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> "Special Player Characters", For the crazy Powergamer in all of us :)
The Wrestling Tr...
post Jul 23 2012, 01:27 PM
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Hi there!

I made this thread to see some new ideas about how to make "crazy" chars that actually work and are playable but are borderline rulebending freaks (IMG:style_emoticons/default/smile.gif)
The chars posted don't need to be fully planned out with every stat etc. I'm more interested in the "idea"!

Here are some examples of chars I came up with and want to play at some time (as long as the GM doesn't send me to the looney bin first (IMG:style_emoticons/default/nyahnyah.gif) )

Cyberpornomancer (please excuse me for this crazy idea, it started as a joke at our table but soon we realized that it would actually work ....)
The idea behind this is making a Pornomancer Troll that has a high Body rating. He doesn't need to have 40 dices in Con but just enough dices to keep the upper hand in arguments and get what he wants. After that you give him a chemical gland with external release (Spray) filled with Narcojet or something similar and a penile implant. If the has a Body of 10 he could actually squirt narcojet 10m and after seducing people you could just knock em out (IMG:style_emoticons/default/nyahnyah.gif)

The armless fighter
This idea came up during one of our sessions when someone lost an arm. A normal streetsam would need to replace his arm with cyberware or grow a new one. But what about mages? Having Close combat specialisation high enough with Magic 6 and the spell magic fingers could end in some funny situations!
If you have for example Skill 5 in Close combat +2 Specialization and you could actually cast a Force 12 with 12 hits Magic fingers skill you could pummel foes from afar with 12 strenght and 12 agi. Resulting in a dice pool of 12+5+2 (-2 for magic fingers) = 17 dices. combine this with magic fingers + shock gloves and you will have a lot of fun as a mage (IMG:style_emoticons/default/smile.gif)

The Pyro Goblin
Since Goblins are fire immune, why shouldn't he run around with a flamethrower? Burn the house to the ground and rise from the ashes since fire can bite your hairy goblin arse (IMG:style_emoticons/default/wink.gif)


The Cybermage Warrior
In this Idea we have a mage that uses touch based spells and has a cyberarm with grappling hand. Allowing him to touch people over a large distance (as I can remember about 30m with grappling hand). Since the flying hand is connected to the body with a cable, the mage would be able to use touch based spells and cast them at insane Force because he suffers almost no Drain. Combine that with a Dwarf char and Cerebral Booster 3 (willpower + logic as drainstat) for extra fun (IMG:style_emoticons/default/smile.gif)

Do you got similar ideas? Can't wait to read the combined madness of the dumbshock people (IMG:style_emoticons/default/smile.gif)
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Makki
post Jul 23 2012, 01:42 PM
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QUOTE (The Wrestling Troll @ Jul 23 2012, 03:27 PM) *
The Pyro Goblin
Since Goblins are fire immune, why shouldn't he run around with a flamethrower? Burn the house to the ground and rise from the ashes since fire can bite your hairy goblin arse (IMG:style_emoticons/default/wink.gif)


I thought about this a while ago. He's actually not immune. He only has Hardened Armor against Fire of Magic x2 and since Fire is elemental, it reduces armor buy 1/2. So with a Magic of 6, he is only immune to fire with a DV less than 7. Not much...

The armless fighter could also be quadriplegic.



What I want to play at some point: The Flash. Haven't figured out yet, how to be insanely fast without having to summon double digit spirits for Movement power. The goal is to break the sound barrier with a successful sprinting test.
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The Wrestling Tr...
post Jul 23 2012, 01:58 PM
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QUOTE (Makki @ Jul 23 2012, 02:42 PM) *
I thought about this a while ago. He's actually not immune. He only has Hardened Armor against Fire of Magic x2 and since Fire is elemental, it reduces armor buy 1/2. So with a Magic of 6, he is only immune to fire with a DV less than 7. Not much...

The armless fighter could also be quadriplegic.



What I want to play at some point: The Flash. Haven't figured out yet, how to be insanely fast without having to summon double digit spirits for Movement power. The goal is to break the sound barrier with a successful sprinting test.


But shouldn't immunity to fire work similar to fire protection? meaning that you get the FULL bonus to defend yourself without adding the 1/2 armor ? Would be pointless otherwise (IMG:style_emoticons/default/nyahnyah.gif)

Well you could always just get some cyberfeet with skimmer discs, you're not going to break the sound barrier but running around with about 100m/turn is still fun (IMG:style_emoticons/default/nyahnyah.gif) (that without having to add magic and spirits to it) Troll have movement rate of 35. Now you make a Running test (running + strenght, each hit adds 2 meters). Lets say for example you've got 8 strenght and 5 Running skill and you roll a perfect 13 dices out of 13 skill. That adds 26 meters per turn giving you a speed of 61 meters per Turn. Skimmer discs now double that movement rate and you would end up with 122 meters per turn or 40 meters per second or in another format 146km/h speed (IMG:style_emoticons/default/smile.gif)

EDIT:
Troll base movement Rate 35
Skimmer discs x2 (70)
Running test +26 (96)
Force 10 Spirit x10 movement speed (960m/turn)

960 /3 = 320 x 60 x60 / 1000 = 1152 km/h
So you're almost able to run faster than the sound barrier which would be 1240km/h
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bannockburn
post Jul 23 2012, 02:09 PM
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QUOTE (Makki @ Jul 23 2012, 03:42 PM) *
What I want to play at some point: The Flash. Haven't figured out yet, how to be insanely fast without having to summon double digit spirits for Movement power. The goal is to break the sound barrier with a successful sprinting test.


This has become really difficult (IMG:style_emoticons/default/smile.gif)
The best you can achieve on a starting character without movement power is about 142kp/h with maxed strength on a surged troll mystic adept and some ware (bought successes based on a 28 dice pool in running). So, no breaking the sound barrier until he's able to summon at least a rating 9 spirit (IMG:style_emoticons/default/smile.gif)
Respectable, but no cookie (IMG:style_emoticons/default/frown.gif)
Edit: Forgot skimmer disks, inserted inline skates, so there we go, to 185kp/h and only a F7 spirit would be needed. (IMG:style_emoticons/default/smile.gif)

Compared to the freaked up night one mystic adept (horse totem ^^) who could run more than mach 1 at start of play and a LOT more later on ... well. (IMG:style_emoticons/default/biggrin.gif)
OTOH, a plugged leak is a plugged leak (IMG:style_emoticons/default/biggrin.gif)
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CeeJay
post Jul 23 2012, 02:10 PM
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QUOTE (Makki @ Jul 23 2012, 03:42 PM) *
What I want to play at some point: The Flash. Haven't figured out yet, how to be insanely fast without having to summon double digit spirits for Movement power. The goal is to break the sound barrier with a successful sprinting test.

Start with a surged centaur having celerity and satyr legs. (IMG:style_emoticons/default/grinbig.gif) Give him 4 cyberfeet with skimmer disks and you are looking at a running speed of 450 m /turn without sprinting... Double that via movement power and you've almost reached supersonic speed.

Based on Ancient History's concept of a Gunsel Karcist, I would like to play a 6-armed Nartaki with 6 cyberarms, giving control of all his arms to pilot-upgraded smartguns...

-CJ
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bannockburn
post Jul 23 2012, 02:12 PM
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Centaur's with satyr legs are SO cheesy. I know it's RAW, but this bonus should already be included (IMG:style_emoticons/default/frown.gif)
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The Wrestling Tr...
post Jul 23 2012, 02:14 PM
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QUOTE (CeeJay @ Jul 23 2012, 03:10 PM) *
Start with a surged centaur having celerity and satyr legs. (IMG:style_emoticons/default/grinbig.gif) Give him 4 cyberfeet with skimmer disks and you are looking at a running speed of 450 m /turn without sprinting... Double that via movement power and you've almost reached supersonic speed.

Based on Ancient History's concept of a Gunsel Karcist, I would like to play a 6-armed Nartaki with 6 cyberarms, giving control of all his arms to pilot-upgraded smartguns...

-CJ


Don't forget to add a cyberimplant Horn that works like the modular cyberplugin "Jackhammer" for extra Cyberunicorn ramming fun (IMG:style_emoticons/default/smile.gif)

Edits: Ideas like that are the reason I love such threads and char ideas (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif)
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Blade
post Jul 23 2012, 02:16 PM
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One that popped up this week-end: an adept with "Enthralling Performance (Infiltration)"

"Look at that ninja! He's so stealthy!"
"Wow! he's so well hidden that I can't see him!"
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The Wrestling Tr...
post Jul 23 2012, 02:19 PM
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Another fun idea would be an retired cyberinterrogater from the army.

Old grumpy man with customized cyberarms that has a modular "tool kit" integrated with a lot lot lot of dices on intimidation specialization physical torture.
Not really powergaming stuff, but would make a very funny char with a lot of fluff and RP posibilities
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The Wrestling Tr...
post Jul 23 2012, 02:35 PM
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Another powergaming idea would be "The Magehunter"

The idea behind this is making a mage that has a very high skill in sniper rifles and using the biggest sniper rifle he can find. After that you need to initiate and learn the anchoring metamagic.

Now you can bind a force 12 fireball to a bullet. (very karma intensive, would cost 12 Karma for just one bullet for a one time use) But I want to see the enemy that can evade a sniperrifle with lots of dices, 8P damage (+ nethits) with APDS ammunition for -8 Armor and an additional Force 12 Fireball punch added to the damage (IMG:style_emoticons/default/smile.gif)
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Jeremiah Kraye
post Jul 23 2012, 03:09 PM
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QUOTE (The Wrestling Troll @ Jul 23 2012, 02:35 PM) *
Another powergaming idea would be "The Magehunter"

The idea behind this is making a mage that has a very high skill in sniper rifles and using the biggest sniper rifle he can find. After that you need to initiate and learn the anchoring metamagic.

Now you can bind a force 12 fireball to a bullet. (very karma intensive, would cost 12 Karma for just one bullet for a one time use) But I want to see the enemy that can evade a sniperrifle with lots of dices, 8P damage (+ nethits) with APDS ammunition for -8 Armor and an additional Force 12 Fireball punch added to the damage (IMG:style_emoticons/default/smile.gif)



Even at 12 karma... If it means one shot one kill I'd carry that sucker around.

Has anyone found a good karma to nuyen conversion cost? IE If I wanted to find an enchanted bullet like the above what would a mage of said skill charge for a single round?
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Stahlseele
post Jul 23 2012, 03:18 PM
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@Wrestling Troll:
Ultimate Mundane Climber.
A Troll that CLIMBS faster than most people run and some vehicles drive.
Also can't fall even if all of his 45 dice for climbing come up 1.

Sonic the Hedge-Pixie. Super-Sonic Pixie.

This one spawned the Pixie-Puncher Adept that can punch out Cyborgs.

Bear-Walks-Through-Walls. A Bear/Troll-Shifter modded only for tearing stuff down.

Brick. The Tank-Troll with more Armor on him than most vehicles have.



Also, COMPLETELY NUTS and OUTSIDE THE RULES. There is my Binky.
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The Wrestling Tr...
post Jul 23 2012, 04:14 PM
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QUOTE (Jeremiah Kraye @ Jul 23 2012, 04:09 PM) *
Even at 12 karma... If it means one shot one kill I'd carry that sucker around.

Has anyone found a good karma to nuyen conversion cost? IE If I wanted to find an enchanted bullet like the above what would a mage of said skill charge for a single round?


Well if I would be the GM i would at least charge between 10'000 - 20'000 Yen per Karma point if you want to buy that bullet (IMG:style_emoticons/default/smile.gif)
But it would be a worthwhile investment, since it could be the one thing that helps you to survive a nasty enemy

Explanation for the high cost:
Normal mages have a magic attribute of around 3-4 and you need someone that has AT LEAST 6 magic. This makes the whole thing very rare to find. Also the powerfull mage needs to have learned anchoring metamagic AND be crazy enough to offer such a service, since he has to deal with the drain of a Force 12 fireball to bind it to the bullet.
I'd imagine that maybe 10-15 mages around the world would offer such a service and it would be VERY expensive!
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Halinn
post Jul 23 2012, 04:22 PM
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Could be a way for a PC mage (free spirit, perhaps?) to do karma to cash. If it's actually a free spirit, work on trading that newfound wealth back to karma at a better rate with some cybersamurai or the like.
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Stahlseele
post Jul 23 2012, 04:45 PM
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You can't bind spells to bullets. Full Stop.
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Jeremiah Kraye
post Jul 23 2012, 04:50 PM
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You're no fun... DM FIAT (IMG:style_emoticons/default/nyahnyah.gif)

Actually I think it would be a cool plot point if nothing else.
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The Wrestling Tr...
post Jul 23 2012, 09:05 PM
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QUOTE (Stahlseele @ Jul 23 2012, 05:45 PM) *
You can't bind spells to bullets. Full Stop.


Well by RAW it is actually possible to bind a spell to a bullet with anchoring metamagic, as long as the bullet is used as a construct for the anchored spell's focus formula (IMG:style_emoticons/default/smile.gif)

Trigger would be: "Contact with any other aura than the owner (or owners Team)" resulting in releasing the spell when it hits the enemy (IMG:style_emoticons/default/smile.gif)
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Tymeaus Jalynsfe...
post Jul 23 2012, 10:26 PM
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QUOTE (The Wrestling Troll @ Jul 23 2012, 02:05 PM) *
Well by RAW it is actually possible to bind a spell to a bullet with anchoring metamagic, as long as the bullet is used as a construct for the anchored spell's focus formula (IMG:style_emoticons/default/smile.gif)

Trigger would be: "Contact with any other aura than the owner (or owners Team)" resulting in releasing the spell when it hits the enemy (IMG:style_emoticons/default/smile.gif)


Or destruction of the Spell Anchor when it is fired and it deforms in the barrel. (IMG:style_emoticons/default/smile.gif)
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Udoshi
post Jul 23 2012, 10:34 PM
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QUOTE (Makki @ Jul 23 2012, 06:42 AM) *
What I want to play at some point: The Flash. Haven't figured out yet, how to be insanely fast without having to summon double digit spirits for Movement power. The goal is to break the sound barrier with a successful sprinting test.


I have! Rollerskates, Celerity, raptor cyberlegs if they stack, also Troll movement speed.

It reminds me of a similiar idea! the TROLLERSKATERS, a street gang full of goblinized humans! They only have a few rules! You gotta be FAST, UGLY, and Awakened(adepts usually) and have a mean attitude!
They're basically a standard motorbike gang in action, except with a different visual appearance.... and being able to keep up with cars on foot. Especially if one of their rarer members sends a spirit with Movement to help a squad out.

QUOTE (The Wrestling Troll @ Jul 23 2012, 06:27 AM) *
Hi
The Pyro Goblin
Since Goblins are fire immune, why shouldn't he run around with a flamethrower? Burn the house to the ground and rise from the ashes since fire can bite your hairy goblin arse (IMG:style_emoticons/default/wink.gif)


Actually, Hell Hounds have Fire Immunity too, and the rules/cost/availability for buying them are in Running Wild. Now he can ride into battle on his trusty dog!
Also worth noting, Adepts can get an Elemental Armor power in Digital Grimoire. It's not great, but it can help against fire damage - especially since Goblins are vampire variants, and can boost their magic spontaneously when they feed by pumping essence into it - a goblin adept would increase his own base armor from Fire Immunity and get extra power points at the same time.


QUOTE (CeeJay @ Jul 23 2012, 07:10 AM) *
Based on Ancient History's concept of a Gunsel Karcist, I would like to play a 6-armed Nartaki with 6 cyberarms, giving control of all his arms to pilot-upgraded smartguns...


I've statted this as an experiment before, only I did it as an Adept with a point of ware to get ALL the things that give bonuses to individual tests, not dice pool.
Turns out that when you drop 7-8 dice per gun, AFTER the split and firing twice per gun per pass, you can basically get rid of a defender's entire dodge pool. Even if they're on full defense.
Also 6 or 7 is the magic minimum number of members you need to support a rating 4 tacnet, and its possible to make each individual gun contribute enough channels to count by itself.


QUOTE (The Wrestling Troll @ Jul 23 2012, 07:35 AM) *
Now you can bind a force 12 fireball to a bullet. (very karma intensive, would cost 12 Karma for just one bullet for a one time use) But I want to see the enemy that can evade a sniperrifle with lots of dices, 8P damage (+ nethits) with APDS ammunition for -8 Armor and an additional Force 12 Fireball punch added to the damage (IMG:style_emoticons/default/smile.gif)


A possession based tradition using Archery can do this better, by the way.
Possession raises the rating of applicable stats of the possessed item, so a possession mage can replicate Old Trollbow somewhat by bumping up his bow's rating beyond 8 - but its also tricky because under the current rules you need to do it on the bow AND the arrows too.
Still. Even a watcher spirit in an arrow can be used to shoot spirits with, which is hilariously unexpected because Ranged Weapons Can't Be Magical.(usually)
It also doesn't cost karma.
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Shortstraw
post Jul 23 2012, 11:42 PM
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Blind Sniper without drones/cameras etc.
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Modular Man
post Jul 24 2012, 12:35 AM
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QUOTE (Shortstraw @ Jul 24 2012, 01:42 AM) *
Blind Sniper without drones/cameras etc.

Go adept and it is entirely possible (IMG:style_emoticons/default/smile.gif)
Maybe unrealistic, but that would hardly happen for the first or last time.
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Shortstraw
post Jul 24 2012, 12:45 AM
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The reactions of my group were funny after I fired my first shot.
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Yerameyahu
post Jul 24 2012, 01:02 AM
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QUOTE
Even a watcher spirit in an arrow can be used to shoot spirits with, which is hilariously unexpected because Ranged Weapons Can't Be Magical.(usually)
It's not clear that this works. They never bothered to publish the rules for dual-natured objects and their interactions with… anything.
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Neraph
post Jul 24 2012, 07:12 AM
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QUOTE (The Wrestling Troll @ Jul 23 2012, 08:58 AM) *
But shouldn't immunity to fire work similar to fire protection? meaning that you get the FULL bonus to defend yourself without adding the 1/2 armor ? Would be pointless otherwise (IMG:style_emoticons/default/nyahnyah.gif)

"Should be" and "RAW" are two vastly different things sometimes.
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The Jopp
post Jul 24 2012, 12:18 PM
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QUOTE (Stahlseele @ Jul 23 2012, 05:45 PM) *
You can't bind spells to bullets. Full Stop.


But you can do it with arrows.

Trollbow shamanic adept with a bound ex-explosive arrow loaded with a fireball.
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