IPB

Welcome Guest ( Log In | Register )

4 Pages V  < 1 2 3 4 >  
Reply to this topicStart new topic
> The most dice you can throw
FrankTrollman
post May 17 2007, 03:10 AM
Post #26


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE (Jaid)
no weapon focus?

Meh. You should probably have a Rating 1 Focus. The higher forces of foci are pretty uninspiring when you already roll so many dice, but whatever. Heck, for that matter you should look into getting a Force 1 Monowhip focus and then taking EMW: Monowhip as an optional power every time and puch yourself all the way to 35 dice, but a magic sword is probably what yu're looking for.

QUOTE (WMS)
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.....


It's actually magic movement, specifically with the Movement power, so that's not a problem. It operates hrough time dilation or something - only the distance covered ias muliplied and everything else stays the same.

The same reason that you can't multiply the speed of your bullets by ten and get one hundred times the kinetic energy means that you can multiply your own speed by ten and not rip yourself in half dealing with the stress.

The movement power doesn't make your charge do any extra damage (that's bad), but it also isn't any less safe (that's good).

-Frank
Go to the top of the page
 
+Quote Post
Aaron
post May 17 2007, 04:35 AM
Post #27


Mr. Johnson
******

Group: Dumpshocked
Posts: 3,148
Joined: 27-February 06
From: UCAS
Member No.: 8,314



Lemme see ...

Remotely Controlling a Eurocar Westwind 3K by a Technomancer w/ Resonance 6:

9 dice for Vehicle Skill + Aptitude + Specialization
6 dice for Command complex form
0-10 (EV=3) dice for threaded Command complex form
0-24 (EV=8) dice for Rating 12 machine sprite using Diagnostics on car
3 dice for Handling of car

So I think we're looking at a possible 52 dice, with an expected value of only 29, and a minimum of 18.
Go to the top of the page
 
+Quote Post
toturi
post May 17 2007, 01:46 PM
Post #28


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



Perception Adept

Perception 7 + 2
Intuition 7 + 1 (Psyche)
Enhanced Perception 6
Imp Ability Perception 3
Vision Enhancement 3
Multitasking 3

Total: 32 dice

EDIT: Bad case of the stoopit.
Go to the top of the page
 
+Quote Post
pbangarth
post May 17 2007, 02:22 PM
Post #29


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,108
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



toturi help me out here, I don't understand some of your points.

1) What is the "Psyche" which gives an extra die to Intuition?

2) With a skill rating of 7 in Perception, isn't the Improved Ability Perception limited to 3 dice?

3) How does Multitasking give extra dice?

Go to the top of the page
 
+Quote Post
Smilin_Jack
post May 17 2007, 02:28 PM
Post #30


Moving Target
**

Group: Members
Posts: 208
Joined: 3-May 06
From: On the Run
Member No.: 8,521



QUOTE (pbangarth)
toturi help me out here, I don't understand some of your points.

1) What is the "Psyche" which gives an extra die to Intuition?

For Psyche - see SR4 BBB pg 250. [Drugs and Brainbenders]

Duration: (12 - body) hours, minimum of 1 hour
Effect: +1 Intuition and +1 Logic

Go to the top of the page
 
+Quote Post
ElFenrir
post May 17 2007, 04:24 PM
Post #31


Neophyte Runner
*****

Group: Members
Posts: 2,168
Joined: 15-April 05
From: Helsinki, Finland
Member No.: 7,337



Ill try to do this...WITHOUT sacrificing the other stats too much, and still possibly be able to do other things.


Random Elf Guy who can Kick your Ass:

+Qualities:
Adept
Ex. Attribute: Agility
Aptitude: Unarmed Combat
35 points

-Qualities:
Severe Allergy(Soy)(15)
Sensitive System(15)
Mild Addiction/Sim(5)

Elf: 30 points

Magic:6(reduced to 5)(65 points)
Agility: 7(50 points. Ex. Attribute makes 8 the max, and the 25 point point)
Muscle Toner lv. 2(.4 essence)
Muscle Aug lv2(.4 ess)
Agility 7(9)
Strength 3(5)
(for the record, attributes down the line are B4(30),A7(50)R4(30)S3(20)C3(0)I4(30)L2(10)W3(20)=190 points

Total Spent: 285 points


Unarmed Combat(Style of Choice, say Kickboxing):7(+2)=34 points

319 spent

We still have 81 points to divide to other skills and resources, Edge, or whatever you like.

Improved Unarmed Combat:6(3 points)
Agility Boost 2(.5 points)

Use up remaining 1.5 points as wished, id say to give him maximum ability, 4 points of Critical Strike with Killing Hands, granting him 7P base. :grinbig:

Ok, sooo...

Agility-9
Unarmed w/Spec-9
Imp Unarmed-6

For a total of 24 dice. This is a bit less than some other people...but this character still has points to play with and is not heavily compromised in other areas.

I might have made some mistakes, but i think it's legal.





Go to the top of the page
 
+Quote Post
X-Kalibur
post May 17 2007, 04:43 PM
Post #32


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



QUOTE (Aaron)
Lemme see ...

Remotely Controlling a Eurocar Westwind 3K by a Technomancer w/ Resonance 6:

9 dice for Vehicle Skill + Aptitude + Specialization
6 dice for Command complex form
0-10 (EV=3) dice for threaded Command complex form
0-24 (EV=8) dice for Rating 12 machine sprite using Diagnostics on car
3 dice for Handling of car

So I think we're looking at a possible 52 dice, with an expected value of only 29, and a minimum of 18.

9 dice for Vehicle Skill + Aptitude + Specialization

Thats fine...

6 dice for Command complex form
0-10 (EV=3) dice for threaded Command complex form

It starts at a 6, you roll Software + Resonance and add hits up to a maximum of resonance x2. So that number is more like 0 - 12 (software + spec) with an average of 4. Your max is still 12 though.

0-24 (EV=8) dice for Rating 12 machine sprite using Diagnostics on car

Speaking again on drain...

3 from handling

So, max dice would be... 9 + 12 + 24 + 3 or 48 max.
Average would be 9 + 10 + 8 + 3 or 30
minimum would be 9 + 6 + 0 + 3 or 18
Go to the top of the page
 
+Quote Post
FrankTrollman
post May 17 2007, 06:20 PM
Post #33


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE (toturi)
Perception Adept

Perception 7 + 2
Intuition 7 + 1 (Psyche)
Enhanced Perception 6
Imp Ability Perception 6
Vision Enhancement 3
Multitasking 3

Total: 35 dice

Improved Ability: Perception only goes up to +3 dice.

So you're down to 32 dice.

-Frank
Go to the top of the page
 
+Quote Post
X-Kalibur
post May 17 2007, 06:49 PM
Post #34


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



Just stupid enough to be funny...

Rappelling Troll Adept

Muscle Aug 2
Synthacardum 3
Attribute Boost (strength) 4
Imp Ability Climbing 3
Reflex Recorder (climbing)
Enhanced Articulation
Balance Augmenter

Str 10(12)
Climbing (Rapelling) 10(12) + 3 (+2) +1 +1 +1
Attribute boost 4 + 4 (2 avg hits, max 4)

Total of! 12 + 20 + (0 - 4) So a minimum of 32 dice if rappelling, max of 36. Amusing and stupid at the same time.



Go to the top of the page
 
+Quote Post
odinson
post May 17 2007, 07:41 PM
Post #35


Moving Target
**

Group: Members
Posts: 410
Joined: 5-April 07
From: Vancouver, BC
Member No.: 11,383



QUOTE (FrankTrollman)

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.

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).

unless you have the metamagic technique channelling when you're posessed you're under the gm's control as he controls the spirits. So your gm really gets to roll all those dice. Thats when he pulls the loaded dice out and rolls all 1's.
Go to the top of the page
 
+Quote Post
Kyoto Kid
post May 17 2007, 07:46 PM
Post #36


Bushido Cowgirl
*********

Group: Members
Posts: 5,782
Joined: 8-July 05
From: On the Double K Ranch a half day's ride out of Phlogiston Flats
Member No.: 7,490



...hehhehheh :vegm:
Go to the top of the page
 
+Quote Post
Smilin_Jack
post May 17 2007, 07:51 PM
Post #37


Moving Target
**

Group: Members
Posts: 208
Joined: 3-May 06
From: On the Run
Member No.: 8,521



QUOTE (odinson)
unless you have the metamagic technique channelling when you're posessed you're under the gm's control as he controls the spirits. So your gm really gets to roll all those dice. Thats when he pulls the loaded dice out and rolls all 1's.


QUOTE (Roleplaying Possession (SR Street Magic - pg 103 sidebar))

A magician possessed by a spirit he summoned is fully aware of what the spirit is doing, and is still able to give it commands and directions. In the interest of fairness, it is suggested gamemasters allow a player of a possessed magician to roleplay the spirit that they command and which is controlling their body.


Considering its Frank - I'm pretty sure he was using that little sidebar on page 103. ;)
Go to the top of the page
 
+Quote Post
odinson
post May 17 2007, 07:58 PM
Post #38


Moving Target
**

Group: Members
Posts: 410
Joined: 5-April 07
From: Vancouver, BC
Member No.: 11,383



QUOTE (Smilin_Jack)


QUOTE (Roleplaying Possession (SR Street Magic - pg 103 sidebar))

A magician possessed by a spirit he summoned is fully aware of what the spirit is doing, and is still able to give it commands and directions. In the interest of fairness, it is suggested gamemasters allow a player of a possessed magician to roleplay the spirit that they command and which is controlling their body.




It's only a suggestion and subject to gm's approval. I always figured if you need a gm's approval it should be assumed the answer is no. Otherwise none of the limits are valid because a gm can overide them.
Go to the top of the page
 
+Quote Post
Smilin_Jack
post May 17 2007, 08:21 PM
Post #39


Moving Target
**

Group: Members
Posts: 208
Joined: 3-May 06
From: On the Run
Member No.: 8,521



True.

Then again, lots of things in SR are subject to GM fiat - LOS issues, combat bonuses and penalties, initiation, possession, when the hell edge refreshes, and how often the scanners roll to detect the PC PANs.

Without that little advisory sidebar though, I can't see any of my players ever being interesting in any of the possession traditions or myself using a voodoo magician against the players. If I held my players to something like that, I'd have to pull out those same loaded dice when rolling for the NPCs - which would really suck.

That sidebar being present in an "advisory" stance and not an listed under a "optional rule", I'm definitely more likely to follow it.
Go to the top of the page
 
+Quote Post
odinson
post May 17 2007, 08:30 PM
Post #40


Moving Target
**

Group: Members
Posts: 410
Joined: 5-April 07
From: Vancouver, BC
Member No.: 11,383



I probably wouldn't. I would have the player spend his services telling the spirit what to do then I would direct the spirit. Letting the player be in control is what channeling is for. Possession traditions are powerful enough as is. The plasteel homunculus is crazy powerful. Their spirits can possess opponents taking them out of the fight. The can posses cars and guns, or anything now.

If you use the sidebar in your games thats cool. I was just saying for a theoretical build any rule that needs a gm's approval should be denied.

My players do think my dice are loaded. I usually get about 45% hit rate with a dice pool. If they could roll that good on my dice then i might believe them, but if I let them try they roll poorly.
Go to the top of the page
 
+Quote Post
knasser
post May 17 2007, 08:39 PM
Post #41


Shadow Cartographer
*******

Group: Members
Posts: 3,737
Joined: 2-June 06
From: Secret Tunnels under the UK (South West)
Member No.: 8,636




Groundshaker - Troll Running Adept

Base Strength 10 + Improved Physical Attribute (Strength) 5 = 15
Base Running Skill 6 + Apitude 1 + Improved Ability (Running) 3 + Specialisation (Sprinting) = 12

Total on Sprint Test = 27 dice.

Not as much as some of the other dice pools on here but look what it means -

Average = 9 hits which is + 18m per combat phase distance which brings a troll up to 53m every three seconds or a staggering 63km/h. I know we're not counting edge in the pool normally, but with a single re-roll, his average speed would be 65m every phase or a little over 20m/s or 78km/h. Just under 50mph in the UK.

This fellah is fast.
Go to the top of the page
 
+Quote Post
pbangarth
post May 17 2007, 08:45 PM
Post #42


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,108
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



What a sight that would be!

Ummm... wouldn't the Improved Physical Attribute (STR) cost two Power points each above 10 STR for the troll?
Go to the top of the page
 
+Quote Post
Smilin_Jack
post May 17 2007, 09:08 PM
Post #43


Moving Target
**

Group: Members
Posts: 208
Joined: 3-May 06
From: On the Run
Member No.: 8,521



QUOTE
Ummm... wouldn't the Improved Physical Attribute (STR) cost two Power points each above 10 STR for the troll?


Yep - but no biggie.


Base Strength 10 + Improved Physical Attribute (Strength) 2 + Attribute Boost (Strength) 1 = 12+

Base Running Skill 6 + Apitude 1 + Improved Ability (Running) 3 + Specialisation (Sprinting) + Synthacardium 3 + Enhanced Articulation 1 + Reflex Recorder 1 = 17

Total on Sprint Test = 29+ dice.

Magic 6(5) [Decreased 1 for Bioware]
.25 PP For Attribute Boost (Strength) 1
.75 PP For Improved Ability (Running) 3
4 PP For Improved Physical Attribute (Strength) 2

Go to the top of the page
 
+Quote Post
DireRadiant
post May 17 2007, 09:18 PM
Post #44


The Dragon Never Sleeps
*********

Group: Admin
Posts: 6,924
Joined: 1-September 05
Member No.: 7,667



I can't get more then about 12 dice into my hand.
Go to the top of the page
 
+Quote Post
Smilin_Jack
post May 17 2007, 09:23 PM
Post #45


Moving Target
**

Group: Members
Posts: 208
Joined: 3-May 06
From: On the Run
Member No.: 8,521



QUOTE (X-Kalibur @ May 17 2007, 01:49 PM)
Just stupid enough to be funny...

Rappelling Troll Adept

Muscle Aug 2
Synthacardum 3
Attribute Boost (strength) 4
Imp Ability Climbing 3
Reflex Recorder (climbing)
Enhanced Articulation
Balance Augmenter

Str 10(12)
Climbing (Rapelling) 10(12) + 3 (+2) +1 +1 +1
Attribute boost 4 + 4 (2 avg hits, max 4)

Total of! 12 + 20 + (0 - 4) So a minimum of 32 dice if rappelling, max of 36. Amusing and stupid at the same time.

Minor problem - Attribute Boost isn't compatible with any other attribute augmentations, whether from implants or spells, with the exception of the Improved Physical Attribute adept power.

So you'll either be capped at 32, or have a pool variance of 30 to 34. Depends on how you want to go.
Go to the top of the page
 
+Quote Post
X-Kalibur
post May 17 2007, 09:32 PM
Post #46


Runner
******

Group: Members
Posts: 2,579
Joined: 30-May 06
From: SoCal
Member No.: 8,626



Thats what I get for working it out without my book handy. Still pretty amusing though... no idea what he'll do after he rappels, but I'm sure it involves standing there and getting shot.
Go to the top of the page
 
+Quote Post
knasser
post May 17 2007, 09:36 PM
Post #47


Shadow Cartographer
*******

Group: Members
Posts: 3,737
Joined: 2-June 06
From: Secret Tunnels under the UK (South West)
Member No.: 8,636



QUOTE (Smilin_Jack)
QUOTE
Ummm... wouldn't the Improved Physical Attribute (STR) cost two Power points each above 10 STR for the troll?


Yep - but no biggie.


Base Strength 10 + Improved Physical Attribute (Strength) 2 = 12

Base Running Skill 6 + Apitude 1 + Improved Ability (Running) 3 + Specialisation (Sprinting) + Synthacardium 3 + Enhanced Articulation 1 + Reflex Recorder 1 = 17

Total on Sprint Test = 29 dice.

Magic 6(5) [Decreased 1 for Bioware]
.75 PP For Improved Ability (Running) 3
4 PP For Improved Physical Attribute (Strength) 2

.25 PP Left


Oops - good point, pbangarth.

SmilingJack - thanks for making the troll even more hideously fast. I think that once the strength is maxed out, the next step aim should be an endless cycle of initiation, magic boosting and the total puchase of Mystic Armour points. I shall then name this character as "Wall-B-Gone." :D
Go to the top of the page
 
+Quote Post
FrankTrollman
post May 17 2007, 09:44 PM
Post #48


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE
It's only a suggestion and subject to gm's approval. I always figured if you need a gm's approval it should be assumed the answer is no. Otherwise none of the limits are valid because a gm can overide them.


This isn' an alternate rule or something, it's a suggested method of handling the game. It's the way that Street Magic tells you to run the game, which means that not allowing the players to roll their own dice while possessed with their own spirits is the exception, and not the "rule".

QUOTE
 
Groundshaker - Troll Running Adept

Base Strength 10 + Improved Physical Attribute (Strength) 5 = 15
Base Running Skill 6 + Apitude 1 + Improved Ability (Running) 3 + Specialisation (Sprinting) = 12

Total on Sprint Test = 27 dice.

Not as much as some of the other dice pools on here but look what it means -

Average = 9 hits which is + 18m per combat phase distance which brings a troll up to 53m every three seconds or a staggering 63km/h. I know we're not counting edge in the pool normally, but with a single re-roll, his average speed would be 65m every phase or a little over 20m/s or 78km/h. Just under 50mph in the UK.

This fellah is fast.


You can go substantially faster than that with that guy. First of all, Sprinting is a Simple Action, not a Complex. So he can make his Sprint Checks twice per Initiative Pass - adding 18 meters per 3 seconds (85.2 KPH total).

But imagine instead that you gave up 3 of those points of Improved Attribute and took Improved Reflexes in its place. That pushes you down to only 24 dice and thus only 16m per sprint test. That's a shame, but you'll be making four more sprint checks each combat turn. Now we're talking. We're talking 157.2 kilometers per hour on the straightaway. That's an 1/8th mile in 4.6 seconds - which will beat a Toyota Celica GTS (which does the 1/8th mile in 4.9 seconds).

In short, with some Reflex expansion, our Troll Adept can footrace for pinkslips in street drag racing.

---

And yeah, if you can get a Spirit in on this, you can go stupid fast since Movement is a power that grants a straight multiple to your distance covered each round.

-Frank
Go to the top of the page
 
+Quote Post
Smilin_Jack
post May 17 2007, 09:50 PM
Post #49


Moving Target
**

Group: Members
Posts: 208
Joined: 3-May 06
From: On the Run
Member No.: 8,521



QUOTE (FrankTrollman @ May 17 2007, 04:44 PM)
And yeah, if you can get a Spirit in on this, you can go stupid fast since Movement is a power that grants a straight multiple to your distance covered each round.

-Frank

Hrm... maybe I finally found that niche for Mystic Adepts I've been looking for - of course, between the summoned spirits, 'ware, and adept powers - there ain't league in existence that's gonna let them play. :P

Hah - its even kookier than I thought.

Base Strength 10 + Muscle Augmentation [Alpha] 2 = 12

Base Running Skill 6 + Apitude 1 + Improved Ability (Running) 3 + Specialisation (Sprinting) + Synthacardium [Std] 3 + Enhanced Articulation [Std] 1 + Reflex Recorder [Alpha] 1 = 17

Total on Sprint Test = 29 dice.

Summoned and bind F2 Guardian Spirit for x2 movement power boost.

[ Spoiler ]

Go to the top of the page
 
+Quote Post
knasser
post May 17 2007, 10:00 PM
Post #50


Shadow Cartographer
*******

Group: Members
Posts: 3,737
Joined: 2-June 06
From: Secret Tunnels under the UK (South West)
Member No.: 8,636



QUOTE (FrankTrollman @ May 17 2007, 09:44 PM)
You can go substantially faster than that with that guy. First of all, Sprinting is a Simple Action, not a Complex. So he can make his Sprint Checks twice per Initiative Pass - adding 18 meters per 3 seconds (85.2 KPH total).


No... it can't be? Is it? I have never noticed that before. And nor has anyone else I've gamed with! I'm going to have to think about this. I'm not sure it makes sense for improved reflexes to make you run faster, but by the rules, I think you are correct.

Wow! If this is how it's supposed to be played, that's going to be some fast characters running about. I think this might be a candidate for my third ever house-rule. It was never errated?

-K.
Go to the top of the page
 
+Quote Post

4 Pages V  < 1 2 3 4 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 15th February 2025 - 11:44 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.