Help - Search - Members - Calendar
Full Version: New Adept Power: Sprint
Dumpshock Forums > Discussion > Shadowrun
Thanee
There are some ways to increase your movement speed by 1.5 (like special cyberlegs and SURGE), but there is no Adept Power that does this, and I think it would fit quite well, so...

Sprint
Cost: .5
The adept's Walking and Running rates are increased by one-half (round down) its current value.


What do you think?


Previous Considerations
[ Spoiler ]

Bye
Thanee
Makki
1) why not make it a skill+attribut test: Running + Magic?
2) of course it's compatible with celerity, satyr and raptor legs!
3) I'm not happy with drain depending on Magic.
Thanee
QUOTE (Makki @ Nov 25 2010, 10:49 AM) *
1) why not make it a skill+attribut test: Running + Magic?


I thought that Body would offer a bit of an endurance aspect here.

QUOTE
2) of course it's compatible with celerity, satyr and raptor legs!


Nah. A single +50% increase is enough.

QUOTE
3) I'm not happy with drain depending on Magic.


Yep, I know it's not perfect, but Drain must be based on something. The only alternative I could think of was using the hits generated on the Magic + Body test.

Bye
Thanee
Makki
QUOTE (Thanee @ Nov 25 2010, 11:59 AM) *
Nah. A single +50% increase is enough.

celerity+satyr legs+skates are already compatible for a +150%
the Movement Spirit power (as broken as it is) is compatible with everything, because it's Magic

I'd go one further:

Sprint
Cost: .5 per level

The adept's Walking and Running rates are temporarily increased by 50% per level (round down).
Thanee
Well, I would only ever use a single such increase, regardless of source.

But since it is a house rule, anyways, people can certainly just remove that part, or even allow to take it multiple times. wink.gif



But what do you think about the power in general. PP cost ok? Is it fair to make it only a temporary boost with an action to activate and Drain? Or is that too weak even? I didn't want to make it simply a permanent increase (i.e. with the effect being equal to Celerity), that seemed a bit much. smile.gif

Bye
Thanee
Ascalaphus
When the power runs out, can you immediately activate again?

Why not base Drain on the amount of rounds the power was active? That way having a high Magic isn't more draining, but high Magic does let you use a draining power longer (for more Drain)
Thanee
QUOTE (Ascalaphus @ Nov 25 2010, 01:31 PM) *
When the power runs out, can you immediately activate again?


Sure. The limiting factor is the Drain.

QUOTE
Why not base Drain on the amount of rounds the power was active? That way having a high Magic isn't more draining, but high Magic does let you use a draining power longer (for more Drain)


Well, both the figures I have been pondering for the Drain are used in the duration as well. Magic directly increases the duration. And Magic also figures into the Drain. So that is kinda the case already. smile.gif

Bye
Thanee
HunterHerne
QUOTE (Thanee @ Nov 25 2010, 09:12 AM) *
Sure. The limiting factor is the Drain.



Well, both the figures I have been pondering for the Drain are used in the duration as well. Magic directly increases the duration. And Magic also figures into the Drain. So that is kinda the case already. smile.gif

Bye
Thanee


It may technically work that way, but I think the way you have it worded has the drain constant for equivalent magic ratings. It also makes it rather inflexible, as the Adept would suffer all the drain regardless of how much use he got out of the power. It might be better, in my humble opinion, if the Adept could turn it off prematurely, and save on the drain a bit.
Thanee
The problem with that is, that you can turn it on and off and on and off and on and off and never really come into a situation, where Drain is an issue.
Ok, that costs a few actions, of course, but in many situations where you would want the speed increase, you won't need them for anything else.

I still think 1/2 Magic is the best compromise. It is fixed, yes, but so are pretty much all DVs for adept powers (or metamagics). If your Magic is higher you suffer more Drain, but you also get more use out of the power before suffering the Drain.

Bye
Thanee
Machiavelli
Drain is for mages, Adepts are limited enough. 0,5 magic for plus 50% is more than sufficient. It´s just movement, not an "I WIN" button. All the other movement-multipliers stack, so why should this one be limited in time or stacking? Nonsense.
Ascalaphus
It seems unfair. If an adept with Magic 4 runs for four rounds, he suffers 2 Drain. But if an adept with Magic 6 runs for four rounds, he suffers 3 Drain. He's being punished for having more Magic!

Why not instead suffer X Drain every Magic rounds of Sprinting? Let X be some reasonable number, and let it "cool down" at a X := X -1 rate for every round spent resting in between short sprints. (Fighting while standing still is not resting, obviously.)

It's got some vague similarity to Sleep Deprivation (which is treated as a poison/disease that hits every 6 hours), and it rewards having higher Magic, slightly.
Makki
QUOTE (Machiavelli @ Nov 25 2010, 03:47 PM) *
Drain is for mages, Adepts are limited enough. 0,5 magic for plus 50% is more than sufficient. It´s just movement, not an "I WIN" button. All the other movement-multipliers stack, so why should this one be limited in time or stacking? Nonsense.


exactly. Free Fall and Great Leap don't cause drain and are as useless (sry, "limited") as movement. even the useful stuff like Attribute boost cause only one single point of drain.

Edit:
just found something I once found somewhere. it's similar to great leap


Fast Pace

Cost: .25 per level

This power allows an adept to move quicker than normal. Each level of Fast Pace increases the adept's base meters per Combat Round by 2. Additionally, each level adds a +1 dice pool modifier to all Running tests.
Thanee
QUOTE (Ascalaphus @ Nov 25 2010, 03:10 PM) *
It seems unfair. If an adept with Magic 4 runs for four rounds, he suffers 2 Drain. But if an adept with Magic 6 runs for four rounds, he suffers 3 Drain.


To be fair, the adept with Magic 6 gets 6+hits (where Magic also helps) rounds of sprinting before the Drain hits. He does get more for the higher Drain cost, since Magic is part of the effect and the Drain.

QUOTE
He's being punished for having more Magic!


Yes. It's the same problem as with Infusion. In both cases, you do get more, but also have to pay more (since you cannot choose a lower grade effect).


I mostly wanted to limit it a bit and not just make it a permanent increase (maybe I am wrong there, but I feel that .5 would not be enough for that... I have added the "permanent version" above with a 1 PP cost, which seems appropriate comparing with other powers like Wall Running).

Bye
Thanee
Karoline
QUOTE (Thanee @ Nov 25 2010, 01:36 PM) *
I mostly wanted to limit it a bit and not just make it a permanent increase (maybe I am wrong there, but I feel that .5 would not be enough for that... I have added the "permanent version" above with a 1 PP cost, which seems appropriate comparing with other powers like Wall Running).

Bye
Thanee

Yeah, but most people agree that wall running is way too expensive for what it does, and it (along with it's companion movement powers like traceless step) is often dropped down to half a power point in house rules. I'd say .5/level with each level giving a flat 50% bonus, just like most other movement boosting things. Make it so it can't stack with mundane means since you can get multiple levels to prevent someone reaching the speed of light.
Pollux710
we could just get rid of the drain altogether, it is an adept power as opposed to spell.
Makki
movement in sr4 is just not important. no matter how fast the adept will run, the modifer to shoot him is never worse than -2.
Thanee
QUOTE (Pollux710 @ Nov 25 2010, 08:19 PM) *
we could just get rid of the drain altogether, it is an adept power as opposed to spell.


Adept powers can also cause Drain. Attribute Boost is a prime example for one that does.


QUOTE (Makki @ Nov 25 2010, 08:25 PM) *
movement in sr4 is just not important. no matter how fast the adept will run, the modifer to shoot him is never worse than -2.


Yep, maybe it would be easiest to just make it like Celerity and have it grant the permanent bonus.

It's just that I like that other approach better somehow. smile.gif

Bye
Thanee
Critias
QUOTE (Makki @ Nov 25 2010, 02:25 PM) *
movement in sr4 is just not important. no matter how fast the adept will run, the modifer to shoot him is never worse than -2.

Unless you're moving for a reason. Trying to get away from someone, trying to reach a doorway, trying to catch up to someone, trying to get into melee range with someone (especially as an Adept), etc, etc.

It might not be "important" in terms of just plain racking up movement modifiers on folks shooting at you, but it can be plenty important, in the bigger picture.
HunterHerne
I agree with Critias. This is Shadowrun, where combat modifiers don`t necessarily mean success on a job, and getting it done before anyone notices could.
Pollux710
QUOTE (Critias @ Nov 25 2010, 01:42 PM) *
Unless you're moving for a reason. Trying to get away from someone, trying to reach a doorway, trying to catch up to someone, trying to get into melee range with someone (especially as an Adept), etc, etc.

It might not be "important" in terms of just plain racking up movement modifiers on folks shooting at you, but it can be plenty important, in the bigger picture.


ture dat! and i believe its lack of game breaking ability should make this ability drainless.
PresentPresence
Celerity costs 5 BP, one point of Magic costs 10 BP, "Celerity" adept power should cost half of a power point. Same rules as Celerity, only an adept power not a metagenetic quality. Simple and fair enough. If you feel like it, make it incompatible with Celerity. But not Satyr Legs.
Draco18s
I have an idea:

Take Attribute Boost, strip "attribute" out of it and replace it with "movement speed" in meters per combat round.

Voila.

High magic characters aren't punished, the test is Ranks + Magic for Ranks worth of drain.
Thanee
So, just like this?

Sprint
Cost: .5
The adept's Walking and Running rates are increased by one-half (round down) its current value.

Bye
Thanee
Kronk2
QUOTE (Makki @ Nov 25 2010, 06:10 AM) *
celerity+satyr legs+skates are already compatible for a +150%

This is all good fun, but still not that useful. This is nice for tactical speed, but long range runs at this speed would wear you out fast. Sidewalks, heck roads become tight terrain at these speeds.
Kronk2
QUOTE (Thanee @ Nov 26 2010, 03:47 AM) *
So, just like this?

Sprint
Cost: .5

The adept's Walking and Running rates are increased by one-half (round down) its current value.

Bye
Thanee


is this a per level or just once, cuz @ 4 Magic rating levels thats gets silly
Thanee
Just once.

I would even go so far as to generally disallow stacking of any x1.5 movement abilities. But that is another house rule, so I left it out here now. smile.gif

Bye
Thanee
Kronk2
QUOTE ( date='Nov 26 2010, 04:04 AM) *

How would you math that, if you are a satyr and celeritous wouldn't that new +100% be the new base? and the skates would be additive? for example as an elf it would end up 75 as opposed to 62
Tyro
QUOTE (Thanee @ Nov 25 2010, 11:47 PM) *
So, just like this?

Sprint
Cost: .5

The adept's Walking and Running rates are increased by one-half (round down) its current value.

Bye
Thanee

QUOTE (Thanee @ Nov 26 2010, 12:25 AM) *
Just once.

I would even go so far as to generally disallow stacking of any x1.5 movement abilities. But that is another house rule, so I left it out here now. smile.gif

Bye
Thanee

This is what I do.
Thanee
QUOTE (Kronk2 @ Nov 26 2010, 09:26 AM) *
How would you math that, if you are a satyr and celeritous wouldn't that new +100% be the new base? and the skates would be additive? for example as an elf it would end up 75 as opposed to 62


It would just be +50%. No stacking at all.

Note: This is what I would do. You don't have to do that. wink.gif

Bye
Thanee
Makki
I tried to rebuild the The Flash so many times. But Satyr Legs and skates just don't fit. Neither does Troll. I always end up Mystic Adept, for summoning. Movement is must-have, but some adept power to increase base speed before the multiplier would be nice. and ofc concealment for the blur effect.
cybertier
QUOTE (Makki @ Nov 26 2010, 09:51 AM) *
I tried to rebuild the The Flash so many times. But Satyr Legs and skates just don't fit. Neither does Troll. I always end up Mystic Adept, for summoning. Movement is must-have, but some adept power to increase base speed before the multiplier would be nice. and ofc concealment for the blur effect.


Isn't there a spirit pact with which you can get a spirit power?
HunterHerne
QUOTE (cybertier @ Nov 26 2010, 05:15 AM) *
Isn't there a spirit pact with which you can get a spirit power?


Yes, but, it is only for 24 hours. And you need to keep repeating the pact. Some spirits may resent that after a while

Also, didn`t the Movement power get changed? or is that only in the Changes reference, and not the actual Anniversary book?
Thanee
Those limits are in there, but for persons it will still work fine (ok, trolls might have trouble finding a spirit with enough Force). I think that limit is mostly for vehicles and such.

Bye
Thanee
Pollux710
QUOTE (Kronk2 @ Nov 26 2010, 01:04 AM) *
This is all good fun, but still not that useful. This is nice for tactical speed, but long range runs at this speed would wear you out fast. Sidewalks, heck roads become tight terrain at these speeds.


it has its use, I'll be using it to be honest, indiana jones style campaigns, pay data snags, get in the car quick maneuvers, i can think of dozens of more applications for a quick burst of speed.
Thanee
I would think the most common uses would be chases, reaching cover quickly or getting into melee.

It's not a hard bonus like bonus dice, but it still is useful in the right situation.

Bye
Thanee
Machiavelli
I found it very useful for getting away from slow drones or if a critter chases your team. You don´t have to be faster than the critter, you just have to be faster than the other ones in the team. smile.gif
HunterHerne
QUOTE (Machiavelli @ Nov 26 2010, 04:26 PM) *
I found it very useful for getting away from slow drones or if a critter chases your team. You don´t have to be faster than the critter, you just have to be faster than the other ones in the team. smile.gif


Living up to the name, eh?
Pollux710
No honor among thieves, no solidarity among shadow runners.
Machiavelli
QUOTE (HunterHerne @ Nov 26 2010, 10:19 PM) *
Living up to the name, eh?
Nah, just good roleplay. Narcistic black mage, dark mother mentor. If they are too slow, they don´t earn to survive.^^
Emy
QUOTE (Kronk2 @ Nov 26 2010, 01:04 AM) *
This is all good fun, but still not that useful. This is nice for tactical speed, but long range runs at this speed would wear you out fast. Sidewalks, heck roads become tight terrain at these speeds.


There's a reason skates come with smartwheels.

They're not at the level of YT's skateboard, but they do give a cheap option to people that want to cover a lot of ground on foot.

edit: If you're talking about dealing with the speeds brought about by magical enhancement and cybernetic augmentation, it's perfectly reasonable to assume that a spirit power or cyberlegs that make you go faster also give you the ability to deal with that increased speed.
DMiller
QUOTE (Makki @ Nov 25 2010, 11:15 PM) *

Fast Pace

Cost: .25 per level

This power allows an adept to move quicker than normal. Each level of Fast Pace increases the adept's base meters per Combat Round by 2. Additionally, each level adds a +1 dice pool modifier to all Running tests.


I like this version. No drain, simple to use and basically "always on". And at .25 per level, is about the right cost though I might leave off the +1 DP for Running Tests. The Adept can always buy the Improved Ability power for that.

-D
Thanee
The big question with that one is, how does it apply to Walking and Running rates?
Is the +2 added to Walking and also to Running, or is +5 added to Running?

Bye
Thanee
Draco18s
QUOTE (Thanee @ Nov 28 2010, 05:02 PM) *
The big question with that one is, how does it apply to Walking and Running rates?
Is the +2 added to Walking and also to Running, or is +5 added to Running?



Looks like 2 and 2.
DMiller
QUOTE (Draco18s @ Nov 29 2010, 08:22 AM) *
Looks like 2 and 2.


Yea, I'd just go with +2/+2. I tend to try and follow K.I.S.S. as much as possible.

-D
Ascalaphus
It just hardly seems anything to get excited about. Same with the published leaping powers, it's all so small fry. I want Crouching Tiger, not +1 to jumping checks.
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