Shadowrun

Shadowrun Play => Rules and such => Topic started by: hak616 on <11-12-14/2053:37>

Title: Jumping Test and Edge
Post by: hak616 on <11-12-14/2053:37>
Just a question if you use Edge on a Jump Test do you ignore the limit of AGL x1.5m ?
Title: Re: Jumping Test and Edge
Post by: 8-bit on <11-12-14/2109:28>
Just a question if you use Edge on a Jump Test do you ignore the limit of AGL x1.5m ?

Yes. Assuming you use Push the Limit, all limits are off. You are basically pulling off a superhuman feat.
Title: Re: Jumping Test and Edge
Post by: hak616 on <11-12-14/2113:58>
Thnx just checking wasn't sure
Title: Re: Jumping Test and Edge
Post by: Imveros on <11-12-14/2117:18>
I don't read it that way. Pushing the limit would make the physical limit no longer an issue meaning that weak characters could make super long jumps and the edge would just make the jump extra stylish

SR core p56
Quote
Push the Limit: Add your Edge rating to your
test, either before or after the roll. This can allow
you to take tests that might otherwise have
a dice pool of zero or less thanks to various
modifiers in play. Using Edge in this way makes
the Rule of Six come into play: for every 6 you
roll, count it as a hit and then re-roll that die,
adding any additional hits from the re-roll to
your total. If you decide to use this function after
your initial roll, only your Edge dice use the
Rule of Six. This use of Edge also allows you to
ignore any limit on your test.

SR core P 135
Quote
No matter how many hits you get, you can’t
jump farther than your Agility x 1.5 meters (net hits beyond
this mean you did it with style).

Nowhere does it call that agility x1.5 a limit. Yes it is a cap to the distance, but I've always read pushing the limit to be astral, social, physical, mental limit
Title: Re: Jumping Test and Edge
Post by: 8-bit on <11-12-14/2121:38>
Thanks Imveros, I think you're right.

So, I guess no. Sorry.
Title: Re: Jumping Test and Edge
Post by: Imveros on <11-12-14/2130:59>
If you want to make super jumps you still have options though!

Core 310
Quote
Light Body
Cost: 0.25 PP per level
Light Body is used to make incredible jumps over
long distances. Add the power’s level to your Agility
before calculating maximum distance you can jump
.

Core 457
Quote
Hydraulic jacks: This implant requires you to have
two cyberlegs with a hydraulic jack of identical Ratings
in each leg. Each Rating point adds a +1 to your Physical
limit for jumping and sprinting, adds twenty percent to
your maximum jump distance
, and reduces your falling
distance by two meters for the purpose of calculating
falling damage.
Wireless: The jacks add a +1 dice pool bonus to tests
involving jumping, sprinting, or lifting with your legs.

Run and Gun P139
Quote
LEAPING MANTIS
This technique pushes the body to the limit in jumping
long distances. The character stretches his body out to
get the extra distance across a chasm. The end result is
the character is Prone, either hanging on to the other
edge, or flat out on the other side. The character’s maximum
horizontal jump distance goes from Agility x 1.5
meters to Agility x 2 meters.

Or, for those truly sick jumps, all of the above with edge!
Title: Re: Jumping Test and Edge
Post by: 8-bit on <11-12-14/2136:58>
If you want to make super jumps you still have options though!

Core 310
Quote
Light Body
Cost: 0.25 PP per level
Light Body is used to make incredible jumps over
long distances. Add the power’s level to your Agility
before calculating maximum distance you can jump.

Core 457
Quote
Hydraulic jacks: This implant requires you to have
two cyberlegs with a hydraulic jack of identical Ratings
in each leg. Each Rating point adds a +1 to your Physical
limit for jumping and sprinting, adds twenty percent to
your maximum jump distance, and reduces your falling
distance by two meters for the purpose of calculating
falling damage.
Wireless: The jacks add a +1 dice pool bonus to tests
involving jumping, sprinting, or lifting with your legs.

Run and Gun P139
Quote
LEAPING MANTIS
This technique pushes the body to the limit in jumping
long distances. The character stretches his body out to
get the extra distance across a chasm. The end result is
the character is Prone, either hanging on to the other
edge, or flat out on the other side. The character’s maximum
horizontal jump distance goes from Agility x 1.5
meters to Agility x 2 meters.

Or, for those truly sick jumps, all of the above with edge!

Oh. My. Lord.

Agility 11 Elf with Rating 6 Hydraulic Jacks, 4 Levels of Light Body, Synthacardium 3, Gymnastics 6 plus Leaping Specialization, Leaping Mantis, and Edge 4 = 33 exploding dice with no limit on hits and maximum jumping distance of 66 meters. That would be quite interesting.
Title: Re: Jumping Test and Edge
Post by: Imveros on <11-12-14/2332:22>
i just did that same math myself a few weeks ago. There is a run in season 4 that requires a 50m zip-line from roof top to roof top to start a mission. After the game me and one of my players sat down and said F it there has to be a way to jump that XD
Title: Re: Jumping Test and Edge
Post by: Lucean on <11-13-14/0145:56>
Light Body doesn't stack with Leaping Mantis, as of p. 137 R&G.
Title: Re: Jumping Test and Edge
Post by: 8-bit on <11-13-14/1107:26>
Light Body doesn't stack with Leaping Mantis, as of p. 137 R&G.

Good catch. It's better to drop Light Body in that case, which means you could go full mundane.
Title: Re: Jumping Test and Edge
Post by: The Wyrm Ouroboros on <11-16-14/0407:57>
While true, I think it's silly/stupid - essentially penalizing an adept for, well, being an adept and taking the things she needs to jump Really Far.  My house rule is to allow those two (but not cyberlegs, sorry Imveros and 8-Bit) to compliment each other.
Title: Re: Jumping Test and Edge
Post by: Imveros on <11-16-14/2303:41>
While true, I think it's silly/stupid - essentially penalizing an adept for, well, being an adept and taking the things she needs to jump Really Far.  My house rule is to allow those two (but not cyberlegs, sorry Imveros and 8-Bit) to compliment each other.

no harm done. It questionable how they would all stack to begin with. Mixing percentages is always a messy biz anyway. I also see nothing wrong with stacking light body and leaping mantis. If you want to jump like a boss, more power to ya!
Title: Re: Jumping Test and Edge
Post by: The Wyrm Ouroboros on <11-17-14/0038:04>
I do percentages after numbers.  So if it goes from x1.5 to x2, then +20%, I read it as 1.2 x (AGI x 2).  Of course, since you're doing all multiplication on that one, it doesn't really matter - but on the other, it'd be (AGI + Lvl) x 2.

It's the falling that I'm really enthusiastic about, though.  Freefall 8, Light Body 3, and Force 6 foci for each (Magic 12): jump out of a 13-story window 54m up and make a three-point supercool-style landing with No Problem Whatsoever, Baby.
Title: Re: Jumping Test and Edge
Post by: Imveros on <11-17-14/2313:48>
I do percentages after numbers.  So if it goes from x1.5 to x2, then +20%, I read it as 1.2 x (AGI x 2).  Of course, since you're doing all multiplication on that one, it doesn't really matter - but on the other, it'd be (AGI + Lvl) x 2.

It's the falling that I'm really enthusiastic about, though.  Freefall 8, Light Body 3, and Force 6 foci for each (Magic 12): jump out of a 13-story window 54m up and make a three-point supercool-style landing with No Problem Whatsoever, Baby.

you forgot to mention the explosion that's going off and the sunglasses you put on after you land and casually walk away whistling!
Title: Re: Jumping Test and Edge
Post by: The Wyrm Ouroboros on <11-18-14/0021:23>
Actually, no - in my mind it's caught on six different camera drones smack dab in the middle of the Super Brawl.  People are stunned and screaming and horrified and thinking 'stupid street-pizza' as the cameras pan and follow her down, and she's drawing katana and heavy pistol on the way down.  She three-points it smack dab in the middle of the opposing team, who of course didn't expect someone to fall thirteen stories and still be combat ready.

Actually, Urban Brawl doesn't allow foci, so she'd have to jump from "only" 7 floors up.  4th Quarter, down by 2, only hope of winning is to accomplish a complete wipeout of the opposing side.  Medic's already been managed ...  ;D
Title: Re: Jumping Test and Edge
Post by: 8-bit on <11-18-14/0049:08>
Actually, Urban Brawl doesn't allow foci

Just because they don't allow foci doesn't mean someone with a high initiate grade and masking hasn't done it ...
Title: Re: Jumping Test and Edge
Post by: The Wyrm Ouroboros on <11-18-14/0239:29>
As I understand it, you can't mask what isn't in your possession - only the magical link to you.  Plus, high-initiate-grade + Masking mages/adepts don't typically play Urban Brawl.  Besides, would YOU want your team's victories to be taken away because you carried illegal gear onto the field?
Title: Re: Jumping Test and Edge
Post by: 8-bit on <11-18-14/1040:10>
As I understand it, you can't mask what isn't in your possession - only the magical link to you.  Plus, high-initiate-grade + Masking mages/adepts don't typically play Urban Brawl.  Besides, would YOU want your team's victories to be taken away because you carried illegal gear onto the field?

True, true. Just thinking it's a possibility, since their screening is not that high (I seem to recall some sort of fiasco with smuggling technomancers in, as it's damn near impossible to assense them properly). You're right though.
Title: Re: Jumping Test and Edge
Post by: The Wyrm Ouroboros on <11-18-14/1653:19>
Actually, if there is (or was) a fiasco with technomancers, you should - or, rather, I would - take that as being their screening is quite good indeed; just that technomancers were so very difficult to examine, and perhaps at the time it was more a matter of 'we don't even know what to look for'.

Of course, falling 7.5 stories is still going to take a good second and a half, so it's up to the GM whether or not there's going to be paranoid enough people in the opposition to shoot you as you drop.  :P