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Lycan
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 dont 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.
hahnsoo
Be a Horse shamanic adept. They can choose the Movement power as a metamagic.
Lycan
Sorry people for the topic getting thrice posted. The server was emitting error messages.

Thank you for the Horse tip (is it in Magic in the Shadows?)
Anyway I still want to see a balanced Enhanced Movement Spell.
hahnsoo
Really, there are a few canon ways to increase your movement through magic, such as Increased Attribute (Quickness), Movement critter/spirit power, and the levitate/gecko crawl line of spells (which replace your movement rather than increase it). You should talk to your GM to see if he/she would allow an Enhanced Movement spell that emulates the critter power. A lot of them won't think it's balanced (due to past experience or some other idea), some of them might. I personally wouldn't allow it in my game, but if I were, I'd make it the same drain code as Levitate (maybe higher) and apply successes against a target number of 4 as the multiplier for the enhanced movement (this does mean that 1 success does nothing, but such is life), with a maximum equal to the Force of the spell.
Lycan
Ive personally used it this way..

Enhanced Movement
Type: M Target: 4 Drain: +2M
Each success adds 1 to the target Quickness and 1 to the running multiplier for purposes of movement, up to the maximum equal to spell Force.

This way it can only affect creatures (M spelll) and a force 6 spell would make someone run like ~100 meters/turn like wired samurais in 2nd edition. What you think?
Nikoli
Also, there is a new faster movement power for phys ads withthe new SOTA book.
Adds 1 per level to your quickness for purposes of determining run speed. so at char gen you could push a 17 quickness as far as run speed is concerned before applying the movement power.
(that's elf, + exceptional attribute, extra attribute, 2 points in improving your quickness from improved attribute, and then 6 levels of the faster run speed. Doesn't include using the boost attribute power as that's a little temporary to rely on)
giving you what, 51 meters per turn in a run without applying a movement power?
Lycan
I am aware of the running power in SOTA 2064, but I wanted to create a spell because I am not satisfied with 51 meters per turn ... But I want a consistent, balanced spell that is still useful when compared to levitate, but inferior to the critter power (at least a high force one).
Eyeless Blond
Note that you can also use Athletics (and Improved Ability: Athletics) to increase run speed. Rules in SRC, I believe. Or did someone mention that already?
Demosthenes
Try a 'Run' spell: it adds one to your running multiplier per success.
Make it a Health spell, TN of 4 or (10-Ess), whichever you prefer. I wouldn't have it add to both Quickness and the run multiplier, if only because there's already a spell that adds to Quickness.

At Force 6 with max successes (6), this spell would let an Elf/Night One with twinked Quickness (9) cover 81 metres in 3 seconds (effective multiplier x9) - before you add in cybernetic or bioware enhancements to Quickness. Add Muscle Toner-4, and you're covering 117 mpt, or 39 m/sec...which ain't that far off 100kmh...
None too shabby.
Your ankles probably won't be too fond of you if you use this kind of spell on a hard surface though...
Eyeless Blond
I'd make it add one to the multiplier per two successes, TN Quickness at least. Keep in mind that running multipliers aren't supposed to be easy to get (sans critter/spirit powers): take a look at the cost for satyr legs, for example.
hahnsoo
Meh, just get a pair of cyberfeet and cyberskates. smile.gif You can move as fast as... *rifles though the Critters book* ... a goat?!
Edward
I would probably not allow a spell that is as powerful as the spirit critter power. The problem with that power is it lets you move faster than you could normally run without taking running penalties and I dont want to detract from spirits (if all powers became spells everybody would play sorcerers).

Maybe add successes (max force) to your running multiplier. Drain code comparable to gecko crawl would be appropriate in my mind.

That would allow a starting character to hit running speed of 100 if they can get a qui of 10 (you want to be an adept).

Edward
Lycan
Ok. Taking the weakest suggestion, who would spend 6 karma with a spell that needs 12 (!!!!) sucesses to increase 6 in the running multiplier and 0 to walking speed ?
Remember that a levitate spell could make you FLY ~40 meters per turn with only 6 sucesses and can still be to take opponents out of combat.
Although running is useful, flying is even more. We have to make it worth !
Lycan
By the way, a level 6 Spirit make your running multiplier 18! (x3x6) A lot better than the spell.
Nikoli
Adept power, Boost run modifier.
2 points per level, adds +1 to your running multiplier per level.

That good for you? It's expensive as hell, but has potential to make you fast as shit in the top end game as there is no skill to cap it like improved ability or improved quickness. so, with enough Karma to burn, you could get a x9 or higher if you up your magic rating as well.
Lycan
I think the more reasonable solution presented up to now is
TN: 4 Each success adds 1 to the running multiplier up to the spell force.

If only to mantain consistency, I will make it increase the walking speed as well, proportionally.

Thanks everybody.
BitBasher
QUOTE (Lycan)
By the way, a level 6 Spirit make your running multiplier 18! (x3x6) A lot better than the spell.

Exactly, then summon a spirit, there's no reason to duplicate effects like movement that really decrease and marginalize the power of a summoner. Keeping powers like that specific instead of giving them to everyone adds value to those who can do it.

Just my opinion.
Herald of Verjigorm
If you want to consistantly increase everything quickness related, just quicken a force 6 increased quickness spell and buy a lot of expendable spell foci to boost the successes.

Elf, initiated horse adept, with a quickened spell as above:
Q: 13 x3 x6 = 260 m/ct
or use increased attribute quickness power to get almost as close and have less trouble with wards.
GrinderTheTroll
QUOTE (Lycan @ Apr 21 2005, 07:38 AM)
Ive personally used it this way..

Enhanced Movement
Type: M  Target: 4  Drain: +2M
Each success adds 1 to the target Quickness and 1 to the running multiplier for purposes of movement, up to the maximum equal to spell Force.

This way it can only affect creatures (M spelll) and a force 6 spell would make someone run like ~100 meters/turn like wired samurais in 2nd edition. What you think?

Aren't you simply trying to bypass "Improved Attribute (Quickness)" spell here?

EDIT:

One of the bigger changes from SR3 -> SR3 was changing movement from "Quickness per Combat Phase" to "Quickness per Combat Turn". If you are playing SR3 at all, it's going to be very hard to get yourself back to moving at SR2-like speed without Spirit services, Cyberskates or things like Levitate or Gecko Crawl.
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