume we can get that charge and take an extra +2 from that.

So we burst in rolling a simple 33 dice when we charge in to cut an opponent down with our sword (which inflicts about 9P base, so I expect to take out about 2 enemies per turn during normal combat).

I know what you're thinking. You're thinking "couldn't you just not get the cyberware, and overcast a Force 12 spirit? You'd roll 35 dice on the attack..." And you'd be right. Except that the drain on Force 10 is bad, and the Drain on Force 12 is something that is actually quite likely to kill a Great Dragon, let alone your punk ass starting character self.

-Frank
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Jaid
post May 17 2007, 02:47 AM
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no weapon focus?
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WearzManySkins
post May 17 2007, 03:01 AM
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Frank at 440 kph means you hit things you do not have time to see, like a strand of monowire, hitting that at that speed, you will be beside yourself.

Or if you run into a barrier like wall with inviso cast on it. At that speed the damage you would take.....

Since you cover the distance so fast in combat round, your chances of spotting such are nil. We will just call your Elf Swordmaster Splat! :)
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toturi
post May 17 2007, 03:10 AM
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Normal version of PC adapted for DR's online campaign:

Perception 6 + 2(vision)
Intuition 5
Enhanced Perception 5
Imp Ability Perception 3
Enhanced Vision (from glasses or contacts) 3
Multi Tasking (free action for Observe in Detail) 3

27 dice

Will do the extreme version once I get home.
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