In Theory..., munckiny what ifs... |
In Theory..., munckiny what ifs... |
May 27 2010, 05:14 AM
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#1
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Target Group: Members Posts: 56 Joined: 14-September 09 From: Somewhere Member No.: 17,636 |
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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May 27 2010, 06:47 AM
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#2
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
Fomori-Ghoul: 10 base str, 22 Str augmented maximum
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May 27 2010, 06:51 AM
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#3
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
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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May 27 2010, 06:54 AM
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#4
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Great Dragon Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 |
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May 27 2010, 07:54 AM
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#5
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Target Group: Members Posts: 61 Joined: 24-January 10 From: Lurking about the Lagrange 5 point. Member No.: 18,070 |
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May 27 2010, 08:57 AM
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#6
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
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May 27 2010, 09:31 AM
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#7
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
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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May 27 2010, 10:49 AM
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#8
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
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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May 27 2010, 11:28 AM
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#9
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
You mean, something like this?
http://farm4.static.flickr.com/3135/228272...e97bda604_o.jpg |
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May 27 2010, 11:46 AM
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#10
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
You mean, something like this? http://farm4.static.flickr.com/3135/228272...e97bda604_o.jpg 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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May 27 2010, 02:46 PM
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#11
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
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May 27 2010, 05:21 PM
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#12
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Running Target Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 |
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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May 27 2010, 05:30 PM
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#13
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
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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May 27 2010, 05:43 PM
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#14
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Runner Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 |
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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May 27 2010, 05:54 PM
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#15
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
i still hate that magic can do anything better ._.
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May 27 2010, 05:58 PM
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#16
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Moving Target Group: Members Posts: 583 Joined: 6-November 09 From: MTL Member No.: 17,849 |
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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May 27 2010, 06:15 PM
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#17
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Moving Target Group: Members Posts: 976 Joined: 16-September 04 From: Near my daughters, Lansdale PA Member No.: 6,668 |
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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May 27 2010, 07:30 PM
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#18
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
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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May 27 2010, 08:21 PM
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#19
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
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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May 27 2010, 08:43 PM
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#20
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
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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May 27 2010, 08:44 PM
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#21
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Runner Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 |
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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May 27 2010, 08:50 PM
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#22
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
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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May 28 2010, 01:47 AM
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#23
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
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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May 28 2010, 01:50 AM
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#24
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
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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May 28 2010, 02:11 AM
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#25
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Runner Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 |
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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