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Mailing List Logs for ShadowRN

From: Achille Autran aautran@****.fr
Subject: While we're on the topic of munchkins...
Date: Wed, 18 Oct 2000 06:10:04 +0200
From: "Gurth" <gurth@******.nl>
Date: Tue, 17 Oct 2000 11:40:29 +0200

> 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, long gone is the time when a tactical computer was the definite edge
in initiative contests...
Let's give a try at this little calculus problem:

With the points system (123 points)
Race: Night One (15 BP)
Physical Magician (30 BP)
1 000 000 ¥ (30 BP)

Edges: Bonus attribute point: Quickness (2 BP)
Adrenaline surge (2 BP)
Aptitude: spellcasting (4 BP)
Flaws: 6 BP of various flaws, mild allergy to sunlight

Base attributes (modified by edges and race): (36 BP)
Bod 1
Qui 9
Str 1
Cha 3
Int 5
Wil 4

Skills: (16 BP)
Sorcery (spellcasting): 5(7)
Conjuring (summoning): 3(5)

Cyberware:
Boosted reflexes 3 (beta)
Reaction enhancer 6
wich gives Essence: 2.5. Magic loss is counterweighted by four geasa.

Bioware:
Synaptic accelerator 2
Enhanced articulations
Suprathyroid
for Body Index: 3.0 and a virtual magic rating of 3.

Adept powers:
Increased physial attibutes: quickness 3
Magical power 3
1.5 power points remaining

Focus, Spells'n'Spirits:
Increase cybered attribute: quickness 1
Increase attribute: intelligence 6
Power 5 elemental bound with 3 services
2 health expendable spell foci rating 3
summoning material rating 1,3,4 and 6

5000 ¥ for lifestyle and various goods, including novacoke, cram,
kamikaze and jazz.

Now, with a summoned elemental at hand for sustaining purpose, a spell
focus used, sorcery aid and karma pool, we can reasonnbly expect to
achieve 12 successes against TN# 4 for Inc. intelligence (rolling 19
dices without karma) and 2 successes against TN# 10 for Inc. quickness.
That was before ingesting any drugs...
Eventually we get:
Base +Cyber/adept +Magic +Drugs
Body 1 2 2 3
Quickness 9 13 14 17
Strength 1 2 2 4
Charisma 3 3 3 4
Intellignce 5 5 11 11
Willpower 4 4 4 5
Essence 2.5
Magic 6(3)
Reaction 7 19 22 26
Init 1D6 5D6 5D6 8D6

Don't forget that, with the adrenaline surge edge, the rule of six is
applied to the initiative roll, upping dices average from 3.5 to 4.2.
Therefore, this stressed lot should roll about 26+8*4.2Y.6 on
initiative, when fully up. And stink, coz of the sweat and the fur,
ya know.

And remember, this is a STARTING character. :-) :-) :-)

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.