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Dissonance
Okay, while reading the 'Character Changing' thread, I noticed the idea of a running adept. And, well, I can't help but admit I've always been interested in playing such a character.

That is, some kind of character devoted to the concept of being able to move the hell all over the place without using levitate or spirit movement.

Would a so-called movement adept be really feasable and useful in an SR team? What would be the best complementary skills/powers for that kind of character?

Sometimes, you just wanna be a straight-up ninja and, y'know. Flip off of walls and shit. Do stuff that warrants having theme music.
UndeadPoet
edit: Hey, you edited that "without using levitate or spirit movement." in later, didn't you? ^^

Naturally, a troll would be best and a dwarf worst, because of the movement speed.
Forget about the adept idea - make a mystic adept. First, summon and bind a spirit that sustains its movement-force on you. My ape shaman nearly spit his heart out to bind a force 11 spirit of men, but it is worth it now.
Second, cast levitation on yourself, maybe use a sustaining focus on a low level(3 on chargen possible) and cast the spell into it. Ask your GM to allow it to be filled on the beginning(or during some downtime when your edge is full and will be refilled when the next action goes on), then use all your edge on the spell, first point to add edge die on the skill+attribute roll and to reroll 6s. Hope you already got 3 "normal" successes. If not, does not matter too much. Use the remaining edge not to reroll the normal skill+ability die, since successes you roll with them cap at 3, the force of the spell, unlike edge successes. Just roll your edge die again and again(hope you got at least 3, best if 4 or 5) and do not forget to reroll 6s.
With a netto of 4 successes, you will be at 12 metres per round, just a bit faster than your normal walking speed, so, fine. Combined with a force 6+ movement power - evil. You can even use levitation movement if you are not reaching the point where you want to go in your combat phase, but do not want to spend a free action on running. Just levitate there.
Although it is a levitation spell, so you can still use it to let it look like you are running very fast, like in Tiger&Dragon or Hero(<---- Jet Li!) when those crazy asians are running through the air.
Oh, yeah, or let it look like you are running on walls.
That's pretty much it.

Costs so far: 3 GP for levitation, 3 GP for binding the sustaining focus, 3 GP for its cost(15000 nuyen), bound spirit X GP(X=as many services as you want, force=your magic rating) or, if you want to summon a more powerful spirit, buy the materials for the spirit(500xforce) and summon it during game. Try to convince your GM of being able to use your full edge both in the summoning and binding process. biggrin.gif
If you know he won't let you, just go with the bound spirit on start choice. Also pick yourself another "buff" spell for the spirit to sustain on you, since on force 6 it can learn 2 optional powers - movement+a spell of your arsenal. Increase reflexes for your killer ninja, maybe.
So, costs total: 10GP+, 13GP+ with increased reflexes.

Let's see, with a force 6 spirit, you get:
Walk speed: 60 metres per round/ 15 metres per initiative phase(when having 4 of those)
Run speed: 150 metres per round/ 37,5 metres per initiative phase
Levitaton speed(4 netto successes): 72 metres per round/ 18 metres per initiative phase

Grenades are not a problem. No matter how well they are targeted, you walk out of them with ease. To evade a perfectly targeted AP rocket, you even have to use levitation speed. Wow. Watch your team going down, while you peacefully stride away. frown.gif

QUOTE
Would a so-called movement adept be really feasable and useful in an SR team?

Useful, well... For the team itself, not exactly. But it's just 13(+) GP, other people maybe have one attribute point more than you and a skill point, but that should not bother you.
You can cross almost any obstacle in game by using levitation. You can run after a damn motorcycle, blink at the surprised victim and kick him off his bike(that's right, go for some melee power. You are expected to by everyone in your group).
Pump yourself up with even more spirit-sustaining power. Maybe increase intuition+reaction for a hell of an initiative rating, or increase agility for hitting better, or increase strength for packing an even harder punch. Do not go too far, remember the nasty question "Wow, how did you get so strong?" you might get asked by the gunbunnies.

QUOTE
What would be the best complementary skills/powers for that kind of character?

Though I do not know the translation of "complementary", I think you want to know what fits the concept. biggrin.gif
Well, melee is, as I already said, a must. You are expected to fight like Jet Li and Jackie Chan.
Athletics(Gymnastics) for funny stunts. Usual combat skills.
Forget about the great leap adept power. With my ape shaman, I jumped 6 metres high last session, not yet tried how wide he could. Oh, but get that adept power called... I will try to translate... "Parry projectile?" That one you can fling slow moving projectiles out of the air. What's cooler than the enemy throwing a shuriken at your chummers and you jump in, blurring because of your speed and catching the shuriken with your fingers? Critical Strike 6 if you want to smash walls and vehicles you are running after. Just assuming you have strength 5, boosted with spirit-sustaining-technique or not, that's 9 damage you are looking at. Take aim for 13 damage and that Yamaha Rapier is history. Uh oh, I have to think of Advent Children for some reason. I mean, bikes, lightning-fast and flying people...
Other than that, since you like social abilities, go for them, and do not forget to boost your charisma with your humble sustaining-spirit-servants. Decide yourself how far you want to go.

From game experience I can assure you: If you move eleven times faster than the whole world, life is getting much easier.
"Sir, she is escaping!"
"Hunt her down, then, you lazy smacktard?"
"Sir, do we get permission to use fighter jets?"
"It's just a single woman without any vehicle!"
"Yes, sir, but she is as fast as a fighter jet and winning ground as we speak..."

And you indeed need a theme for this character, as well as the knowledge skill "posing" at 7. Aptitude(posing) will do fine. Also see if you can invest a 3/4 power point into "Improved Physical Ability(Posing)".
Voran
Man, could you imagine sneezing while moving that fast? Or getting an ill-timed cramp? Ow, road rash.
UndeadPoet
In another thread people agreed that the spirit movement power abstracted speed. If you would crush into a wall, you would just get the normal damage from running into it with your usual speed, also you do not suffer control penalties for moving so damn fast. Plain magic, I suppose.
Also your damage is not increased when you run at this insane speed and clap someone with whatever weapon you carry. Handling it this way makes it easier.
SL James
A mobility adept? Nah... They're useless.

Especially female adepts.

(Note that in the archive of the page in the last link, Race jumps from one moving vehicle to another during combat.)
UndeadPoet
Sadly, I have a certain dislike for RPG-fanfiction. Feels like you are reading an action movie, and in this case I prefer James Bond(watching, though). When reading, I want to learn something. rotate.gif

Nice characters. In SR3 you could not make use of the spirit's movement power, but still, those adepts did a nice job.
In SR4 a mystic adept pays less for the abilites of a normal "mobility" adept and gains much more... I mean, you do not have to jump from car to car, you just freaking fly above the scene and blow your opponent's vehicles up with stick-n'-shock.

...duh, I have to admit, I read the last link. Horrible style(in my opinion, which is just worth as much as anyone else's, and which hardly will be shared on these forums), from all participants, as I expected. Cool stunt.
NightHaunter
Horse Shamen Adepts, could buy the Movement(Self Only) Critter Power in 3rd Ed. So why not in 4th Edition as well.
That would speed you up.
UndeadPoet
Yeah, right. You mean it would stack with the spirit's power? Insane idea, but if it worked... spin.gif <- the time this smiley needs to rotate one round is the same time a horse shaman initiate, levitation- and spiritboosted, needs to fly around the world.
Would he need a license for flying at such an insane speed? Probably, but since he is faster than bullets, noone could harm him. Lasers, maybe. But I think if he spends a bit of edge on his levitation cast, he will let the lightspeed far behind him.
NightHaunter
I would probably limit the Metamagic movement to running(galloping) only.
It would make more sense.
UndeadPoet
Whenever I hear "horse shaman" now, I will think of a strange guy galloping his way to victory through the barrens of seattle.
stevebugge
QUOTE (UndeadPoet)
Whenever I hear "horse shaman" now, I will think of a strange guy galloping his way to victory through the barrens of seattle.

While clopping a coconut shell together
NightHaunter
QUOTE (stevebugge)
QUOTE (UndeadPoet @ Apr 20 2006, 06:32 AM)
Whenever I hear "horse shaman" now, I will think of a strange guy galloping his way to victory through the barrens of seattle.

While clopping a coconut shell together

In full Chainmail, complete with oversized shield and minstrels.
UndeadPoet
Anyway, more about the adept powers that could be used.
Adrenalinkick(dexterity) could work fine, if you are not already pumped up through spirits, spells or 'ware. Great Leap is indeed a good choice if you want to jump like... like some superhero that can jump high and do not want to levitate(which is way cooler). Also maybe improved skill on jumping, gymnastics, etc..
Still, movement from spirits+levitation is the way cheaper, cooler and more versatile method.
Until an adept can reach a jumping distance(high) of 6 metres, he has to have his great leap on level 2X...
While the mystic adept just needs 2 successes on his jumping test. Or no success at all and just use his levitation.
Shrike30
Of course, a banishing, serious ward, or a well-placed manabolt into the mystic adepts spirit can completely ruin this particular stunt. The adept is self-contained.
SL James
QUOTE (UndeadPoet @ Apr 20 2006, 04:48 AM)
Sadly, I have a certain dislike for RPG-fanfiction.

Well, luckily several other people on DS (30+? 40+?) seem to disagree with you about Rooftops.
UndeadPoet
QUOTE (Shrike30)
Of course, a banishing, serious ward, or a well-placed manabolt into the mystic adepts spirit can completely ruin this particular stunt.  The adept is self-contained.

The tricky part about banishing is that spirits have the potential to become way more mighty than any mage can. The spirit of my ape shaman is force 11(told you the story of spitting his heart out), letting a force 22 spell resist banishing with 33 die. That's just not the level of a (meta)human mage. They hardly get above 10 die, and if they do... Well, on average, the resisting spell gets 11 successes. Did I mention the funny drain of 9P?
Even a force 6 spirit has 18 resisting-die with its spells when cast at maximum force. At least my shaman, who has great counterspelling skills(12 die), would not dare to touch such a spell. It is much easier to get rid of the person itself, anyway, eh? Not many people have 18+ die for their spell resistance.
By the way, I forgot we talked about the movement power. Can not be dispelled, anyway.
And, killing the spirit... Show me the mage who would undergo a travel on the metaplanes to find a force 6+ spirit sustaining a spell/power on a person. Though the metaplanes are not yet implemented in SR4, yet, in SR3 a metalplanar travel with a difficulty of 6 was more than any magical character I have ever seen would have done in order to achieve such a meaningless aim(meaningless considering the alternatives).
Go ahead and just freaking kill the mister I-run-as-fast-as-fighter-jets! Since we play shadowrun, a more realistic roleplaying game, a bullet in the head is the easiest way to eliminate even someone with hundreds of karma.

I admit, though, that the levitation could be banished. Not easy if you spend your edge casting it, but very low drain(2? 3?) when dispelling it, and just 9 die to resist. It takes a while, but since you know this guy depends on his levitation, it could be a good idea to banish it from him.
(Either way... If I were to defeat this movement guy, I would just snipe him. Manabolt or something.)
In direct combat, the movement adept is not as strong as some people might think. Yes, he is fast, but he does not run faster than bullets. Yes, he can dodge explosions, but since his speed is not "real" speed, he does not get boni on evading melee or ranged attacks. And people still get their free attacks when he wants to leave their range... Three gangers around him and that's it with movement tricks.

@SL-James: And I perfectly respect that. Just not my piece of the cake. twirl.gif
As I said, my opinion is not worth more than theirs.
It does not mean they are right because of their number, though. I am not, either.
Just opinions... Can't be right or wrong, because everyone has his own view.
mfb
*headscratch* when did liking or disliking anything come into this? the story and postings are good examples of what a movement adept can accomplish, especially since all of them were actually rolled out in-game. whether a person enjoys reading them or not is irrelevant.

QUOTE (UndeadPoet)
(Either way... If I were to defeat this movement guy, I would just snipe him. Manabolt or something.)

vulnerability to being sniped is hardly a weakness unique to movement adepts. why fight anyone if you can just snipe them instead?

QUOTE (UndeadPoet)
In direct combat, the movement adept is not as strong as some people might think. Yes, he is fast, but he does not run faster than bullets. Yes, he can dodge explosions, but since his speed is not "real" speed, he does not get boni on evading melee or ranged attacks.

having played a movement adept in several combat scenarios, i have to disagree. being able to move just about anywhere means you're able to take cover where other people wouldn't be able to. not to mention, you can just about always grab a "superior position" modifier.

QUOTE (UndeadPoet)
And people still get their free attacks when he wants to leave their range... Three gangers around him and that's it with movement tricks.

three gangers around any character is often enough to take them down. the nice thing about a movement adept is, it's pretty hard to get surrounded in the first place.
Dissonance
And, er, no. The "Without Levitate Or Spirit Movement" part was there from the start.

The reason why I don't really want either?

_ANYBODY_ with levitate or spirit movement is going to be a three-dimensional goku movement type. I'm looking more for a Wuxia Exaggerated-But-Still-Slightly-Feasable type. Not DBZ.
mfb
convert wallrunning and gliding from SOTA:64. one allows you to run on walls for (Magic) meters, the other allows you to run on clotheslines, thin tree brances, etcetera for (Magic) meters. 1pp each.
UndeadPoet
Nice to hear from an experienced player. I have just played 2 runs so far with my movement adept(okay, he is not an adept, but who cares. He can move around like mad, that should qualify).
QUOTE
vulnerability to being sniped is hardly a weakness unique to movement adepts. why fight anyone if you can just snipe them instead?

Did I say anything against sniping being one of the best methods to kill someone? eek.gif
I think not.
It just depends on the character and the possibilites.
QUOTE
being able to move just about anywhere means you're able to take cover where other people wouldn't be able to.

True.
QUOTE
not to mention, you can just about always grab a "superior position" modifier.

Can't see that happening, except if your gamemaster grants this modifier for levitating in front of/above the opponent.
QUOTE
the nice thing about a movement adept is, it's pretty hard to get surrounded in the first place.

That's right, but you do not usually know who and where your enemies are. If you are sitting in the bar and the three thugs show up in your back, not much to do.
But it is easier to avoid such situations.

@Dissonance: I see, doh!
If you get movement force 2 or 3 on yourself, you are not too "uber". wink.gif
mfb's idea to convert adept powers is good. But wasn't gliding cheaper, back in those days?
mfb
QUOTE (UndeadPoet)
Did I say anything against sniping being one of the best methods to kill someone?

well, you kinda did. you brought it up as the method you'd use against a movement adept, in a thread about whether or not movement adepts are a viable concept. if you didn't intend to present this as a specific vulnerability of movement adepts, you might have said so; the thread is looking specifically at movement adepts, so anything not related to them ought probably be noted as such, or people are going to assume it is specifically related.

QUOTE (UndeadPoet)
Can't see that happening, except if your gamemaster grants this modifier for levitating in front of/above the opponent.

levitating in front of/above the opponent? no, that just leaves you open for a shot to the nuts. using your levitation creatively, coming at the opponent from an unexpected angle? yes, i'd give the superior position mod. i do the same thing for movement adepts. Race, for instance, once ran around the outside of a car to attack someone on the other side of it; the GM granted her the superior position mod. i think she also got to roll for surprise.

QUOTE (UndeadPoet)
That's right, but you do not usually know who and where your enemies are. If you are sitting in the bar and the three thugs show up in your back, not much to do.

as with sniping, this is not a weakness specific to movement adepts. anybody who gets surprised is going to be in trouble. when a movement adept is not surprised, however, it's very difficult to make them fight at a disadvantage.
SL James
QUOTE (mfb @ Apr 20 2006, 01:44 PM)
Race, for instance, once ran around the outside of a car to attack someone on the other side of it; the GM granted her the superior position mod. i think she also got to roll for surprise.

Yes, she did. If I still have the page saved somewhere, I'll re-up it, because his response (as it were) was comedy gold. Then she broke him in half like a toothpick.
UndeadPoet
QUOTE
you brought it up as the method you'd use against a movement adept, in a thread about whether or not movement adepts are a viable concept.

Oh, then check out the post mine was related to. I even quoted her/him(sorry, not sure), missed that?
The choice is - either spend several rounds probably in the end succeeding to banish the adept's levitate, or simply sniping him. Not a weakness of movement adept in particular; I just wanted to prove that getting his spells banished isn't a weakness, either, but a weakness to bullets still exists, since he is not a god. smile.gif


QUOTE
when a movement adept is not surprised, however, it's very difficult to make them fight at a disadvantage.

Yep. Being surprised is, as you said, by no means a weakness of movement adepts contradictory to other character concepts. But I just wanted to state that this ability of him does not save him in every situation.
You relate to this one sentence in the first post, but I did not... That is why you got confused, I think.

Running around the car to surprise your opponent... Good plan. I would not beg my gamemaster to grant me the better position modifier, but if yours did give it out on herself/himself, that's cool.
mfb
i'm discussing what the original poster asked about, rather than discussing what they specifically didn't want to do, yes. and, yes, your posts are fairly confusing to me, since you're doing the exact opposite.
Dissonance
And now _I'm_ confused.
mfb
short version: yes, movement adepts are useful.
UndeadPoet
QUOTE (mfb)
i'm discussing what the original poster asked about, rather than what they specifically didn't want to do, yes. and, yes, your posts are fairly confusing to me, since you're doing the exact opposite.

Well, what can I do more than quoting the person I answered to?
I mean, there's nothing wrong with you getting into our discussion(consisting of 1 posts of each Shrike30 and me biggrin.gif), but then you relate it to a totally different theme and say you did not notice I related to Shrike30 while quoting him and answering on his specific case...

I am confused, too, like Dissonance! Yay, let's all be confused together! rotate.gif

@mfb's newest post: That's the point, yeah. biggrin.gif
Dissonance
But, yes. I know you can use gymnastics during a full dodge to much success, as long as you have the room. And, well, if I'm going to have a mobility adept, I plan on having quite a bit of room to do my thing most of the time.

I figure that a mix of Increased Athletics-related stuff, along with Great Leap and some of the neater stuff from 2064, like Gliding and Wall Running, I'd be able to pretty much own the Z-axis and still not have to worry about dispelling or wards or drain.

The question is, though, what else could I do with these things? Should I focus on melee, B/E, social engineering? B/E does sound pretty interesting, now that you can get a passkey/sequencer that's actually WORTH a damn in chargen.
mfb
i'm simply pointing out that Dissonance asked about non-mystical adepts who don't use levitation or movement metamagic. your posts have largely been about mystical adepts who do use levitation, with minor forays into using movement metamagic.

my adept focuses on melee. you could make a pretty good ranged-combat adept. B&E works... face, less so. i mean, sure, you could make a movment/social adept, but the two areas don't complement each other very well. melee/ranged/B&E adepts all benefit greatly from the addition of movement abilities.

i dunno if the Daredevil edge exists in SR4, but you might consider grabbing it. i've been wishing i'd gotten it for Race since her first scene. i mean, really, movement adepts just scream to be allowed to push their limits; having an extra kp/edge point for when the envelope pushes back would be invaluable.
Dissonance
Re: Daredevil,

I think that one is actually already built into SR4, at least in a sort of similar fashion. I'm pretty sure that I've read a passage somewhere that suggests refreshing a point of edge if you do something Woamg Fantastic. Of course, I keep all of my RPG books next to each other, so they just might be bleeding into each other via osmosis, as I _know_ Exalted v1 allows that.

I might consider statting one up with archery or something. Either human or ork.
UndeadPoet
@mfb: I see. Well, Shrike30 related to mystic adepts, thus, I could not switch the topic to non-mystic adepts or cute kittens. biggrin.gif

What's B&E? From the context, I would say, electronic stuff?
In SR4, you can smack a bit of that in most character concept. Always have the sequencer and his friends in a bag with you and you are fine. Less than 10 GP for ressources and you are equipped to the maximum with electronics, drones, etc..
I agree with mfb that the movement abilities mostly benefit the fighter types. Melee(I knock you out before you draw your gun), ranged(go ahead and try to hit, you won't even be able to touch me), both works fine.
You could also just take the best out of the two worlds(5/5 skills pistols/unarmed or something similiar even, maybe) and use whatever works better in the current situation.

Edge can indeed be refreshed if you accomplish a task fantastic. In SR terms: 4+ net successes on a task you normally would not have a hard time to deal with. The 4+ successes have a special name, but I really can't translate that into english from my german book. "Extraordinary success", maybe? embarrassed.gif
Dissonance
My apologies, UP. B/E has to do with Breaking and Entering. Illegal access to places.

So, yes. There would be a focus on stealth and electronics to some degree.
UndeadPoet
You could not know I am german and my english sucks, could you? wink.gif

Yeah, so... Funny electronic stuff in your pocket, maybe an agent with some programs to keep an eye on your back in the matrix. Improved abilities on physical/stealth skill work just fine, since they cost the half of improved combat abilities. For an infiltration specialist I would suggest to invest the 6-skill into ranged combat, best pistols. Such a wide range of weapons you can choose from. From the hold-out you can even visit AAA-territory with over the Fubuki with 4 different ammunition slots to the superwarhawk you blast open doors with, everything included. Think about how many powerpoints you want to invest into improving the skill.
Shockgloves/frills for melee and a 4-skill, and you are fine. Maybe even here an improved ability.
Your powerpoints will get thin, very quickly, with parts of the character being, combat, stealth and athletics.

[By the way: Come to the dark side, luke. Use mystic adepts and their powers to make you even more silent, faster, deadlier and anime-ninja-like.
Seriously, you have to watch Advent Children and then suddenly will evolve the greatest wish of playing a mystic adept being able to fly, run and having silverish hair. And a motorcycle. Along with the possibility to outrun it.]
mfb
eh. keep in mind that a movement-type mystic adept is a) more vulnerable than a normal movement adept, because many of his abilities can be easily destroyed, and b) spread more thinly than a normal movement adept, because he has to buy a lot more in the way of skills, spells, and foci. there are advantages, obviously, but they come with commeasurate weaknesses.
SL James
Found the file. I'll just quote the relevant part.

QUOTE
Meanwhile, the second goon reaches back to try to draw his pistol, but he's barely cognizant of where he is, let alone where his gun is on his body, how to pull it out of his holster, or even how to spell "gun" if someone asked

...
>>>>>[ The blade hisses under Race's raised foot. The hand it's attached to crunches nicely when the foot comes down to push the scarred woman into a sprint towards the only other person in the lot still standing. At the last second, she jukes to the side opposite his gun hand; he'll turn to try and follow her— ]<<<<<
- Race (01:18:13/08-26-2066)

>>>>>[ Arm crushed and bleeding, and his head spinning from the beating he had just received, Robert raises the gun still in his hand and aims the Smartlink recticle over the adept before getting a shot off in her direction as she races over to his last standing man. He could swear it hit, but she twisted her body just in time so that the bullet goes whizzing past her head.

He then lines up another shot, and fires the large chrome pistol from his spot in the alley... and misses... Again. ]<<<<<
- The Way It Is (01:24:45/08-26-2066)

>>>>>[ —leaving the goon wide open for an L-hand to catch him right in the throat as the alley fills with thunderclaps. Tossing the unconscious would-be bodyguard away like a used rag, Race turns and points a finger at the prone man she's pretty sure she came here to kill.

"Drop that motherfucking gun!" ]<<<<<
- Race (01:36:24/08-26-2066)


QUOTE (UndeadPoet)
[By the way: Come to the dark side, luke. Use mystic adepts and their powers to make you even more silent, faster, deadlier and anime-ninja-like.
Seriously, you have to watch Advent Children and then suddenly will evolve the greatest wish of playing a mystic adept being able to fly, run and having silverish hair. And a motorcycle. Along with the possibility to outrun it.]

The last people you need to convince of what a true Abomination of Nature a mystic adept can be are mfb and myself.
mfb
heh. good times.
Dissonance
Oh yeah. I know the joys of a mystic adept. I know they can do shit. It's just that in SR4, it's WAY more of an investment, if you can even imagine that.

In SR3, you could basically revive the idea of the Arcane Archer via anchored arrow foci. And I've seen Advent Children. I want to _avoid_ that. As I said, I'd rather go for Crouching Tiger or Hero.

And, embarassingly, back in the holy-crap-earlier days, I wanted to make a balance B/E adept with a shepherd's crook focus after playing Sly 2.
mfb
i view the fight in the church, in Advent Children, as what a (non-mystic) movment adept looks like in a fight. i've never played the game, and the version i watched hadn't been dubbed or subbed, so i'm not sure which characters were involved. Tifa, i think? and some dude with a shock glove.
SL James
Except that Zack looks like someone from Trigun, I think it is?

Perhaps some Wetar action is in order.
Dissonance
Hm, that's actually a pretty good point, MFB. I forgot all about that fight until you just mentioned it. With wall running and great leap and gliding, I can totally justify running up stuff and jumping onto other stuff. While I won't be able to pull a Neo and fly from continent to continent, I should be able to pull an Oldschool Ninja Gaiden (or Super Metroid) and wall jump.
mfb
check out the new Prince of Persia series.

that's what i like about you, James. you're a man who's not afraid to die.
SL James
QUOTE (Dissonance @ Apr 20 2006, 03:51 PM)
While I won't be able to pull a Neo and fly from continent to continent ...

Not that it hasn't been done.

Oh, and according to your better half, I'm barely meeting the threshold for human. Once I complete the final Feats, I'll be Something Else. Something... Unnatural.
Dissonance
Hm. Well, I might consider, y'know. Getting a little bit of cyber. The original concept also had a balance tail, a balance aug, and climbing claws, with, y'know. Other shiny bits that were cheap and accessable.

If I can't wall jump, I'd be able to at least sink my claws into something and hold on, and _then_ wall jump.

Unsure of the rules on wall running, as I don't have them on me at the moment, but I would figure as long as you had a heck of a running start and enough stuff to ricochet off of, you could continue moving Magic Meters until you reach your destination or run out of movement.

Totally a complex action, o'course.
mfb
in SOTA:64, you could move (magic) meters, period. i would personally prefer a greater distance.
SL James
Yeah, someone should do something about that.
Dissonance
Well, that's why I was figuring that with the jumping, you might be able to get a sort of loophole thing going on. An additional Magic Meters every time you jump.
mfb
my favorite 'fix' is to make wallrunning a power with a time-based duration, rather than distance-based. you can wallrun for, say, one pass per 6 magic or so.
Dissonance
Admittedly, 5-6 meters is still quite a bit of distance. It's not going to be quite so extreme as, y'know, the normal amount you'd get from just running, but it's also almost always straight freakin' up, and if you get a jumping start, you can still get into a second story window, assuming it's, y'know. Not barred or super reinforced.

But I like your fix. I might have to take a moment, here, and work out a char sheet.
Dissonance
Okay. I've whipped something up that's not flagrantly horrible. Total cost of 387, but with no gear or contacts just yet. It's somewhere to, y'know. Begin, right? And, well, o'course, some of the stuff isn't Core Book, but I don't think any of it is FLAGRANTLY ABUSIVE.

Comments are welcome.

JACKRABBIT, Female Ork Motion Adept.

STATS
[ Spoiler ]


SKILLS
[ Spoiler ]


EDGE/FLAW
[ Spoiler ]


POWERS
[ Spoiler ]


CYBERWARE
[ Spoiler ]


mfb
neatly done.
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