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Message no. 1
From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Re: Movement and Fast Women
Date: Thu, 26 Feb 1998 18:22:52 -0700
/ Another related question: Shouldn't a reaction enhancement make a
/ character run faster? IIRC is it somewhere mentioned that a runner
/ in a story kicked in his wired reflexes and could run like a rocket. But
/ according to the rules this is not possible, no matter how fast you are
/ in combat you can only move ones a round.
/ Or an I simply wrong and misinterpret the rules?
/
/ - Matthias

You're misinterpreting the rules :)

A character may move on his action phase. If a character has more
than one action phase per round, he can move on each of those actions
phases. The only restriction is that you can only *run* once per
round.

If a character has three actions in a round he could run on the first
action, walk on the second, and walk on the third. If his quickness
was 5 he would cover ((3x5) + 5 + 5) 25m in one round.

-David
--
"Laugh and grow strong."
- St. Ignatius of Loyola
--
ShadowRN GridSec: Enforcer Division
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 2
From: MgkellyMJ7 <MgkellyMJ7@***.COM>
Subject: Re: Movement and Fast Women
Date: Thu, 26 Feb 1998 20:26:57 EST
In a message dated 98-02-26 20:22:25 EST, you write:

<< Another related question: Shouldn't a reaction enhancement make a
/ character run faster? IIRC is it somewhere mentioned that a runner
/ in a story kicked in his wired reflexes and could run like a rocket. But
/ according to the rules this is not possible, no matter how fast you are
/ in combat you can only move ones a round.
/ Or an I simply wrong and misinterpret the rules?
/ >>


i would say that whomever wrote the story in question had misinterpreted Wired
Reflexes. WR, MBW, and such only decrease the time it takes a character to
react to a situation. they don't actually increase running speed, though the
MBW system increases Quickness/Dexterity, but it still doesn't increase the
running modifier.

Mgkelly
Message no. 3
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Movement and Fast Women
Date: Fri, 27 Feb 1998 11:48:22 +1000
MgkellyMJ7 writes:
(sheesh... why do people use these weird pseudonyms?)
><< Another related question: Shouldn't a reaction enhancement make a
> / character run faster? IIRC is it somewhere mentioned that a runner
> / in a story kicked in his wired reflexes and could run like a rocket. But
> / according to the rules this is not possible, no matter how fast you are
> / in combat you can only move ones a round.
> / Or an I simply wrong and misinterpret the rules?
>
>i would say that whomever wrote the story in question had misinterpreted
Wired
>Reflexes. WR, MBW, and such only decrease the time it takes a character to
>react to a situation. they don't actually increase running speed, though
the
>MBW system increases Quickness/Dexterity, but it still doesn't increase the
>running modifier.


Yeah, you can only RUN once per round. However, you can walk on each of your
actions. If you're getting another two actions because of your wired
reflexes, then you can "run" half again as fast as someone with the same
quickness. Toss in increased quickness, and yeah, you'll start moving like a
rocket.

Game mechanics:
Hmm... 70 km/h is the speed quoted (from Plus Ca Change... at the start of
the BBB. Didn't Nigel Findley write it? Or did Tom Dowd? Either way, I don't
think they'd have misinterpreted the rules.) That's about 60 meters in a
combat round.

This is readily doable with a quickness of 10 and 3 actions a round (10x4
for running, plus 10, plus 10).
Quickness of 10 is doable with bioware (Umm... is it muscle aug + enhanced
articulation?).
With Wired II on that, and an intelligence of 4, you'll have an initiative
of (7+4) + 3d6, which will _average_ at 23 (3d6 has an average of 12), and a
range of 14 to 29 (not quite good enough for 4 actions a go, though).

Toss in, say, a running skill of 4, and this guy will be able to walk to
work faster than he could drive, given typical traffic conditions... :)

(Mind you, a shaman with a good nature spirit will leaving him choking on
dust)

--
.sig deleted to conserve electrons. robert.watkins@******.com
Message no. 4
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Movement and Fast Women
Date: Fri, 27 Feb 1998 11:55:26 +1000
David Buehrer writes:
>If a character has three actions in a round he could run on the first
>action, walk on the second, and walk on the third. If his quickness
>was 5 he would cover ((3x5) + 5 + 5) 25m in one round.


If he/she was a dwarf or a troll... if he/she was a human/elf/orc, the
running multipler would be x4, not x3, right?

--
.sig deleted to conserve electrons. robert.watkins@******.com
Message no. 5
From: Philaims <Philaims@***.COM>
Subject: Re: Movement and Fast Women
Date: Thu, 26 Feb 1998 21:14:53 EST
In a message dated 98-02-26 20:52:00 EST, you write:

> With Wired II on that, and an intelligence of 4, you'll have an initiative
> of (7+4) + 3d6, which will _average_ at 23 (3d6 has an average of 12), and
a
> range of 14 to 29 (not quite good enough for 4 actions a go, though).
>
> Toss in, say, a running skill of 4, and this guy will be able to walk to
> work faster than he could drive, given typical traffic conditions... :)
>
> (Mind you, a shaman with a good nature spirit will leaving him choking on
> dust)

Hmm. This is probably a bit twinkish...a horse shamanic physad? Has the
critter power of enhanced movement...make him an elf with the enhanced
quickness edge, for a max with magic points of twelve, and get him increased
reflexes after initiation. more way of the athlete than the warrior, glorying
in races, running, and the wind in his/her hair.
Message no. 6
From: Gurth <gurth@******.NL>
Subject: Re: Movement and Fast Women
Date: Fri, 27 Feb 1998 11:45:27 +0100
Robert Watkins said on 11:55/27 Feb 98...

> If he/she was a dwarf or a troll... if he/she was a human/elf/orc, the
> running multipler would be x4, not x3, right?

It is if you're using SR1. In SRII, they subtracted 1 from those
multipliers: dwarfs and trolls get x2, the rest x3. (Except if you look at
the critter table, which FASA must have forgotten to alter.)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
They say they know what's best for me.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

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Message no. 7
From: Gurth <gurth@******.NL>
Subject: Re: Movement and Fast Women
Date: Fri, 27 Feb 1998 11:45:27 +0100
Robert Watkins said on 11:48/27 Feb 98...

This is a job for... Speed Sam! *grin*

> Game mechanics:
> Hmm... 70 km/h is the speed quoted (from Plus Ca Change... at the start of
> the BBB. Didn't Nigel Findley write it? Or did Tom Dowd?

It was Paul Hume.

> This is readily doable with a quickness of 10 and 3 actions a round (10x4
> for running, plus 10, plus 10).
> Quickness of 10 is doable with bioware (Umm... is it muscle aug + enhanced
> articulation?).
> With Wired II on that, and an intelligence of 4, you'll have an initiative
> of (7+4) + 3d6, which will _average_ at 23 (3d6 has an average of 12), and a
> range of 14 to 29 (not quite good enough for 4 actions a go, though).
>
> Toss in, say, a running skill of 4, and this guy will be able to walk to
> work faster than he could drive, given typical traffic conditions... :)

Here's an extract from the Elven Speed Samurai 2.1, created using standard
SRII character creation rules and the More Metahumans optional rule. He
was clocked at 122.4 km/h, but could run faster had he rolled more
Athletics (Running) successes.

Attributes
Body: 6(7)
Quickness: 7(12)
Strength: 2(7)
Charisma: 3
Intelligence: 6(8)
Willpower: 3
Body Index: 6
Essence: .1
Reaction: 6(21)
Initiative: 21+4D6

Skills
Athletics (Running specialization): 8(9)

Cyberware
Reaction Enhancer (3)
Wired Reflexes (3)

Bioware
Cerebral Booster (2)
Enhanced Articulation
Muscle Augmentation (4)
Suprathyroid Gland

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
They say they know what's best for me.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------

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