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> Non shiva-arms trollBow, I felt bad about the Uber Troll Bow topic, so here's a better one&
longbowrocks
post Apr 5 2011, 03:19 AM
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QUOTE (ggodo @ Apr 4 2011, 04:24 PM) *
Been watching that, just know that it's far less fair to you guys if binky comes out than is hexasuppression shows up. Hex at least needs to reload.

Don't worry, we're developing countermeasures against Binky. Now I just need to build a countermeasure against those countermeasures... Can I have 10k BP?

Lol.
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ggodo
post Apr 5 2011, 06:05 AM
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QUOTE (longbowrocks @ Apr 4 2011, 08:19 PM) *
Don't worry, we're developing countermeasures against Binky. Now I just need to build a countermeasure against those countermeasures... Can I have 10k BP?

Lol.

No.
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Ramorta
post Apr 5 2011, 03:05 PM
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QUOTE (longbowrocks @ Apr 4 2011, 11:19 PM) *
Don't worry, we're developing countermeasures against Binky. Now I just need to build a countermeasure against those countermeasures... Can I have 10k BP?

Lol.


Force 12 control thoughts. (IMG:style_emoticons/default/excl.gif)
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longbowrocks
post Apr 5 2011, 04:54 PM
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QUOTE (Ramorta @ Apr 5 2011, 07:05 AM) *
Force 12 control thoughts. (IMG:style_emoticons/default/excl.gif)

Yeah, at this point its kind of a OKO world out there. Hopefully I get first initiative.
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longbowrocks
post Apr 5 2011, 05:01 PM
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Actually, I just read that the natural max for any of a free spirit's is equal to their magic rating. Unfortunately, it costs karma to initiate, so that can only be done after I've used up my BP and started the game. Is there any way around this?
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ggodo
post Apr 5 2011, 06:40 PM
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Karmagen, but for the sake of the rest of the party's sanity it never leaves this board.
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longbowrocks
post Apr 5 2011, 07:19 PM
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Aw, foiled on two fronts. Isn't KarmaGen a house rule sorta thing though?

Also, it looks like running isn't a complex action. It's a free action, and imposes penalties while moving.
Sprinting is a simple action that allows me to roll my run dice on top of running.
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Yerameyahu
post Apr 5 2011, 08:18 PM
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Everything about Free Spirits is pretty much house rules, because it requires them to make any of it functional.
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Tymeaus Jalynsfe...
post Apr 5 2011, 08:20 PM
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QUOTE (Yerameyahu @ Apr 5 2011, 02:18 PM) *
Everything about Free Spirits is pretty much house rules, because it requires them to make any of it functional.

Functional is in the Eye of the Beholder, Yerameyahu... Free Spirits are functional using the basic rules in Runner's Companion, they are just not POWERFUL by those rules.
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longbowrocks
post Apr 6 2011, 01:08 AM
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I recall a few people disliking the troll archer because destroying tanks with arrows is unrealistic. I finally took the opportunity to read up a bit on the magic system in shadowrun, and I believe I have a build they will like even more.

Night begins to fall, and the MET2000 assault team is growing tired. They retreat to their encampment, comforted by the knowledge that no one would dare take on the monstrosity keeping watch over them: a fully decked out Aztechnology Cuanmitztli with 36 body and 30 armor. Well, no one except a troll with a bow, too much 'ware, and access to military grade software. Then again, what are the chances of encountering one of those in the middle of the Bogota rainforest? Suddenly, a creature bursts out of the jungle and rushes the tank! The entire camp watches, speechless, as the troll adept shoves his hand through the tank's armor and rips out its control system. The troll retreats before anyone can react, too cool a guy to look at the exploding tank behind him. The commander on site kneels to the ground in tears; "Damn you trolls! Damn you all to power gaming hell!"
There's no limit on critical strike, and it costs 0.25 per level.
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Draco18s
post Apr 6 2011, 01:29 AM
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QUOTE (longbowrocks @ Apr 5 2011, 09:08 PM) *
There's no limit on critical strike, and it costs 0.25 per level.


Ranks = Magic. (IMG:style_emoticons/default/wink.gif)
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longbowrocks
post Apr 6 2011, 01:39 AM
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Do you mean ranks take magic? Because I can't find anything about the upper limit for ranks being equal to my magic score, even in the post-errata book.

By "no limit" I meant that you could invest all 6 power points to get 24 ranks in critical strike, and THEN you could initiate.
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Glyph
post Apr 6 2011, 01:45 AM
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Nope. To quote the relevant rule, "The maximum level an adept may have in any power is equal to the adept's Magic Attribute." So you could start out with a maximum of 6 levels in critical strike if you had a Magic of 6. But there is also the smashing blow power, which doubles an adept's base DV against static barriers, so there are still canon characters who can at least punch through doors and walls.
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longbowrocks
post Apr 6 2011, 01:50 AM
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Searching... Where is that? I could use some help.
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longbowrocks
post Apr 6 2011, 01:50 AM
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The rule I mean. Not smashing blow.
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longbowrocks
post Apr 6 2011, 01:53 AM
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Oh. It was just in a weird spot. Still, you could get 14 DV on unarmed with a little finagling.
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longbowrocks
post Apr 6 2011, 02:05 AM
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Actually, this rule is arguably limited to mystic adepts. It may seem like a stretch (okay, it IS a stretch, but I'm almost finished writing this now, so I might as well post), but that entire paragraph builds on a distinction between normal adepts, and adepts that use spells.
Adepts:
"Characters who take the Adept quality during character creation get a number of Power Points equal to their Magic attribute. Additional Power Points can be gained by increasing the character’s Magic attribute through the expenditure of Karma (1 Power point per Magic point)." And that's all that is said about PP in that section.
Mystic Adepts:
"Every point of Magic invested in mana-based abilities grants the character one point to use with Magic-based skills. For all other purposes, including the determination of the maximum level for adept powers, the character’s full Magic attribute is used. Such a character will not have as many adept powers as most other adepts, nor will they be able to cast spells with the same skill as true magicians. Mystic adepts may use their adept powers normally."

Ugh, I feel like I butchered that section, but they really should be clearer. Thanks for the Smashing tip though! (IMG:style_emoticons/default/grinbig.gif)
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longbowrocks
post Apr 6 2011, 02:12 AM
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Turn and turn about. I should read the rules more completely before posting: I found it.
"The maximum level an adept may have in any power is equal to the adept’s Magic attribute."
Still, that means my above post was right (oddly enough).
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Yerameyahu
post Apr 6 2011, 02:52 AM
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Was that a quintuple post? I'm glad you're here, longbowrocks. (IMG:style_emoticons/default/smile.gif) The forum was getting boring.
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longbowrocks
post Apr 6 2011, 02:58 AM
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Thank you.
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Yerameyahu
post Apr 6 2011, 03:03 AM
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I mean, you seriously are hitting the greatest hits (golden oldies?) of unclear/abusable rules questions, but that's okay. If you build an unarmed adept to break tanks, that's just cool. Unarmed has serious drawbacks and *style*.
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longbowrocks
post Apr 6 2011, 03:23 AM
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Yeah, I thought of playing a troll tank with no weapons skill. His offense would be to shove the butt of a 0 RC minigun into someone's stomach and fire a full burst. Then I realized that the rules for taking stun damage from wielding heavy weapons were just optional material from Arsenal. Optional material that DID NOT work the way I thought it did.
Anyway, I've noticed a few of these ideas have come up before.
  • Dual wielding TrollBow.
  • MRSI TrollBow.
  • Use sniper rifles instead of assault cannons because the snipers are so much less prohibitive for the same/even more perks.
  • Binky, of course.
  • Troll tank, which I haven't posted yet, because I've finally realized that almost everyone here has seen these things many times before.

But unarmed tank killer? I thought that one was new.
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Yerameyahu
post Apr 6 2011, 03:27 AM
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Well, IIRC, you only take that stun damage if you don't brace guns that should be, or if you're not a big strong troll.

Nah, that's your basic unarmed adept. Next stop for you, btw, is Throwing Mastery master. You'll skip the 'pornomancer', tour the Command-Rigger-Technomancer exhibit, and then cleanse your palate with the multicast/DP-mod-abuse mage (also known as… 'any SR4 mage'). Thus prepared, you'll be ready for rigger-adept-pixie-in-a-motorcycle-mecha. Ugh. Er, I mean… Enjoy. (IMG:style_emoticons/default/biggrin.gif)
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Draco18s
post Apr 6 2011, 03:55 AM
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QUOTE (Glyph @ Apr 5 2011, 09:45 PM) *
Nope. To quote the relevant rule, "The maximum level an adept may have in any power is equal to the adept's Magic Attribute." So you could start out with a maximum of 6 levels in critical strike if you had a Magic of 6. But there is also the smashing blow power, which doubles an adept's base DV against static barriers, so there are still canon characters who can at least punch through doors and walls.


You're on your way to making Bear Who Walks Through Walls.
I don't recall how high his damage vs. barriers was, but it was high enough that (even with the melee attack = complex action RAW rule that some people don't like) he could dig through reinforced concrete as fast as a human's walking speed (assuming a 1m x 1m hole).

Troll Bearshifter Adept with Smashing Blow and Critical Strike and tons and tons of strength.
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longbowrocks
post Apr 6 2011, 04:14 AM
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QUOTE (Yerameyahu @ Apr 5 2011, 08:27 PM) *
Well, IIRC, you only take that stun damage if you don't brace guns that should be, or if you're not a big strong troll.

Nah, that's your basic unarmed adept. Next stop for you, btw, is Throwing Mastery master. You'll skip the 'pornomancer', tour the Command-Rigger-Technomancer exhibit, and then cleanse your palate with the multicast/DP-mod-abuse mage (also known as… 'any SR4 mage'). Thus prepared, you'll be ready for rigger-adept-pixie-in-a-motorcycle-mecha. Ugh. Er, I mean… Enjoy. (IMG:style_emoticons/default/biggrin.gif)

1) I cracked up reading this. Seriously, IMMD.

2) That was pretty much the plan: I wasn't interested in a pornomancer, since he had zero potential in proper fights; I already made a street samurai who uses guns; I've never seen anything like the technomancer, so I wanted to do that next unless a hacker would do the job better; mages would be my last resort since I was never a fan of the whole big showy fire blast deal; after all that, I might know where the advantages were in "rigger-adept-pixie-in-a-motorcycle-mecha".

3) I saw that you could ready a large number of throwing weapons per round, but damage wise, and actually throwing them, they seemed to be a waste of time. Did I miss something?
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