Help - Search - Members - Calendar
Full Version: Anti-magic Mundane
Dumpshock Forums > Discussion > Shadowrun
Tarantula
Well, this is what I came up with doing my best to make someone who could actually stand up against any mage. Note: This is for against the mage, not for against spirits.

CODE
Faze
Dwarf 25bp
Condition Monitors:
P:18
S:12
Armor: 15/14
Attributes: 200bp
B 2 6(9) 40bp
A 1 4(7) 30bp
R 1 5(7) 40bp
S 3 3(6) 0bp
C 1 2 10bp
I 1 3 20bp
L 1 3 20bp
W 2 6(7) 40bp
Edge: 1 3 20bp
Ini: 8(10)
Ess 6(0.502)

Qualities
Magic Resitance 4 20bp
Biocompatibility (Cyber) 10bp
Ambidextrous 5bp

Neg:
-35 stuff you can't default to anyway

Skills:94bp
Unarmed Combat (Subdual) 6 26bp
Perception 4 16bp
Dodge(Ranged) 4 18bp
Running(Sprinting) 4 18bp
Infiltration 4 16bp

Contacts:11bp
Doc(3/3)
Fixer(3/2)

Gear: 50bp 250k
13,100{
Armor Jacket(8/6) 900
+Helmet (1/2) 100
MetaLink w/Vector Xim 300
Fake Sin 4 4k
Fake Liscense 4 x11 4400
Contacts 50
Mods:350
+Vision Enhancement 2 300
+Flare Comp 50

Dodge Scoot 3k
}
Whatever else: Remaining: 2100

Ware: 234,800 5.498
Cyber:178,800 5.268
Used Reaction Enhancers 2 0.6(.648) 10k    P
Alpha Cyber Torso(10cap) 1.5(1.05) 50k (B:7 S:7 A:7 Ar:2)
Mods: 2400
+Body 4 800 4cap      P
+Agi 4 1k 4cap       P
+Armor 2 600 4cap
Custom Right Cyberarm (+4 Bod, Ultimate Champion, 13cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:0)
Mods: 2800
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
Custom Left Cyberarm(+4 Bod, Ultimate Champion, 13cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:0)
Mods: 2800
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
Custom Right Cyberleg(+4 Bod, Ferrari Sprinter, 18cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:2)
Mods: 3400
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
+Armor 2 600 4cap
Custom Left Cyberleg(+4 Bod, Ferrari Sprinter, 18cap) 1(0.9) 26k (B:11 S:7 A:7 Ar:2)
Mods: 3400
+Body 4 800 4cap      P
+Strength 4 1k 4cap      P
+Agi 4 1k 4cap
+Armor 2 600 4cap
Gene: 25k 0.1
Daredrenaline 25k
Bio: 31k 0.3
Chemical Gland Internal release 0.3 31k + 100*drug dose cost
+Deepweed +1 willpower


Relevant dice pools:
Defense:
Ranged defense: 7 dice.
Ranged Full defense: 13 dice.
Melee defense: 15 dice
Melee full defense: 19 dice.
Ballistic Damage soak: 24 dice.
Impact Damage soak: 23 dice.
Physical Spell resistance: 13 dice.
Mana Spell resistance: 11 dice.

Offense:
Melee attack: 18 dice @ 4S. Once he has them in a hold, 7S each turn.
Running(to get in range): 15 dice.

Nothing is illegal, and everything restricted he has a permit for. Comments?
Stahlseele
you understand, of course, that DEEP WEED is as the name suggests like tobaco to be smoked? O.o how the heck does that work with internal release through a chemical gland?
Pendaric
More importantly it is a magical compound that is produced from awakened seaweed. As far as i now it cannot be produced by science alone.
Tarantula
The same way any other drug does. The gland produces the chemicals needed, and releases them into the bloodstream.
Fortune
I think the Deepweed will be a hindrance when it forces your character to be an astrally active mundane.
Tarantula
It only forces awakened characters (including adepts without the power) to perceive. I'm mundane, it just helps my willpower.
Ancient History
Yeah, sorry, you can't use a chemical gland to make deepweed.
Tarantula
Then do zen. I lose 2 reaction, and -1 die pool for physical activities. Not as good, but not horrible either.
hyzmarca
You might be able to if the chemical gland is a tiny Rastafarian Shaman. Can the megacorps grow tiny Rastafarian Shamans?
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012