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> Anti-magic Mundane, Comments?
Tarantula
post Oct 22 2007, 09:57 PM
Post #1


Dragon
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Well, this is what I came up with doing my best to make someone who could actually stand up against any mage. Note: This is for against the mage, not for against spirits.

CODE
Faze
Dwarf 25bp
Condition Monitors:
P:18
S:12
Armor: 15/14
Attributes: 200bp
B 2 6(9) 40bp
A 1 4(7) 30bp
R 1 5(7) 40bp
S 3 3(6) 0bp
C 1 2 10bp
I 1 3 20bp
L 1 3 20bp
W 2 6(7) 40bp
Edge: 1 3 20bp
Ini: 8(10)
Ess 6(0.502)

Qualities
Magic Resitance 4 20bp
Biocompatibility (Cyber) 10bp
Ambidextrous 5bp

Neg:
-35 stuff you can't default to anyway

Skills:94bp
Unarmed Combat (Subdual) 6 26bp
Perception 4 16bp
Dodge(Ranged) 4 18bp
Running(Sprinting) 4 18bp
Infiltration 4 16bp

Contacts:11bp
Doc(3/3)
Fixer(3/2)

Gear: 50bp 250k
13,100{
Armor Jacket(8/6) 900
+Helmet (1/2) 100
MetaLink w/Vector Xim 300
Fake Sin 4 4k
Fake Liscense 4 x11 4400
Contacts 50
Mods:350
+Vision Enhancement 2 300
+Flare Comp 50

Dodge Scoot 3k
}
Whatever else: Remaining: 2100

Ware: 234,800 5.498
Cyber:178,800 5.268
Used Reaction Enhancers 2 0.6(.648) 10k    P
Alpha Cyber Torso(10cap) 1.5(1.05) 50k (B:7 S:7 A:7 Ar:2)
Mods: 2400
+Body 4 800 4cap      P
+Agi 4 1k 4cap       P
+Armor 2 600 4cap
Custom Right Cyberarm (+4 Bod, Ultimate Champion, 13cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:0)
Mods: 2800
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
Custom Left Cyberarm(+4 Bod, Ultimate Champion, 13cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:0)
Mods: 2800
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
Custom Right Cyberleg(+4 Bod, Ferrari Sprinter, 18cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:2)
Mods: 3400
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
+Armor 2 600 4cap
Custom Left Cyberleg(+4 Bod, Ferrari Sprinter, 18cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:2)
Mods: 3400
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
+Armor 2 600 4cap
Gene: 25k 0.1
Daredrenaline 25k
Bio: 31k 0.3
Chemical Gland Internal release 0.3 31k + 100*drug dose cost
+Deepweed +1 willpower


Relevant dice pools:
Defense:
Ranged defense: 7 dice.
Ranged Full defense: 13 dice.
Melee defense: 15 dice
Melee full defense: 19 dice.
Ballistic Damage soak: 24 dice.
Impact Damage soak: 23 dice.
Physical Spell resistance: 13 dice.
Mana Spell resistance: 11 dice.

Offense:
Melee attack: 18 dice @ 4S. Once he has them in a hold, 7S each turn.
Running(to get in range): 15 dice.

Nothing is illegal, and everything restricted he has a permit for. Comments?
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Stahlseele
post Oct 22 2007, 10:00 PM
Post #2


The ShadowComedian
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you understand, of course, that DEEP WEED is as the name suggests like tobaco to be smoked? O.o how the heck does that work with internal release through a chemical gland?
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Pendaric
post Oct 22 2007, 10:04 PM
Post #3


Moving Target
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More importantly it is a magical compound that is produced from awakened seaweed. As far as i now it cannot be produced by science alone.
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Tarantula
post Oct 22 2007, 10:05 PM
Post #4


Dragon
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The same way any other drug does. The gland produces the chemicals needed, and releases them into the bloodstream.
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Fortune
post Oct 22 2007, 10:06 PM
Post #5


Immoral Elf
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I think the Deepweed will be a hindrance when it forces your character to be an astrally active mundane.
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Tarantula
post Oct 22 2007, 10:07 PM
Post #6


Dragon
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It only forces awakened characters (including adepts without the power) to perceive. I'm mundane, it just helps my willpower.
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Ancient History
post Oct 23 2007, 12:30 AM
Post #7


Great Dragon
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Yeah, sorry, you can't use a chemical gland to make deepweed.
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Tarantula
post Oct 23 2007, 12:33 AM
Post #8


Dragon
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Then do zen. I lose 2 reaction, and -1 die pool for physical activities. Not as good, but not horrible either.
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hyzmarca
post Oct 23 2007, 12:35 AM
Post #9


Midnight Toker
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You might be able to if the chemical gland is a tiny Rastafarian Shaman. Can the megacorps grow tiny Rastafarian Shamans?
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