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> This should NOT be possible!, Can Someone Confirm this?
Joker9125
post Aug 31 2004, 03:19 AM
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Hey all I Just made a horse shaman sorcer adept with 2 grades of initation and the movement power as a starting character that can reach speeds of 520m/ct Its been awhile since I played shadowrun so I could be wrong but heres how I did it.

125 bp

Race
Night one elf

Cash 650K

Magic Aspected Magician

Attributes 22

Active Skills 16

Edges/Flaws
Aptitude>Athletics +4
Toughness +3
Bonus Attribute point QUICK +2
Computer Illiterate -3
Allergy uncommon mild Hellhounds -2
Amnesia lvl 1 -2
Implusive -2

Attributes
BOD 4 (5 with toughness)
QCK 7 ( +2 Race, +5 Bioware 14)
STR 3 (+1 Bio 4)
CHR 1 (+2 Race 3)
INT 3
WIL 5

Skills
Athletics Running 5/7
Sorcery Spellcasting 5/7
Etiquette 2

Cyberware
Synthetic cyberfoot X 2 Alpha (.56 Essence)
Cyberskates

BioWare
Muscle Toner 4 (1.6 Bio index)
Suprathyroid gland (1.4 Bio Index)
Synaptic Accell 2 (1.0 Bio Index)
Enhanced Articulation (0.6 Bio Index)
Trauma Dampener (0.4 Bio Index)
Reflex Recorder specific skill>running (0.1 Bio Index)

I bought 2 Grades of initation with SP to gain the metamagics Sielding and Movement and a magic rating of 4 then I spent spent 25K on an extra spellpoint so I could get a lvl 4 Stunbolt

Heres how my math came out. Making an athletics test against a TN of 3(Base of 4. 3 for aptitude) With reflex rec and enhanced artic adding 2 Dice to my skill leavign me with 9 dice for the test. I think every 2 successes increases your quickness by 1 for the purpose of running. So with the Ideal 9 successes or +4 Quickness that bumps my quickness to 18. Now times that by 6 for using the cyberskates with comes out at 108 m/ct Now times 108 by 5 for using the movement power and it coes out to 520 m/ct. Does anyone know how to convert that to MPH?

And i still have around 100K left
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Ancient History
post Aug 31 2004, 03:24 AM
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No, this is not possible because building point generation methods suck and you can't start out as an initiate anywho. :P

Allergic to HELLHOUNDS? Why not just put "Allergic to Napalm" while you're at it?
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Necro Tech
post Aug 31 2004, 03:28 AM
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Well, not as such.

1.) Your Att Bp's are way off. I stat = 2 Bp. Should be 44.
2.) You skills are a little off. You have 16 pts in skills so 16 BP.

There goes the money aspect so no cyber/bio. The rest looks legal though some Gm's don't allow iniation as a starting character.
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Kagetenshi
post Aug 31 2004, 03:30 AM
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How on earth are you getting Night One as 30 BP? 10+5=15 last time I checked…

~J
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ShadowGhost
post Aug 31 2004, 03:36 AM
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Don't forget that Bioware cannot raise attributes above the racial maximum, which for an elf is 11.
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Dice
post Aug 31 2004, 03:38 AM
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QUOTE (Joker9125)
Hey all I Just made a horse shaman sorcer adept with 2 grades of initation and the movement power as a starting character that can reach speeds of 520m/ct

Pah...

Still subsonic, try harder :D

Still 388mph isn't bad
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Joker9125
post Aug 31 2004, 03:41 AM
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Woah the fourm went wacky on me while posting this. ill go back and edit the origional.
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Kanada Ten
post Aug 31 2004, 03:45 AM
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And what's the problem with this?
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Joker9125
post Aug 31 2004, 03:48 AM
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QUOTE
Don't forget that Bioware cannot raise attributes above the racial maximum, which for an elf is 11.


Shouldnt it be 12 for a night one?

QUOTE
And what's the problem with this?


Its way to superhuman but you just know im gonna be using it in the next run im in.

Sorry about the BP errors due to typos i just took the out of the proof read version.
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Joker9125
post Aug 31 2004, 03:51 AM
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QUOTE (Ancient History)
No, this is not possible because building point generation methods suck and you can't start out as an initiate anywho. :P

Allergic to HELLHOUNDS? Why not just put "Allergic to Napalm" while you're at it?


You apparently have never met my GM I can assure you with a flaw like this ill be facing one at least every other run.

QUOTE
p. 16 SR Comp ... under Ressources ... As usual: GM's discretion.


Dont have my books with me but from what ive recently read in here I think you can.
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mfb
post Aug 31 2004, 03:52 AM
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bioware still can't raise an attribute above its attribute maximum. for a night elf, that's 12. bonus attribute point doesn't change that, but exceptional attribute can bring it up to 13. you can also only take 1 point of bonus attribute point.
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Kanada Ten
post Aug 31 2004, 03:52 AM
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Have you read the Horse shaman description? There are several spirits that grant the Movement power as well, so I don't understand the "ohh this is so uber" thought becuase they can use the Movement power on anyone (and even vehicles though it works differently). It seems like you made a weak one trick pony, honestly.
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Joker9125
post Aug 31 2004, 03:57 AM
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Never said he was Uber I can make much better combat oriented types but a character that fast is still pretty cool. Now if i really wanted to make him fast I would make him a conjurer and let his spirits use movement while hes using his own. Does the movement power stack like this?

Ok I toned the muscle toner down to lvl 3 and took the exceptional attribute edge QCK and pacisifist flaw. Leaving him with a quickness of 13 and a final max speed of 510 m/ct. How exactly do you convert this to MPH?

This post has been edited by Joker9125: Aug 31 2004, 04:07 AM
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Dice
post Aug 31 2004, 04:04 AM
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QUOTE (mfb)
bioware still can't raise an attribute above its attribute maximum. for a night elf, that's 12.

Still works out to 480m/turn, or 360mph

And to answer the 'how do you convert m/turn to mph' question the poster asked, a turn is 3 seconds long, there are 20 turns per minute, and 60 minutes an hour. So multiply m/turn by 1200 to get metres per hour, then divide by 1600 to convert metres to miles...

This can be simplified further as 1200/1600 = 3/4, so your speed in mph is 0.75 times your speed in metres per turn.

If you want kph then by the same process you get a multiplier of 1.2 instead of 0.75

480 * 0.75 = 360mph
480 * 1.2 = 576kph
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Necro Tech
post Aug 31 2004, 04:17 AM
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Max quickness is 14. 6 + bonus atrribute 1 + 2 for race = 9 X 1.5 (round up) = 14.

No, movement powers don't stack. Just use highest rated one. Go speed racer.
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Dashifen
post Aug 31 2004, 04:49 AM
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QUOTE (Kanada Ten)
Have you read the Horse shaman description? <snip> It seems like you made a weak one trick pony, honestly.

a one trick pony horse shaman. HA! :wobble:
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Kurukami
post Aug 31 2004, 04:53 AM
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QUOTE (ShadowGhost @ Aug 31 2004, 03:36 AM)
Don't forget that Bioware cannot raise attributes above the racial maximum, which for an elf is 11.

That's a new one for me. Link?

(edit) Nevermind, found the reference in the FAQ. Of course, every game I've played in has treated that little tidbit like a line from Pirates of the Caribbean -- "They're more like guidelines than actual rules."
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The White Dwarf
post Aug 31 2004, 05:10 AM
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The maximum attributes have 2 parts, Racial Modified Limit, and Attribute Maximum.

For a Night One, the Racial Modified Limit is 8. The Attribute Maximum is 12.

Bonus Attribute Point doesnt change either of those values, it just lets you exceed the first one at character creation. Exceptional Attribute does increase it, to 9 and 14 respectivly.

Just to clarify the terminology people are using.

As far as movment speed, SR has very crappy consistency in what movement rates are and arent possible due to it being designed around game system movment and not reality. Magic and technology do crazy things a lot, possible or not Ive seen similar beofre and it wouldnt surprise me. Course running fast doesnt really let you run the shadows any better... unless you screw up and have to run away...
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xizor
post Aug 31 2004, 05:16 AM
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in wich case you are going a lot faster than most cars :grinbig:
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JaronK
post Aug 31 2004, 05:21 AM
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So, I've heard it's possible to break the sound barrier with adepts, but never seen it done. How do you do that?

JaronK
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FrostyNSO
post Aug 31 2004, 05:28 AM
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Um, the adept would probably sooner be ripped apart by his own wind resistance.
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Siege
post Aug 31 2004, 05:40 AM
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You forget, wind resistance and a good portion of physics doesn't exist in the canon rules. :grinbig:

-Siege
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Young Freud
post Aug 31 2004, 05:46 AM
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On a side note, but doesn't bioware still remove points of Magic, even though it's not directly effecting Essence?
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mfb
post Aug 31 2004, 05:52 AM
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yes. you lose magic equal to 1/2 your bio index.
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FrostyNSO
post Aug 31 2004, 05:52 AM
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Is there a "stop on a dime" and "precision turning" adept power?
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