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May 23 2004, 11:43 PM
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#26
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Moving Target ![]() ![]() Group: Members Posts: 606 Joined: 17-December 03 Member No.: 5,909 |
Ill see what i can munch up
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May 24 2004, 01:43 AM
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#27
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Moving Target ![]() ![]() Group: Members Posts: 360 Joined: 24-May 04 Member No.: 6,354 |
Here's a really quick one done on the spur of the moment, totally from memory, and not really munched out beyond his primary focus (to snag the other munchkins as his loyal minions). Added solely for completeness.
Dwarven Face & Raven Shamanist Priorities: Resources A, Magic B, Attributes C, Race D, Skills E Attributes: Body 3, Quickness 4, Strength 3, Charisma 6, Intelligence 6, Willpower 6. Magic 6, Reaction 5, Initiative 1D6(4D6), Combat Pool 8, Spell Pool 6. Active Skills: Conjuring 4 (Summoning 6), Etiquette 6, Negotiations 6, Pistols 1 (Ares Viper Slivergun 3), Sorcery 4 (Spellcasting 6), Stealth 3. Knowledge Skills: Acting 5 (Improvisation 7), Psychology 5 (Social Engineering 7). 18 more points to taste. Spells: Armor 6 (Fetish for Drain), Control Thoughts 6 (Fetish for Drain), Heal 6 (Fetish for Drain), Improved Invisibility 6 (Fetish for Drain), Improved Reflexes 3D6 1 (Fetish for Cost), Influence 6 (Fetish for Drain), Mind Probe 6 (Exclusive for Cost and Fetish for Drain). All other spells at Force 2 (Exclusive for cost). Contacts: Level 3 x4 (the four best munchkins presented here as bodyguards; one cyber, one adept, two magicians), Level 2 x10 (assorted), Level 1 x2. Resources: High Lifestyle (1 month prepaid), Low Lifestyle Safehouses (1 month prepaid, x5), Tres Chic Clothing, Secure Long Coat, Pocket Secretary, Basic DocWagon Contract (1 year prepaid), Fake ID (Rating 6), Ares Viper Slivergun in Concealed Holster, Force 1 Sustaining Focus (bound), Fetishes. Miscellaneous items to taste. |
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May 24 2004, 02:09 AM
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#28
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Yep, right on schedule - Zazen called it. At least you actually gave stats and gear for your Face, and put a bit of effort into it.
But still... the "four best munchkins presented here" would be a bad choice for bodyguards. I would want a nice, stable, professional working for me as a bodyguard. Trying to get four munchkins to do anything would be like herding cats. Not to mention all of the trouble you would get into when they started back-talking to the Yakuza boss, shooting up the Dunkin' Donuts because they were out of the blueberry frosted ones, etc. They wouldn't even be that loyal, level 3 contacts or not, since munchkins tend to shoot their "best buddies" for things like being too slow to pass the salt, or being unwise enough to mention that they have a high-powered spell focus (ka-ching!). |
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May 24 2004, 03:35 AM
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#29
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Moving Target ![]() ![]() Group: Members Posts: 606 Joined: 17-December 03 Member No.: 5,909 |
Ok here is my munchy mage
If we are going solely by the SR3 rulebook then focus addiction dosent apply Using the priority system Resources A (1,000,000 :nuyen: ) Magic B (aspected magician) Attributes C (24) Race D (Dwarf) Skills E (27) Body 4 (10 with sustained spell) Quickness 4 (10 with sustained spell) Stregnth 3 Charisma 4 Intilligence 6 Willpower 7 Reaction 5 (8 with sustained spell) INI Dice 1(4 with sustained spell) Secure Clothing Ball. - 3 Imp. - 0 Secure Jacket Ball. - 5 Imp - 3 Total Armor Ball. - 6(12 with sustained spell) Imp. - 3(9 with sustained spell) Stunball [06] (If everyones knocked out killing them wolnt be a problem) Increased Attribute (B) [06] Increased Attribute (Q) [06] Armor [06] Incr. Reflexes +3INI DIE [01] Increased Reaction [03] Sustaining Focus 6->Increase Body Sustaining Focus 6->Increase Quickness Sustaining Focus 6->Armor Sustaining Focus 1->+3 INI Sustaining Focus 3->Increase reaction And that still leaves you with 296,000 :nuyen: to blow on whatever you want EDIT: Math might be a little off. Yea i bought spell points |
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May 25 2004, 04:55 AM
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#30
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Okay, here's one from me. He's "balanced" - he can roll a 20-dice melee attack, or a 20-dice manabolt. :D
Here is the breakdown: A: Resources B: Magic (Sorcerer) C: Attributes D: Race (Ork) E: Skills Glaive (Tom Byron), Ork Sorcerer (Shamanic/Gator Totem) Attributes - Body: 4 Quickness: 5 Strength: 8 Charisma: 1 Intelligence: 3 Willpower: 6 Essence: 6 Magic: 6 Reaction: 4 Initiative: 4 + 1d6 (4d6) Combat Pool: 7 Spell Pool: 5 Karma Pool: 1 Active Skills - Etiquette: 2 Intimidation: 1 Sorcery/Spellcasting: 5/7 Staff-Polearm/Polearm: 5/7 Stealth: 5 Unarmed Combat: 6 Knowledge Skills - (Languages) English/Cityspeak: 3/5 Read/Write: 1/- (Other Skills) Corporate Politics: 1 Low-class Dives: 3 Magical Background: 4 Paranormal Critters/Urban: 1/3 Thrash Bands: 1 Underworld Politics: 2 Spells - Manabolt: 6 Heal (E): 4(6) Increase Reflexes +3: 1 Bonded Magical Foci - Weapon Focus (Polearm): 6 Sustaining Focus: 1 (Increase Reflexes +3) Contacts - Fixer (Level 1) Talismonger (Level 1) Lifestyles: 1 Low (1 Month) and 1 Squatter (Bolthole/1 Month). Credstick Balance: 3d6 x 100 Nuyen. Gear - Magic: Shamanic Lodge (Rating: 6), 4 Force: 6 Expendable Combat Foci. Weapons: Shock Glove. Armor/Clothing: Secure Jacket, Ordinary Clothing (x 5), Real Leather Clothing (x 2). Other Gear: 2 Large Duffel Bags (of 100 Nuyen cost each), Medkit with 2 Refills, Earplug Phone, Pager, 1 Antidote: 6 Slap Patch, Survival Kit, Ration Bars (10 Days), Pocket Flashlight, Telecom (10 Mp) with Disposable Printer. So, what would I consider the min-maxed, non-munchkin version? I would lower Strength to 6 and raise Charisma to 3, raising Etiquette to 3 for the same skill point cost, and take Negotiation: 1 instead of Intimidation: 1. I would also take a sword instead of a polearm - something that can be hidden under a long coat in an emergency, rather than a cumbersome weapon that will present a lot of problems whenever he tries to take it certain places. This would also lower the cost in both Nuyen and spell points, letting me get a slightly less bare-bones spell allocation, and maybe still have enough money left for things like a basic DocWagon Contract, a Rating: 3 Fake ID, or an extra Contact or two. Of course, it depends on the campaign. If the GM ran a campaign where the PCs toted around heavy weapons without raising any eyebrows and the opposition was ultra-tough, I would probably want to play the "munchkin" version, just to survive. On the other hand, if the GM was trying to do a campaign of street-level runners just starting out, even the min-maxed version would be too much. **Edited to change skills - had Intimidation/Physical: 1/3, forgetting that it would be 3 points for him, not 2. So I gave it to him at 1 and raised Stealth by 1, instead.** |
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May 25 2004, 04:07 PM
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#31
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Moving Target ![]() ![]() Group: Members Posts: 403 Joined: 26-February 02 From: Kill Em All Member No.: 2,018 |
Sorry. I work for a private security firm and have been slightly too busy to finish number crunching the Rigger Munch.
Basically though, Resource A VCR standard, datajack, and lots of drones with shotguns or LMGs, and a 5/7 remote skill for the paired drone... a high reaction, 4 init dice, and all drones fire on the same phase. |
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May 26 2004, 01:13 AM
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#32
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Moving Target ![]() ![]() Group: Members Posts: 665 Joined: 20-November 03 Member No.: 5,834 |
Bah, you people are completely missing the point of munching your characters. You have to squeeeeeeze the rules into submission. Let's see somebody tweaking the weapons and vehicle creation rules here to create Godlike War Machines, and where's our magician with Create Orichalcum?
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May 26 2004, 01:16 AM
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#33
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Moving Target ![]() ![]() Group: Members Posts: 360 Joined: 24-May 04 Member No.: 6,354 |
Talk about missing the point. :) The point of the thread is to use only the core rulebook, not any of the optional supplements.
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May 26 2004, 05:50 AM
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#34
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Here's another sad creation from me, once again illustrating the munchkin tendency to take things a bit too far. See, you can actually make a decent speed sammie with the basic book (nowhere near the boosted: 3/reaction enhancer: 6/synaptic accelerator: 2/muscle toner: 4/enhanced articulation monster you can make with Man & Machine, but still nice). Take Wired Reflexes: 2 with a reflex trigger, alphaware, and add Reaction Enhancer: 6. You have (assuming 6 Quickness and Intelligence) 16 + 3d6 inititative.
This lets you go before anyone but the most freakishly enhanced or end-of-level-boss-type NPCs, and you will do awesomely on surprise tests. You will do very well in your role of getting the drop on the opposition. And the best part of that cyber setup is that, even after adding alphaware cybereyes, smartlink, and datajack, you still have nearly a point of Essense left to customize the character with. Do you want a cybercam? Low-end skillwires? You have all kinds of options. But that's not enough for a munchkin. So how fast can we really go? Take Wired Reflexes: 3, then add Reaction Enhancer: 4, alphaware. This brings your Essense down to 0.04, and costs 980,000. You have no cybereyes, and not even a smartlink. Heaven help anyone who taps you on the shoulder when you aren't expecting it. However, your Initiative is now 16 + 4d6. Here he is, in all of his broken glory. The name Twitch has already been used in the book, so we'll call him... Glitch. Breakdown A: Resources B: Attributes C: Race (Elf) D: Skills E: Magic Glitch, Male Elven Speed Sammie Attributes - Body: 6 Quickness: 7 Strength: 3 Charisma: 3 Intelligence: 5 Willpower: 6 Essence: 0.04 Magic: 0 Reaction: 6(16) Initiative: 16 + 4d6 Combat Pool: 9 Total Karma: 0 Good Karma: 0 Karma Pool: 1 Active Skills - Assault Rifles/AK-97: 5/7 Bike: 3 Etiquette: 2 Pistols/Remington Roomsweeper: 5/7 Stealth: 4 Throwing Weapons: 6 Knowledge Skills - (Languages) English/Cityspeak: 5/7 R/W: 2/- (Other Skills) Corporate Politics: 2 Corporate Security: 5 Elven Thrash Bands: 2 Gang Identification/Go-Gangs: 3/5 Seattle Black Market: 4 Seattle Night Life: 4 Underworld Politics: 4 Cyberware - Reaction Enhancer: 4 (Alphaware) Wired Reflexes: 3 Contacts - Fixer (Level 1) Street Doc (Level 1) Lifestyle: 1 Low (1 Month prepaid). Credstick Balance: 3d6 x 100 Nuyen. Gear - DocWagon Contract: Basic (1 Year). Weapons: >> AK97 with Laser Sight, Gas-Vent III, Shock Pad, 260 EX Explosive and 120 Tracer Rounds of Ammo, and 4 spare Clips. >> Remington Roomsweeper with 80 Shot and 80 Gel Rounds, Concealable Holster. >> 20 HE Offensive and 10 Gas (Neurostun VII) Grenades. Armor/Clothing: Secure Jacket, Secure Vest, Real Leathers (x 2), Small Riot Shield, Ordinary Clothing (x 10), Fine Clothing (x 1). Other Gear: Duffel Bag (of 100 Nuyen cost each), Wrist Phone with Flip-up Screen, Pager, Medkit with 1 Refill, Survival Kit, Ration Bars (10 Days), Wire Clippers, Metal Restraints (x 2), Pocket Flashlight, Musical Playback Unit with Quad Speakers and 12 Disks, Telecom (5 Mp). |
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