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> Need an Adept Power, One Magic point left..
Shockwave_IIc
post Mar 19 2004, 08:01 PM
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Thats right folks, i can't find enough powers for a character idea (See Strange things do happen).

So far i have
lvl 4 Improved Athletics
lvl 4 Great Leap
lvl 4 FreeFall
lvl 4 Mystic armour (helps with falls, besides he can fight in hth)
Costing 5 points.

So ok, the idea is that he doesn't know he's an adept, he puts alot of what he can do down to being on an arenalin rush (from his music) and the cyber he has (hence no lvl 6 athletics). The only thing that is a little high is his freefall. I was wanting a Running power, but no such thing exsist :( .

I'm wanting to stay away from pure combat powers..

I could just lose the point but i was hoping for other ideas...
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Backgammon
post Mar 19 2004, 08:05 PM
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Geasa the whole lot (geasa: listening to music) and buy boosted reflexes lv1
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Fahr
post Mar 19 2004, 08:09 PM
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Improved Physical Attribute -> quickness at 2 levels...

or
Imp. sense: direction sense - works for a distance runner...
pain resistance -> runners hurt themselves sometimes when they run... would make sense if he wants to keep going after an injury... also matches with his Adrenaline beliefs...

or
maybe temperature tolerance... for those Manhattan winter marathos ;)

-Mike R
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spotlite
post Mar 19 2004, 08:13 PM
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What about combat sense? If it only works when he's 'rushing' it would make perfect sense, as he becomes more aware of his surroundings etc.
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Kagetenshi
post Mar 19 2004, 08:25 PM
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Traceless Walk and L2 Imp. Stealth.

~J
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Grey
post Mar 19 2004, 08:26 PM
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QUOTE (Kagetenshi)
Traceless Walk and L2 Imp. Stealth.

~J

Thats what I would go with.
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Fahr
post Mar 19 2004, 08:29 PM
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while I don't disagree with the usefulness of those powers...

they don't sound like something a regular athlete or marathon or distance runner would have... why would he need to be sealthy, or walk without trace in a marathon...

that was why I didn't point those out...

-Mike R.
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Kagetenshi
post Mar 19 2004, 08:39 PM
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Traceless Walk would be invaluable for a long-distance runner. Mud can be really nasty on some routes.

As for stealth, it's a power that, while it doesn't exactly go with the concept, also doesn't go against it, which was better that I could say for anything else I could come up with.

~J
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Rev
post Mar 19 2004, 08:39 PM
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Yea, improved quickness is the running power. You could likely get a gm to agree to a cheaper limited version of it for fewer points though. Improved running (+1q for running, 0.25 power points).

Of course by the rules I think it is pretty much imposible to run a marathon. :)
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A Clockwork Lime
post Mar 19 2004, 08:40 PM
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Improved Attribute: Body 2 for the endurance tests you'll need to make, or Boosted Attribute: Quickness 4 for a quick burst of speed for sprinting.
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Shockwave_IIc
post Mar 19 2004, 08:43 PM
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QUOTE (Grey @ Mar 19 2004, 08:26 PM)
QUOTE (Kagetenshi @ Mar 19 2004, 12:25 PM)
Traceless Walk and L2 Imp. Stealth.

~J

Thats what I would go with.

Would like but it doesn't quite fit.

I also thought combat sense as well, just a little too combat based. The pain resistance i also thought of but desided on high pain tolerance at 2 lvl vs stun.

And although improved quickness would make him run faster, due to toner his quickness is 7 as is.

But Kage keep that up you might just convince me.

Side note: A Le Parkour style Athlete.

[EDIT] Imp Balance...
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Shockwave_IIc
post Mar 19 2004, 08:49 PM
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QUOTE (A Clockwork Lime)
Improved Attribute: Body 2 for the endurance tests you'll need to make, or Boosted Attribute: Quickness 4 for a quick burst of speed for sprinting.

Actually that fatigue test use's atheltics....

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Jason Farlander
post Mar 19 2004, 09:04 PM
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I've always thought there should be an enhanced running ability (and no, improved quickness is not improved running in the same way that its not great leap). Perhaps you could do it the exact same way that great leap works, except apply it to running tests (.25 per level, +1 die/+1Quickness for running tests per level). It ends up being somewhat bland and less useful for the cost than great leap is, IMO.

A more unique approach I've been toying with making available to players is this: .5 per level, +1 die/+1 running multiplier per level. Thoughts?
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A Clockwork Lime
post Mar 19 2004, 09:12 PM
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QUOTE (Shockwave_IIc @ Mar 19 2004, 02:49 PM)
Actually that fatigue test use's atheltics....

...which you have to make every (one-half Body, rounded up) Turns. Thus Body +2 gives you an extra Turn between each test.
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Crimson Jack
post Mar 19 2004, 09:20 PM
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If your character is great in hth, I would invest in Counter Strike. That's just plain nasty when some poor slot tries to put one on your chin and you return with a deadly volley of fists everytime. That power is great.
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Shockwave_IIc
post Mar 19 2004, 09:22 PM
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Well he's got unarmed 6 and polearms 6 (wanted Kung-fu but alas im well tight on skill points.. :( ) But i might drop them down a bit.
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Crimson Jack
post Mar 19 2004, 09:25 PM
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If you're going to take Unarmed at 6, you should max out Counter Strike. Have him goad people into taking a swing at him. You should clean their clocks more times than not.
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Drain Brain
post Mar 19 2004, 11:33 PM
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QUOTE (Shockwave_IIc)
So ok, the idea is that he doesn't know he's an adept, he puts alot of what he can do down to being on an arenalin rush (from his music) and the cyber he has (hence no lvl 6 athletics). The only thing that is a little high is his freefall. I was wanting a Running power, but no such thing exsist :( .

Excuse me if I'm being a retard or something, but even if he only has a little in the way of cyber (and assuming he's a starting character) then his maximum potential magic attribute would be 5, neh? And that's what you've spent (according to your first post - I don't have the books handy to check the math).
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Shockwave_IIc
post Mar 19 2004, 11:35 PM
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Geas'd...


Or will be.
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Drain Brain
post Mar 19 2004, 11:51 PM
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Ah right - the music thing in the other thread - DNI walkman! I see where you're going (and you'll probably meet the duracell bunny when you get there) but I was always of the impression that a Geas was something you submitted yourself to - something intentional. I wouldn't really apply it to a character who didn't know he was an adept. Could be just me though - that's a point for individual interpretation.
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Large Mike
post Mar 20 2004, 01:49 AM
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A geas is an even better idea when it's unintentional, in my opinion, because it reflects the way that a) the character thinks about magic or b) what really gets their motor running.

btw, I would recommend mystic armor, because most people have a fairly good idea of how high they can jump or how much a given fall is going to hurt, but most people think they're tougher than they actually are, and so mystic armor wouldn't strike the curious-bone quite as hard.
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fionn
post Jul 13 2005, 07:35 PM
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I know this is slightly off topic, but what are the rules for jumping, I lost my SR COmp. I think its silly that they weren;t in the SR core.
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fionn
post Jul 13 2005, 07:33 PM
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Forget having a chip player Dni for the music. Stream it off the matrix wirelessly
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Nikoli
post Jul 13 2005, 07:55 PM
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Sota '64. has an improved running ability, adds 1 to the Quick for puposes for determining run speed, works with athletics. Oh, and gliding is what gets you across mud, not traceless walk. TW just means the poor slob behind you won't know you lost a show in the goop.
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Apathy
post Jul 13 2005, 08:50 PM
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Depending on the interpretation of how Traceless Walk works, it might reduce the pounding abuse that runner's feet take.
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