How do you get 26 dices? Huh What?
As I said: It's an extreme form of min-/maxing. Some aspects of the second dwarf are bound to ignite a serious discussion (one that was lead on this board many times and with no definite answer). For the sake of keeping this thread clean, I will have to ask from anyone who is reading this post to refrain from commenting what he/she might perceive as rule breaking or against SR3's RAW, since all aspects involved have been discussed "to death" on various occasions and I'm absolutley positive that no one would be able to bring up any new arguments that would invalidate the involved interpretations. In particlular anyone looking at the numbers must also carefully read the comments below the "code"-section. Otherwise I (or Jon) will have to request moderation to take actions.
[ Spoiler ]
CODE
Edges:
1. Ambidexterity Lvl. III (6 BP)
2. Aptitude (Clubs) (4 BP)
3. add. attribute point [BOD] (2 BP)
4. add. attribute point [QUI] (2 BP)
5. add. attribute point [INT] (2 BP)
---------------------------------------
Sum of BP: 16 BP
Flaws:
1. Bad Karma (-5 BP)
2. Cursed Karma (-6 BP)
3. Allergy [citrus fruits] (-4 BP) (uncommon, severe)
4. Cortex Bomb [area effect] (-6 BP)
5. Combat Monster (-1 BP)
---------------------------------------
Sum of negative BP: -22 BP
MK I:
126 BP
- 5 BP Dwarf
- 30 BP Adept of the Magician's Way
- 48 BP 24 attribute points
- 18 BP 18 active skill points
- 25 BP 650.000¥ resources
-----------------------------
0 BP
Attributes:
Name B E R
Body: 4 5 6
Strength 4 4 6
Quickness: 4 5 5
Charisma: 3 3 3
Intelligence: 4 5 5
Willpower: 5 5 6
---------------------------
Sums: 24 27 31
Magic: 6 [3]
Essence: 6
Reaction: 5
Initiative: 5 + 1W6
Combat Pool: 8
Sorcery Pool: 4
Legend:
B = Distributed attribute points from the original 24 attribute points
E = B + add. attribute points from Edges
R = E + racial modifiers
Side note: The values of column "R" are relevant for skill cost calculation
Skills ( just active ones):
Name Level Cost
Arnis de Mano 3 3 BP
- close combat maneuver 2 BP
- close combat maneuver (clubs) 2 BP
Clubs 6 6 BP
Sorcery(Spell Defense) 2(4) 3 BP
Etiquette [Street] 1(3) 2 BP
---------------------------------------
Sum: 18 BP
Adept Powers:
Name Level Cost
Magic Talent (voluntary geased) 3 2.25 PP
Improved Ability [Clubs] (vol.geased) 6 2.25 PP
Counterstrike (vol.geased) 4 1.5 PP
------------------------------------------------------
Sum: 6 PP
Side note: Magic Talent Level 3 provides 18 Spell Points
Gear:
Name Rating/Force Cost
Sai 110¥
Weapon focus (Sai) 6 640.110¥
Rapid Transit Jumpsuit 550¥
Helmet for RTJ 55¥
under arm protectors 275¥
FFBA (full) 2.200¥
Actioneer Longcoat 1.650¥
Lifestyle: Low (5 months) 5.000¥
--------------------------------------------
Sum: 649.950¥
Side note: The weapon focus is bound with the 18 Spell Points coming from Magic Talent
Armor Values:
Ballistics: 5
Impact (from range): 7
Impact (in melee): 8
Dice pool for character's specialty (using his two Sais) when attacking:
Source main hand off hand total
Skill Rating 6 3 9
Weapon Focus 6 3 9
Impr. Ability 6 3 9
----------------------------------------
Sums: 18 9 27
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1
Sai 2 1 3
----------------------------------------
Sums: 20 10 30
Dice Pool when defending:
Source main hand off hand total
like attack 18 9 27
Counterstrike 4 2 6
----------------------------------------
Sums: 22 11 33
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1 which is allowed even in defense
Sai 2 1 3
----------------------------------------
Sums: 24 12 36
All attacks for specialty have a base target number of 3
MK II:
126 BP
- 5 BP Dwarf
- 30 BP Adept of the Magician's Way
- 40 BP 20 attribute points
- 21 BP 21 active skill points
- 30 BP 1.000.000¥ resources
-----------------------------
0 BP
Attributes:
Name B E R N
Body: 3 4 5 5
Strength: 4 4 6 6
Quickness: 3 4 4 5
Charisma: 3 3 3 3
Intelligence: 2 3 3 5
Willpower: 5 5 6 6
-------------------------------
Sums: 20 23 27 30
Magic: 5 [4]
Essence: 6
Bioindex 1.9 (0.95 affecting magic attribute)
Reaction: 5
Initiative: 5 + 1W6
Combat Pool: 8
Sorcery Pool: 5
Task Pool: 1 (intelligence bases tasks only)
Legend:
B = Distributed attribute points from the original 20 attribute points
E = B + add. attribute points from Edges
R = E + racial modifiers
N = R + Bioware
Side note: The values of column "R" are relevant for skill cost calculation,
although an argument could be made that Bioware affected attributes are treated as natural and
thus would be the basis for calculation. This matter was left out on purpose and it doesn't have
effects here anyways.
Bioware Implantats:
Name Bioindex Cost
Enhanced Articulation 0.6 40.000¥
Cerebral Booster II 0.8 110.000¥
Muscle Toner I 0.4 25.000¥
Reflex Recorder (Sai) 0.1 10.000¥
---------------------------------------------
Sums: 1.9 185.000¥
Side note: Magic loss to the overall Magic Attribute as per M&M Errata: 1.9/2= 0,95 = 1 (rounded up)
Skills (active one only):
Name Level Cost
Arnis de Mano 3 3 BP
- close combat maneuver 2 BP
- close combat maneuver (clubs) 2 BP
Clubs 6 6 BP
Clubs B/R 1 1 BP
Sorcery(Spell Defense) 2(4) 3 BP
Stealth(Sneaking) 1(3) 2 BP
Etiquette [Street] 1(3) 2 BP
---------------------------------------
Sum: 21 BP
Adept Powers (Base values):
Name Level Cost
Magic Talent (voluntary geased) 6 4.5 PP
Improved Ability [Clubs] (vol.geased) 4 1.5 PP
------------------------------------------------------
Sum: 6 PP
Magic talent 6 equals 36 Spell Points.
12 Spell Points are used for:
1. 3 SP for joinuing a magical circle (the two standard connections are assumed to be part of the circle)
2. 9 SP for initiation in a group with ordeal(oath)
Aquired metamagic: Atunement [item]
Gained Power Point due to magic increase:
Counterstrike (vol.geased) 2 0.75 PP
Improved senses (flash compensation) 0.25 PP
-------------------------------------------------------
Sum: 1 PP
Side note:
Due to the MK II's bioware implants he will suffer a magic loss with a value of 1.
Since Adepts of the Magician's Way rule wise always must substract magic loss from the Magic Talent power
and this particular power is already under effect of a voluntary geas, the character is forced to give up
Magic Talent with a combined PP value of 1. Due to the cost reduction of the volunatry geas this leads to him
losing 2 levels of this power instead of just one. Thus his overall magic rating drops to 5, while is magic rating
for sorcery (and theoretically conjuring) drops to 4
We still have 24 Spell Points for other purposes.
Gear:
Name Rating/Force Cost
Sai 110¥
Weapon focus (Sai) 6 640.110¥
Rapid Transit Jumpsuit 550¥
Helmet for RTJ 55¥
under arm protectors 275¥
FFBA (full) 2.200¥
Actioneer Longcoat 1.650¥
Lifestyle: Low (5 months) 5.000¥
Dikote for Sai(non-focus) 4.000¥
- assumed surfeace of 400cm²
Rutheniumpolymer coating for clothes 80.000¥
- 8m² should suffice to cover longcoat, humpsuit,
boots, FFBA mask and helmet for a "stumpy" dwarf
12 scanner for Ruthenium "invis" 60.000¥
20 reservce akku packs 1.000¥
----------------------------------------------
Sum: 814.950¥
Total expenses for gear and implants: 999950¥
Further info: The weapon focus is bound with 18 of the remaining 24 Spell Points coming from Magic Talent
The last 6 Spell Points are used to get attuned to the main hand weapon (the non focus sai).
As OR for atunement a value of 6 seems to be adequate when looking at the values for a handcrafted blade (5) and
a modern world Katana (7)
The weapon focus sai goes into "off-hand" due to two reasons:
1. By RAW the dicoted non focus sai will have a +1 power (as stupid as it sounds), but not an increase of damage level (due to being a club and
not a weapon with edges that are used for cutting).
2. The skill increase provided by a weapon focus is rule wise totally unaffected by the hand in which the focus is held.
Armor Values:
Ballistics: 5
Impact (from range): 7
Impact (in melee): 8
Dice pool for character's specialty (using his two Sais) when attacking:
Source main hand off hand total
Skill Rating 6 3 9
Weapon Focus 6 3 9
Improv. Abil. 4 2 6
Enhanced Articul. 1 - 1
Reflex Recorder 1 - 1
----------------------------------------
Sums: 18 8 26
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1
Sai 2 1 3
----------------------------------------
Sums: 20 9 29
Side note: An argument could be made to add the bonus dice from Enhanced Articulation and Reflex Recorder into a single value of 2
thus allowing an additional die for off hand derived of that value. For the sake of simplicity the above described situation
uses "worst case" for the character by only taking the lower value.
Dice Pool when defending:
Source main hand off hand total
like attack 18 8 26
Counterstrike 2 1 3
----------------------------------------
Sums: 20 9 29
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1 which is allowed even in defense
Sai 2 1 3
----------------------------------------
Sums: 22 10 32
All attacks for specialty have a base target number of 2
1. Ambidexterity Lvl. III (6 BP)
2. Aptitude (Clubs) (4 BP)
3. add. attribute point [BOD] (2 BP)
4. add. attribute point [QUI] (2 BP)
5. add. attribute point [INT] (2 BP)
---------------------------------------
Sum of BP: 16 BP
Flaws:
1. Bad Karma (-5 BP)
2. Cursed Karma (-6 BP)
3. Allergy [citrus fruits] (-4 BP) (uncommon, severe)
4. Cortex Bomb [area effect] (-6 BP)
5. Combat Monster (-1 BP)
---------------------------------------
Sum of negative BP: -22 BP
MK I:
126 BP
- 5 BP Dwarf
- 30 BP Adept of the Magician's Way
- 48 BP 24 attribute points
- 18 BP 18 active skill points
- 25 BP 650.000¥ resources
-----------------------------
0 BP
Attributes:
Name B E R
Body: 4 5 6
Strength 4 4 6
Quickness: 4 5 5
Charisma: 3 3 3
Intelligence: 4 5 5
Willpower: 5 5 6
---------------------------
Sums: 24 27 31
Magic: 6 [3]
Essence: 6
Reaction: 5
Initiative: 5 + 1W6
Combat Pool: 8
Sorcery Pool: 4
Legend:
B = Distributed attribute points from the original 24 attribute points
E = B + add. attribute points from Edges
R = E + racial modifiers
Side note: The values of column "R" are relevant for skill cost calculation
Skills ( just active ones):
Name Level Cost
Arnis de Mano 3 3 BP
- close combat maneuver 2 BP
- close combat maneuver (clubs) 2 BP
Clubs 6 6 BP
Sorcery(Spell Defense) 2(4) 3 BP
Etiquette [Street] 1(3) 2 BP
---------------------------------------
Sum: 18 BP
Adept Powers:
Name Level Cost
Magic Talent (voluntary geased) 3 2.25 PP
Improved Ability [Clubs] (vol.geased) 6 2.25 PP
Counterstrike (vol.geased) 4 1.5 PP
------------------------------------------------------
Sum: 6 PP
Side note: Magic Talent Level 3 provides 18 Spell Points
Gear:
Name Rating/Force Cost
Sai 110¥
Weapon focus (Sai) 6 640.110¥
Rapid Transit Jumpsuit 550¥
Helmet for RTJ 55¥
under arm protectors 275¥
FFBA (full) 2.200¥
Actioneer Longcoat 1.650¥
Lifestyle: Low (5 months) 5.000¥
--------------------------------------------
Sum: 649.950¥
Side note: The weapon focus is bound with the 18 Spell Points coming from Magic Talent
Armor Values:
Ballistics: 5
Impact (from range): 7
Impact (in melee): 8
Dice pool for character's specialty (using his two Sais) when attacking:
Source main hand off hand total
Skill Rating 6 3 9
Weapon Focus 6 3 9
Impr. Ability 6 3 9
----------------------------------------
Sums: 18 9 27
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1
Sai 2 1 3
----------------------------------------
Sums: 20 10 30
Dice Pool when defending:
Source main hand off hand total
like attack 18 9 27
Counterstrike 4 2 6
----------------------------------------
Sums: 22 11 33
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1 which is allowed even in defense
Sai 2 1 3
----------------------------------------
Sums: 24 12 36
All attacks for specialty have a base target number of 3
MK II:
126 BP
- 5 BP Dwarf
- 30 BP Adept of the Magician's Way
- 40 BP 20 attribute points
- 21 BP 21 active skill points
- 30 BP 1.000.000¥ resources
-----------------------------
0 BP
Attributes:
Name B E R N
Body: 3 4 5 5
Strength: 4 4 6 6
Quickness: 3 4 4 5
Charisma: 3 3 3 3
Intelligence: 2 3 3 5
Willpower: 5 5 6 6
-------------------------------
Sums: 20 23 27 30
Magic: 5 [4]
Essence: 6
Bioindex 1.9 (0.95 affecting magic attribute)
Reaction: 5
Initiative: 5 + 1W6
Combat Pool: 8
Sorcery Pool: 5
Task Pool: 1 (intelligence bases tasks only)
Legend:
B = Distributed attribute points from the original 20 attribute points
E = B + add. attribute points from Edges
R = E + racial modifiers
N = R + Bioware
Side note: The values of column "R" are relevant for skill cost calculation,
although an argument could be made that Bioware affected attributes are treated as natural and
thus would be the basis for calculation. This matter was left out on purpose and it doesn't have
effects here anyways.
Bioware Implantats:
Name Bioindex Cost
Enhanced Articulation 0.6 40.000¥
Cerebral Booster II 0.8 110.000¥
Muscle Toner I 0.4 25.000¥
Reflex Recorder (Sai) 0.1 10.000¥
---------------------------------------------
Sums: 1.9 185.000¥
Side note: Magic loss to the overall Magic Attribute as per M&M Errata: 1.9/2= 0,95 = 1 (rounded up)
Skills (active one only):
Name Level Cost
Arnis de Mano 3 3 BP
- close combat maneuver 2 BP
- close combat maneuver (clubs) 2 BP
Clubs 6 6 BP
Clubs B/R 1 1 BP
Sorcery(Spell Defense) 2(4) 3 BP
Stealth(Sneaking) 1(3) 2 BP
Etiquette [Street] 1(3) 2 BP
---------------------------------------
Sum: 21 BP
Adept Powers (Base values):
Name Level Cost
Magic Talent (voluntary geased) 6 4.5 PP
Improved Ability [Clubs] (vol.geased) 4 1.5 PP
------------------------------------------------------
Sum: 6 PP
Magic talent 6 equals 36 Spell Points.
12 Spell Points are used for:
1. 3 SP for joinuing a magical circle (the two standard connections are assumed to be part of the circle)
2. 9 SP for initiation in a group with ordeal(oath)
Aquired metamagic: Atunement [item]
Gained Power Point due to magic increase:
Counterstrike (vol.geased) 2 0.75 PP
Improved senses (flash compensation) 0.25 PP
-------------------------------------------------------
Sum: 1 PP
Side note:
Due to the MK II's bioware implants he will suffer a magic loss with a value of 1.
Since Adepts of the Magician's Way rule wise always must substract magic loss from the Magic Talent power
and this particular power is already under effect of a voluntary geas, the character is forced to give up
Magic Talent with a combined PP value of 1. Due to the cost reduction of the volunatry geas this leads to him
losing 2 levels of this power instead of just one. Thus his overall magic rating drops to 5, while is magic rating
for sorcery (and theoretically conjuring) drops to 4
We still have 24 Spell Points for other purposes.
Gear:
Name Rating/Force Cost
Sai 110¥
Weapon focus (Sai) 6 640.110¥
Rapid Transit Jumpsuit 550¥
Helmet for RTJ 55¥
under arm protectors 275¥
FFBA (full) 2.200¥
Actioneer Longcoat 1.650¥
Lifestyle: Low (5 months) 5.000¥
Dikote for Sai(non-focus) 4.000¥
- assumed surfeace of 400cm²
Rutheniumpolymer coating for clothes 80.000¥
- 8m² should suffice to cover longcoat, humpsuit,
boots, FFBA mask and helmet for a "stumpy" dwarf
12 scanner for Ruthenium "invis" 60.000¥
20 reservce akku packs 1.000¥
----------------------------------------------
Sum: 814.950¥
Total expenses for gear and implants: 999950¥
Further info: The weapon focus is bound with 18 of the remaining 24 Spell Points coming from Magic Talent
The last 6 Spell Points are used to get attuned to the main hand weapon (the non focus sai).
As OR for atunement a value of 6 seems to be adequate when looking at the values for a handcrafted blade (5) and
a modern world Katana (7)
The weapon focus sai goes into "off-hand" due to two reasons:
1. By RAW the dicoted non focus sai will have a +1 power (as stupid as it sounds), but not an increase of damage level (due to being a club and
not a weapon with edges that are used for cutting).
2. The skill increase provided by a weapon focus is rule wise totally unaffected by the hand in which the focus is held.
Armor Values:
Ballistics: 5
Impact (from range): 7
Impact (in melee): 8
Dice pool for character's specialty (using his two Sais) when attacking:
Source main hand off hand total
Skill Rating 6 3 9
Weapon Focus 6 3 9
Improv. Abil. 4 2 6
Enhanced Articul. 1 - 1
Reflex Recorder 1 - 1
----------------------------------------
Sums: 18 8 26
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1
Sai 2 1 3
----------------------------------------
Sums: 20 9 29
Side note: An argument could be made to add the bonus dice from Enhanced Articulation and Reflex Recorder into a single value of 2
thus allowing an additional die for off hand derived of that value. For the sake of simplicity the above described situation
uses "worst case" for the character by only taking the lower value.
Dice Pool when defending:
Source main hand off hand total
like attack 18 8 26
Counterstrike 2 1 3
----------------------------------------
Sums: 20 9 29
Special case situation: When trying to disarm opponent with melee weaponry with range 0 or 1 which is allowed even in defense
Sai 2 1 3
----------------------------------------
Sums: 22 10 32
All attacks for specialty have a base target number of 2
General annotations:
- Starting values for build points are 120 Building Points and the suggested maximum net gain of 6 BP when apllying Edges and Flaws. Edges and Flaws are listed upfront, since they are used for both versions.
- I'm totally aware that the Companion warns against the Aptitude Edge being used for combat related skills and thus is subject to gm's approval, but the important part is: It's not outright forbidden and is of no importance when calculating the dice pools.
- The MK II version makes use of the again gm depended allowance of spell point based initiation. I will not go into a debate on how and why the character gets both a metamagic and a Power Point. Someone interested in details: Search this forum. There have been various discussions on the issue.
- The above examples do not even touch the subject of "High Power"-Character creation as per optional rules from "Mr. Johnson's little Black Book". But I can assure you that the use of said optional rules would allow to "worsen" both versions.
- When looking at the Mk II you'll notice that he overall fields less dice than MK I. However, he also has a lower base target number and his ruthenium polymer coating will allow him to constantly impose a permanent visibility modifier of at least +3 upon his opponents: 12 scanners provide a maximum of +12 as vision modifier. Ultrasound and (natural) IR-sight both provide the maximum reduction by halving it to a value of 6. In melee all vision modifiers are additionally halved => +3 at bare minimum.
- I do know that Jon sees SotA'64 (and thus MK II's item atunement) as "Liber Non Grata", but he cannot enforce such a restriction upon me, when evaluating his rules for my purposes.
- Despite those rather "insane" dice numbers both dwarfs cannot guarantee victory against any melee opponent. Well (or similarly) built melee trolls will on average lose during the combat tests and then simply shrug off the damage during the damage resistance tests. But the goal of this exercise wasn't aimed at building "the ultimate killer martial artist" but someone who simply won't lose (since a stand still between two opponents doesn't qualify as loss) unless being extremely unlucky.
- I don't need reminders on how any given gm can easily find ways to "beat" these characters outside their field of specialization or hanging them by their Flaws either.
@ Stahlseele ... I thought that I had shown you these dwarfs on previous occasions on a different board.