Enhanced Movement Spell, Moving like hell |
Enhanced Movement Spell, Moving like hell |
Apr 21 2005, 02:17 PM
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#1
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Target Group: Members Posts: 25 Joined: 24-January 05 Member No.: 7,012 |
In SR2 my adepts(and samurais) could run ~100 meters/turn and I miss that now.
I wanted to make an SR3 adept who moved like hell and the idea came... I need a Enhanced Movement Spell tatooed by my shaman fellow. He makes his conjuring roll, I transfer some of my good karma to improve his familiar spirit energy, and in turn he makes my tatoo. Ok, the problem is: There is no Enhanced Movement Spell. Only spirits have that kind of power. Magicians can fly a bit fast with Levitate spell also. I donīt know if SR3 developers cut out the SR2 [Increased reflexes = fast movement] rules becaused it compromised game play or simply because it was an inconsistent cost/benefit. If it is the later, nothing prohibits us from creating the spell right ? I want some suggestions on a Enhanced Movement spell that would not compromise game mechanics but wich still be useful when compared to Levitate. I think that, in the end ,people should not be able to run more the three or four times the normal. |
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Apr 21 2005, 04:11 PM
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#2
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Moving Target Group: Members Posts: 120 Joined: 26-February 02 From: UK Member No.: 1,873 |
Edit : Right....I've just seen the duplicate thread where everyone else was posting. Move along now, nothing to see here.
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