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> In Theory..., munckiny what ifs...
GM Lich
post May 27 2010, 05:14 AM
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Getting back into SR. Me and a friend of mine had a fun thought. This was our conversation if its too long or just stupid scroll down to the tl;dr. Keep in mind we brainstormed this idea. For the sake of showing you how this dumb idea formed I copy and pasted our conversation. Keep in mind this took place late at nite. It probaly sounds increbilely stupid, but we wondering if this was possible. My friends name has been changed for the sake of privacy.
me:we need some kind of awesome combo
me:that uses two chars
Anon:Sr
Anon:uhhhh a dwarf dwarf and a troll with crossbow?
me:AND THE DWARF IS THE AMMO. BRILLANT
Anon:yes
me:Who is a mage
me:A crazed mage
me:And has touch of death or something
me:No but we need something seriously awesome
me:like a human with high luck buffed by an Awesome Face mage
me:idk
Anon:dwarf in Heavy milspec PAUNCH!!!
Anon:OR LAAUNCHH!!!!!
me:Give him arcane arrester
me:and some really good armor or somethin g
Anon:SUPER DWARF NO MAGIC LAUNCH
me:Ooooh
me:Dorf Adept
Anon:LOLZ
me:Now you can do falacon punch
me:Wats the ablity called, causes explosions on contact
Anon:YEZZZZ
me:its adept
Anon:UUUHHHHH
Anon:HMM
Anon:LETZ ZE
Anon:UMMM COULD IT BE A ALCHEMIC PROCCESS
Anon:LULZ
Sent at 9:26 PM on Wednesday
me:K, does the adept have some kinda of invul bullets. Seems to be the biggest weakness
me:anti bullets
me:some way to counter guns
Anon:HHHMMMMM HE COULD HAVE A MAGE CAST ARMOR ON HAS ARMOR
me:True, anything else you can dig up? Also collation/throwing rules improvised weapons. LOOK DEM UP
Anon:OOOHHH GERE WE GO
Anon:MISSILE PARRY
Anon:MYSTIC ARMOR
Anon:KILLING HANDS
Anon:CRITICAL STRIKE
me::D
Anon:ATTRIBUTE BOOST
Anon:IMPROVED ATTRIBUTE; STRENGTH
Anon:IMPROVED ABILITY
Anon:GREAT LEAP
Anon:IMPROVED PHYSICAL ATTRIBUTE
Anon:LULZ
Anon:TAKES BOW
Anon:THANKYOU THANK YOU
Anon:!!!LOL
me:Maybe we can make a dorf capult
Anon:THATS WAT I WAZ THINKIN
me:"We need infliatrate, bring in the DORF CAPAPULT"
Anon:SIR DO YOU THINK THATS WISE?
me:Its the only option we get cap't
Anon:WE COULD KILL LITTLE CHILDREN AND CIVILIANS SIR
Anon:*SNIFF SNIFF*
me:Its for the greater good
Anon:I WAZ ORPAHANED LONG AGO *GOES RAMBLING ON IN !SPARTA MADNESS! ABOUT CHILDHOOD*
Anon:LULZ
me:Anon, look up improvised throwing weapons
Anon:K
me:sounds like the best rule to look for on what we are doing
Anon:
Metahuman Body ;(Unarmed Combat) 1 (BOD/2)S +2
Anon:REACH; DMG; AP
Anon:IN THAT ORDER
me:For throwing?
me:wait a fucking moment, SR covers dorf throwing in the book?
Anon:HMM DOS'NT SAY I THINK ITS JUST MELEE WEAPON
Anon:IT MIGHT BE GM'S DECISION
me:oh shi-
Anon:WA
Anon:?!
Anon:YOU ENCOUNTERED A WILD oh shi-
me:did you look up improvise weapon?
Anon:ya
me:hmm
me:Throwing improvise?
Anon:uh its probly in arsenal
me:Try all splatbooks. I dont got them on me
me:probaly
me:knowing that
Anon:there is a throwing weapons table but i can't find it
me:does it do weight?
Anon:success!!!!
me::D
me:give me some numbers when ready
Anon:RANGE: (STR-BOD/2)
Anon:DMG:(BOD)S
Anon:STUN
Anon:THATS IT
Anon:LOLZ
me:repeat
me:I turned off smilies
me: :D
Anon:LOLZ NOW STOP!!!!!!!
me:DMG+BOD STUN?
Anon:NO BOD IS DMG
me:wheres the damage from?
me:Ok
me:So you need a really good body
me:probaly mac
me:*max
Anon:THE ITEMS BOD=DMG
me:how does range work?
me:also wat we should do http://media.ugoto.com/pictures/dwarf_catapult-889.jpg
Anon:OPERATORS STR-ITEMS BOD
Anon:STR-BOD
Anon:DIVIDED BY 2
me:minus?
Anon:YEP
me:Lets see max str for a troll, max bod for a dwarf... Whats the range cap't
Anon:MAX STR IS 15
Anon:MAX BOD IS 7
Anon:SO 12 METERS
me:hmmm
Anon:not good enough
me:yep
Anon:troll adept
me:oooh
Anon:improved phys atribute
Anon:max
me:GO TEAM ADEPT
Anon:MAX OWNAGE
me:Hmm wat does that put it nao?
Anon:uh the im phys att is a dice roll of magic + rating
Anon:so max magic?
Anon:and as high of a rating you can get it?
me:doesnt troll get better starting str then that?
Anon:no 15 max
Anon:or 17+ if you throw in a cyber arm'
Anon:or adept
Anon:lolz
me:we need to post this on dumpshock and ask them
me:I'll use my account
Anon:ahhh gotto go ill IM you tomorrow; dumpshok yes
me:k
tl;dr: We want to make a metahuman catapult and we need to figure out the best way too
It may seem quite dumb the whole conversation but its comedy gold. Could SR support these characters as good options combat wise. I know this sounds increbililely cheesey, but this is most for fun u'know. Also if you guys feel like it share your ridicolous characters you know that your GM would not approve. Thanks DP.
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Makki
post May 27 2010, 06:47 AM
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Fomori-Ghoul: 10 base str, 22 Str augmented maximum
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The Jopp
post May 27 2010, 06:51 AM
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Power Throw Rating 4
Restricted Gear: Syprathyroid Gland
Restricted Gear: Muscle Augmentation
Second Hand: Syprathyroid Gland
Second Hand: Muscle Augmentation 4
Changeling II - Metagenic Improvement Strength
Max Strength 16

Essence 4,20
Magic 6 (4)

Troll Thrower adds +8 STR for calculating throwing range and damage.

Effective Throwing Strength at Chargen 24
Add Missile Mastery and a throwign dagger does 14 stun or physical. Random object does 12 Stun or Physical.

Will be a bit hard to squeeze in point wise, add In Debt at 30 to chosen organization (for the ware).
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Neraph
post May 27 2010, 06:54 AM
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Already done.
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Oehler the Black
post May 27 2010, 07:54 AM
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QUOTE (Neraph @ May 27 2010, 01:54 AM) *

(IMG:style_emoticons/default/rotfl.gif)
It's in The Other Game too.
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Stahlseele
post May 27 2010, 08:57 AM
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QUOTE (Makki @ May 27 2010, 08:47 AM) *
Fomori-Ghoul: 10 base str, 22 Str augmented maximum

And now show me ware than can boost strength by 12 points.
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Makki
post May 27 2010, 09:31 AM
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QUOTE (Stahlseele @ May 27 2010, 10:57 AM) *
And now show me ware than can boost strength by 12 points.


i was wrong, Fomori has Body enhancement. but the cyclops ghoul has 9 base str.

+5 with 4*10+25 BP
+4 muscle augmentation
+1 Syprathyroid Gland
+2 Kamikaze/Nitro
=20 Str

or

cyclops ghoul 9 base str
+4 with 4*10 BP
+4 muscle augmentation
genetic enhancement Str
Exceptional attribute Str
+6 K-10
=23 Str
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The Jopp
post May 27 2010, 10:49 AM
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Ok, let’s just look at options and ware here to se what insane contraption of a troll we can get.

1: Troll (STR 8 / BOD 10 / AGI 5)
2: Restricted Gear: Cyberlimbs
3: Restricted Gear: Cyberlimb Enhancements
4: Second Hand Cyberware
5: Max STR

Second Hand Gear
SyntheticCyberlimb Second hand: Availability: 3 (All base stats of 3)
Synthetic Cybertorso (no need for any add-ons here)
Customized Limb (STR) +12: Availability -1 (11)
Customized Limb (AGI): +2 Availability -1 (1)
Customized Limb (BOD): +6 Availability -1 (5)
3+11+1+5= 20 (Within Availability of 20)

Cyberlimb Enhancement: STR+7 = Availability X3-1 =21-1 (Equals Availability of 20)
The troll is an adept with missile mastery, Power Throw 2 (+4 STR) and Improved Reflexes 1.

Summary
Cyberlimb Strength: 22
Power Throw: +4

Final Strength of 26
Damage with a throwing knife: 15 physical or stun.
Throw a rock with a power of 13P or 13S.
And then we redline the bloody limb...kills the thrower though...
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Stahlseele
post May 27 2010, 11:28 AM
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You mean, something like this?
http://farm4.static.flickr.com/3135/228272...e97bda604_o.jpg
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The Jopp
post May 27 2010, 11:46 AM
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QUOTE (Stahlseele @ May 27 2010, 12:28 PM) *


Very much so.

After a bit of tweaking I got it to 16P with a throwing knife and 14P with a brick.

Missile mastery is highly useful as one can choose to do Stun damage with a throwing knife or brick.

If he decideds to suicide we redline the arm to a damage code of 50P with basically anything and 52P with a throwing knife.

Then he dies in the next combat turn as he must resist 44S with a body of 10...
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Mäx
post May 27 2010, 02:46 PM
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QUOTE (The Jopp @ May 27 2010, 01:46 PM) *
Very much so.

After a bit of tweaking I got it to 16P with a throwing knife and 14P with a brick.

Trowing a tomahawk would give you 17P.
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darthmord
post May 27 2010, 05:21 PM
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QUOTE (The Jopp @ May 27 2010, 07:46 AM) *
Very much so.

After a bit of tweaking I got it to 16P with a throwing knife and 14P with a brick.

Missile mastery is highly useful as one can choose to do Stun damage with a throwing knife or brick.

If he decideds to suicide we redline the arm to a damage code of 50P with basically anything and 52P with a throwing knife.

Then he dies in the next combat turn as he must resist 44S with a body of 10...


Burn a point of Edge for a critical success (+4 Hits beyond what you need to achieve success).

Redline & Live. (IMG:style_emoticons/default/cyber.gif)
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Stahlseele
post May 27 2010, 05:30 PM
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Do the same with the actual throwing.
If it's 4 successes more than you need, then it's another +4 damage too
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Udoshi
post May 27 2010, 05:43 PM
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Hm. Okay. BEHOLD! FLINGMASTER


Karmagen, anniversary costs, German karmagen.
Free Spirit: 250
Initiatory Group: 5
Initiation grade 6: 101, at a 20% discount, round up, each grade calculated seperately: (normally 132 (13+16+19+22+25+28))
Force 12: 375 (15+20+25+30+35+40+45+50+55+60, spirits start at force 2)
5: Spell, Levitate.
Spellcasting 2 (Manipulation +2): 10
Ritual Spellcasting 1
Spirit power: Movement(For using on the people you're Levitating)
Initiation metamagic: sympathetic linking
= 750
So...we're force 12, which means magic 12 and edge 12, and other attributes at 12. We may overcast at force 24(double magic), and roll 24 dice to resist drain(willpower+attribute, both of which are 12.) When using Movement, the subject goes twelve times as fast, unless it has a body of 13-24, in which case it goes six times as fast.

I am going to buy hits, because I do not want to do probability math. Yes, a better result could be achieved by going Force 11, and maxing out Spellcasting, but I like whole numbers.
on Magic(12) + Spellcasting(2), with Levitate(+2 manipulation), we get 16 dice, or 4 hits.
Rolling willpower(12)+othermentalattribute(12) for Drain Resistance, we get 24 dice, or 6 hits, meaning we can pretty reliably soak 6 drain.
Levitate has a Drain Code of Force/2+1, meaning a force Ten Levitate has a drain of 6.
The maximum weight we may levitate is 200 kilograms(440 pounds) per Spellcasting Hit(4 hits, so thats nearly a metric ton at 800KG/1763.69LB)
We may Levitate things along at Force(10) x Spellcasting Hits(4) per turn, or 40 meters per Turn(which is 3 seconds)
We use Movement on the person being Levitated increasing their speed by Force, or twelve times forty meters, for 480 meters every 3 seconds. That's 160 meters per second.
For comparison, Mach 1 is 340 meters per second at sea level. This spirit may casually levitate things at half the speed of sound.
So, to super-sonic fling someone, all we need to do is either double the Force(20), double the spellcasting hits(8-9), or somewhere in the middle


Additionally: Casting a Ritual Spell(4a 185:): Ritual spellcasting is carried out in the same manner as spellcasting except that the ritual requires twelve hours, minus the leader's Magic(minimum one hour). With a Sympathetic Link, we don't need a Spotter, and a Recently Handled Object is -6 to the test(SM29). With the ability to materialize anywhere, grab someone's coffeecup, and ritual it up for an hour, this spirit can potentially fling not just dwarves, but any dwarf on the earth around, almost at will. Or light cars, for that matter.

Dare you guys to do better.
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Stahlseele
post May 27 2010, 05:54 PM
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i still hate that magic can do anything better ._.
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Dr.Rockso
post May 27 2010, 05:58 PM
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QUOTE (Stahlseele @ May 27 2010, 12:54 PM) *
i still hate that magic can do anything better ._.

Such is the nature of magic, i suppose. But we still have FABIII (IMG:style_emoticons/default/devil.gif)
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Daddy's Litt...
post May 27 2010, 06:15 PM
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Reading the original post, they need to have string in 6 inch lengths that are guarenteed to kill house hold pests.
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The Jopp
post May 27 2010, 07:30 PM
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QUOTE (Udoshi @ May 27 2010, 06:43 PM) *
Hm. Okay. BEHOLD! FLINGMASTER

Dare you guys to do better.


In my defense I would say that your character is not exactly the run of the mill starting character - mine is ^__^.

He's also a combat biker with killing hands and martial arts in boxing with maneuver: Throwing

Close combat STR of 22 and does 11P with killing hands.

He's only got AGI 5 and Boxing of 4 but rolls about 15D6 when on full defense and if he wins he would make a STR+Unarmed VS STR+Unarmed.

Here's a thought, would the adept power Power Throw apply to that test as he actually attempts to throw the target - and the ability adds STR to distance and power of throw.
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Stahlseele
post May 27 2010, 08:21 PM
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But of course. You could even apply it to thrown grenades . .
Knock someone out with the grenade and have him killed by the explosion at ground zero afterwards ^^
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The Jopp
post May 27 2010, 08:43 PM
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QUOTE (Stahlseele @ May 27 2010, 09:21 PM) *
But of course. You could even apply it to thrown grenades . .
Knock someone out with the grenade and have him killed by the explosion at ground zero afterwards ^^


Of course - but I prefer to insult my target by killing them with a tomato or a fistful of cabbage.
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Udoshi
post May 27 2010, 08:44 PM
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QUOTE (The Jopp @ May 27 2010, 12:30 PM) *
In my defense I would say that your character is not exactly the run of the mill starting character - mine is ^__^.


Granted, and you're absolutely right about that. My character totally wouldn't fly in a regular game.

.... well, actually it -would- fly.

... but It'd just be so useless at everything else, you're better off rolling a different character.
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Stahlseele
post May 27 2010, 08:50 PM
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Well, okay, one COULD argue that since the thrown metahuman does damage based on the thrown body instead of the throwers strength, power throw won't help . .
but then i counter with: "IT'S MAGIC!"
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Tymeaus Jalynsfe...
post May 28 2010, 01:47 AM
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QUOTE (The Jopp @ May 27 2010, 12:51 AM) *
Power Throw Rating 4
Restricted Gear: Syprathyroid Gland
Restricted Gear: Muscle Augmentation
Second Hand: Syprathyroid Gland
Second Hand: Muscle Augmentation 4
Changeling II - Metagenic Improvement Strength
Max Strength 16

Essence 4,20
Magic 6 (4)

Troll Thrower adds +8 STR for calculating throwing range and damage.

Effective Throwing Strength at Chargen 24
Add Missile Mastery and a throwign dagger does 14 stun or physical. Random object does 12 Stun or Physical.

Will be a bit hard to squeeze in point wise, add In Debt at 30 to chosen organization (for the ware).


Power Throw maxes out at 3 Levels...

Keep the Faith
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Tymeaus Jalynsfe...
post May 28 2010, 01:50 AM
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QUOTE (Udoshi @ May 27 2010, 11:43 AM) *
Hm. Okay. BEHOLD! FLINGMASTER


Karmagen, anniversary costs, German karmagen.
Free Spirit: 250
Initiatory Group: 5
Initiation grade 6: 101, at a 20% discount, round up, each grade calculated seperately: (normally 132 (13+16+19+22+25+28))
Force 12: 375 (15+20+25+30+35+40+45+50+55+60, spirits start at force 2)
5: Spell, Levitate.
Spellcasting 2 (Manipulation +2): 10
Ritual Spellcasting 1
Spirit power: Movement(For using on the people you're Levitating)
Initiation metamagic: sympathetic linking
= 750
So...we're force 12, which means magic 12 and edge 12, and other attributes at 12. We may overcast at force 24(double magic), and roll 24 dice to resist drain(willpower+attribute, both of which are 12.) When using Movement, the subject goes twelve times as fast, unless it has a body of 13-24, in which case it goes six times as fast.

I am going to buy hits, because I do not want to do probability math. Yes, a better result could be achieved by going Force 11, and maxing out Spellcasting, but I like whole numbers.
on Magic(12) + Spellcasting(2), with Levitate(+2 manipulation), we get 16 dice, or 4 hits.
Rolling willpower(12)+othermentalattribute(12) for Drain Resistance, we get 24 dice, or 6 hits, meaning we can pretty reliably soak 6 drain.
Levitate has a Drain Code of Force/2+1, meaning a force Ten Levitate has a drain of 6.
The maximum weight we may levitate is 200 kilograms(440 pounds) per Spellcasting Hit(4 hits, so thats nearly a metric ton at 800KG/1763.69LB)
We may Levitate things along at Force(10) x Spellcasting Hits(4) per turn, or 40 meters per Turn(which is 3 seconds)
We use Movement on the person being Levitated increasing their speed by Force, or twelve times forty meters, for 480 meters every 3 seconds. That's 160 meters per second.
For comparison, Mach 1 is 340 meters per second at sea level. This spirit may casually levitate things at half the speed of sound.
So, to super-sonic fling someone, all we need to do is either double the Force(20), double the spellcasting hits(8-9), or somewhere in the middle


Additionally: Casting a Ritual Spell(4a 185:): Ritual spellcasting is carried out in the same manner as spellcasting except that the ritual requires twelve hours, minus the leader's Magic(minimum one hour). With a Sympathetic Link, we don't need a Spotter, and a Recently Handled Object is -6 to the test(SM29). With the ability to materialize anywhere, grab someone's coffeecup, and ritual it up for an hour, this spirit can potentially fling not just dwarves, but any dwarf on the earth around, almost at will. Or light cars, for that matter.

Dare you guys to do better.



Minor Nitpick... when your Free Spirit is Materialized, his stats are at 2, not 12, as he has not put any points into his Stats (Which all start at 2)... A Free Spirit MUST raise his stats independantly of his Force...

Just Sayin'

Keep the Faith
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Udoshi
post May 28 2010, 02:11 AM
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QUOTE (Tymeaus Jalynsfein @ May 27 2010, 06:50 PM) *
Minor Nitpick... when your Free Spirit is Materialized, his stats are at 2, not 12, as he has not put any points into his Stats (Which all start at 2)... A Free Spirit MUST raise his stats independantly of his Force...

Just Sayin'

Keep the Faith


No, Force is used as the attribute for all Spirits. (Regular Spirits get their F+X statblocks on the astral)
Free spirits are no different. Their Force rating is both the minimum and maximum and for all their attributes, including Magic and Edge. His stats are not 'at 2' they 'start at 2'... and get increased along with force.
Unlike Regular Spirits, there is only the force.(there is no death, either)
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