From: | NeoJudas neojudas@******************.com |
---|---|
Subject: | While we're on the topic of munchkins... |
Date: | Tue, 17 Oct 2000 10:58:37 -0500 |
Subject: Re: While we're on the topic of munchkins...
> > It's been done - Gurth, cue the Elven Speed Samurai here... ;-)
>
> That was my first thought, too :)
I'm not sure Elven was my first choice for some reason, but don't recall
why.
> However, the Elven Speed Sam was an SRII, pre-Cybertechnology, starting
> character. Basically, he was the highest-initiative starting character
> Martin Steffens and I managed to put together at the time; with the rules
> set down for this "challenge" it's even easier because that million-nuyen
> limit doesn't apply.
For some reason, I keep thinking that Mongoose (Seb Wiers) had something in
this range as well.
> Off the top of my head, take a night one and stick 6 points into Quickness
> and Intelligence, then add MBW-4, rating 6 reaction enhancers, enhanced
> articulation, and level 4 muscle toner. Total Reaction: 7 + 8 + 6 + 1 + 2
> = 23, with 5D6 initiative dice and two extra actions each turn. Yes,
> this'll be a cyberzombie and suffering from biosystem overstress, but
> those weren't mentioned as limitations on the character :)
And then choke back when you realize that MBW and Reaction Enhancers aren't
compatible. At least, it wasn't... and I don't recall it being so yet (or
lest our in-house heavy combat merc would have gone for them).
> A greater challenge is this one: create the highest-initiative _starting_
> character, using either the standard SR3 system or the building points
> system. Use only gear from SR3-era, FASA-published Shadowrun rulebooks and
> follow all normal character generation rules (e.g., no ratings over 6, no
> availability over 8, put a maximum of 6 points into each attribute, and so
> on).
Ah yes, the Challenge.... *that* is what will help determine a min-maxing
master...
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