Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: ScytheKnight on <01-31-15/1741:26>

Title: SR5 Theorycraft: The supersonic falconine MA
Post by: ScytheKnight on <01-31-15/1741:26>
Well OK maybe not actually supersonic, but the idea of to get the most ridiculous speed possible.

So the basics I'm going to base this off priorities just for simplicity.

Priority C + 10 karma for Falconine shifter. 15 karma remaining
Priority A Mystic Adept + 4 PP -5 karma remaining
Priority B Attributes making sure to pump Agility to 7
Priority D Skills, making sure to take Flying 6
Priority E Recources

Tradition: Qabbalism, Egyptian or Psyoinic - These three Possession traditions all have access to Spirit of Air
Adept Powers: Enhance Agility 4

Post chargen Initiate for the Channeling metamagic.

The stupidity:
Falcone form with 7 (4) agility, possesing self with Spirit of air and using the Movement power while in flight. just how freaken fast would that thing be flying?
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: ScytheKnight on <02-01-15/1550:21>
Hmmmm, over 50 views and no comments... not sure I can blame anyone for not wanting to touch this  ;D
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Squirrel on <02-01-15/1621:25>
Don't you get that with a pixie too? It even got one more point of Agility.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Ryo on <02-01-15/1641:00>
The stupidity:
Falcone form with 7 (4) agility, possesing self with Spirit of air and using the Movement power while in flight. just how freaken fast would that thing be flying?

With 7(11) Agility, and a running rate of x6 while flying, you would fly at a rate of 66 meters per turn, which is 14 meters per turn slower than Speed 4.

while possessed by a Force 6 air spirit using Movement on you, that would be multiplied again by 6, for 396 meters per turn. Faster than Speed 6, but 244 meters per turn short of Speed 7.

If you oversummoned to Force 12, the Spirit of Air would now have a higher Agility than you (15) and would add half of the spirit's Force to your base Agility score while possessed, so you'd have an agility of 13(17). That would give you a base speed of 102 meters per turn without Movement, and 1,224 with Movement. That's 56 meters per turn short of Speed 8, and 1.2 times the speed of sound.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: ScytheKnight on <02-01-15/1655:48>
Umm, quick correction would be 7 (11) Agility since 4 is the augmented maximum.. but wow.. that is kinda crazy.

Not sure if it's useful in any way... but that's the kind of person I am, getting a better understanding of the rules by seeing how far they can be pushed.

Don't you get that with a pixie too? It even got one more point of Agility.

Umm.. yeah... yeah you do...
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Ryo on <02-01-15/1704:23>
Umm, quick correction would be 7 (11) Agility since 4 is the augmented maximum.. but wow.. that is kinda crazy.

Fixed that before your post. It didn't change the numbers much.

If you want the fastest PC character possible, I'm pretty sure you'd want to be a Changeling Banshee with either Celerity or Satyr legs, and Metagenic Agility Improvement. Base running rate of x6 increased to x7 by Infection, and a maximum Agility of 8(12).

That would be a running speed of 84 meters per turn baseline, and while possessed by a Force 6 spirit of Earth using Movement, that would increase to 504 meters per turn. Oversummoned to 12, and that would be 1008 meters per turn.

Of course, Banshees can absorb Essence and enhance their attributes, including Magic. Pump Magic by +4, and they can summon up to Force 20.

A Force 20 Earth Spirit would have Agility 18, and so would add 10 to the Banshee's Agility score while possessed, resulting in a score of 18(22).

Base speed of 154 meters per turn, and a staggering 3,080 meters per turn with Movement. That's faster than Speed 9 and a little above Mach 3.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Jack_Spade on <02-01-15/1705:15>
Well,
having a spirit cast movement is usually enough to make anything freakishly fast.
Your falcon could get up to an agility of 12 (exceptional attribute)=run rate of 72 m/turn
x6 for movement with a lvl. 6 spirit you get up to 432 m/turn=  144m/s= 518,4 km/h
That's actually quite believable, since the world's fastest bird, the peregrine, reaches between 250 and 300 km/h without the aid of a spirit.


Case in point: Have a Dodge Scoot with a RIC rating 3 and a lvl. 6 spirit with movement and four successes, and your little electro scooter will get you to 1280m/turn = 426m/s, breaking the sound barrier...

A gearhead will improve that to 511m/s. Hopefully, you don't have to do any turns at the time  ;)

Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: ScytheKnight on <02-01-15/1717:41>
Just as well movement speed has no impact on Charge attack damage...  ;D
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Ryo on <02-01-15/1721:40>
Well,
having a spirit cast movement is usually enough to make anything freakishly fast.
Your falcon could get up to an agility of 12 (exceptional attribute)=run rate of 72 m/turn
x6 for movement with a lvl. 6 spirit you get up to 432 m/turn=  144m/s= 518,4 km/h
That's actually quite believable, since the world's fastest bird, the peregrine, reaches between 250 and 300 km/h without the aid of a spirit.


Case in point: Have a Dodge Scoot with a RIC rating 3 and a lvl. 6 spirit with movement and four successes, and your little electro scooter will get you to 1280m/turn = 426m/s, breaking the sound barrier...

A gearhead will improve that to 511m/s. Hopefully, you don't have to do any turns at the time  ;)

I assume RIC is a term for Control Rig, which only increases Speed as a limit, not movement rates.

But you aren't wrong that Movement used on Vehicles is ludicrously insane, since you multiply your hits (not net hits) by Acceleration and add it to Speed, and you need a minimum number of hits equal to half the vehicle's body. Using Movement on a GMC Banshee will get you a minimum of Speed 48, which is 1,407,374,883,553,280 meters per turn. That's about 1,564,832 times faster than the speed of light and would get you to Alpha Centauri in 1 minute and 28 seconds.

A sufficiently powerful spirit could get you there in 1 combat turn.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: ScytheKnight on <02-01-15/1725:08>
At which point an Astral Rift opens up and Dunkelzahn pops out and promptly tells you to stop that kinda shit.  ;D

(https://s-media-cache-ak0.pinimg.com/236x/f2/ab/b2/f2abb266763ceacca25065bff1af30c1.jpg)

and yeah I know I know, I started this sillyness.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Ryo on <02-01-15/1737:46>
If I'm doing the Math right, the speed necessary to reach Alpha Centauri in 3 seconds would be 13,771,669,991,253,450 meters per second. In shadowrun terms, that's a running rate of 41,315,009,973,760,350 meters per turn, which falls between Speed 52 and 53.

A GMC Banshee, with Speed 8 and Acceleration 4, needs 11 hits to reach Speed 52. 12 hits would put you at Speed 56, which would get you there in less than a second.

That's not likely, but certainly doable, especially with Edge.

But yeah, moral of the story; Never tell an Air Spirit to use Movement on a GMC Banshee unless you want to end up in deep space.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Jack_Spade on <02-01-15/1741:24>
I assume RIC is a term for Control Rig, which only increases Speed as a limit, not movement rates.

Are you sure about that?
p. 452 says:
"When you’re jumped into a vehicle or drone, the control rig provides its Rating as a dice pool bonus on all Vehicle skill tests. Additionally, the rating of your control rig is added to the Handling and Speed of any vehicle you are jumped into. As if that was not enough, your Vehicle Test thresholds are reduced by the rating of your control rig (to a minimum of 1), again when you’re jumped in."
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Ryo on <02-01-15/1745:02>
I assume RIC is a term for Control Rig, which only increases Speed as a limit, not movement rates.

Are you sure about that?
p. 452 says:
"When you’re jumped into a vehicle or drone, the control rig provides its Rating as a dice pool bonus on all Vehicle skill tests. Additionally, the rating of your control rig is added to the Handling and Speed of any vehicle you are jumped into. As if that was not enough, your Vehicle Test thresholds are reduced by the rating of your control rig (to a minimum of 1), again when you’re jumped in."

Yes, from every other quote about the Control Rig increasing your limits, no quotes suggesting it increasing your movement rate, and the fact that it increasing your movement rate is utterly bonkers and makes no logical sense. The Speed table is exponential. There's no reason for a rating 1 Control Rig to double the speed of a vehicle, and a rating 3 Control Rig to octuple it.

Quote from: page 266
RIGGING AND LIMITS
When you’re jumped into a vehicle, drone, or other device, the limits of that device are increased by the rating of your control rig. This includes vehicle and drone Sensor, Speed, and Handling, and the Accuracy of mounted weapons when used by the rigger. The control rig also connects more smoothly through an RCC when operating in VR.

It's Speed as a Limit, not as a movement rate.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Imveros on <02-01-15/2142:55>
Btw guys, per the possession power stat increases are based off of force and not off the spirit's own stats. All force 6 spirits give the same boost to all physical stats.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Darzil on <02-02-15/0731:50>
Yes, from every other quote about the Control Rig increasing your limits, no quotes suggesting it increasing your movement rate, and the fact that it increasing your movement rate is utterly bonkers and makes no logical sense. The Speed table is exponential. There's no reason for a rating 1 Control Rig to double the speed of a vehicle, and a rating 3 Control Rig to octuple it.
Personally I consider the bonkers thing there is that the speed table is exponential, as indeed this thread demonstates, rather than the control rig adding to speed being crazy.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: AirPanda on <05-19-16/1324:30>
Up !
I was just wondering if having such a high speed can actually be useful in real rpg situation ?
Does it also allow you to make more actions in a turn, or do you still need some kind of enhanced reflexes ?
Say I'm supposed to kill rescue someone in a bunker guarded by a rigger, a mage, a hacker, a street samourai and 2 basics guards with fire weapons. What could that speed allow me to do and which skills / tools do I also need to make the best out of that speed ?
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Hobbes on <05-19-16/1457:56>
Movement is separate from Actions in SR and you're generally not allowed to move, attack, move again in a single action pass.  That'll get you smacked by a book.

But yes there are applications for being really fast.  Elf with a Monowhip is my favorite.  Shapechanged Mage who doesn't want to buy a vehicle is my 2nd favorite.  But I'm a simple guy.  Others probably have more interesting uses. 
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: AirPanda on <05-19-16/1556:09>
Why is it important for an elf with monowhip to have a high speed ? Maybe that's a noob question, but I'm a newbie to SR anyway...
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Jack_Spade on <05-19-16/1600:04>
Guns tend to shoot melee people before they are in range to slash their holders if the melee person isn't fast enough to close the distance
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: AirPanda on <05-20-16/0549:42>
Nice, then having huge speed is only interesting to flee or rush, but is not a broken combat trick. Thanks for your answer!
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Hobbes on <05-20-16/1038:41>
Entering melee is usually a "Charge" action in combat.  Running past/around/away from opponents usually gives them an opportunity to take a -5 to initiative and make a melee attack themselves.  So no broken melee tricks for high movement.  Just the ability to cross 40 meters in an eyeblink to cut some poor mook in half without every getting fired at.  But that seems like it might come in handy occasionally.
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: adzling on <05-20-16/2117:30>
That's why we divide your movement by action phases you have ;-)
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Medicineman on <05-21-16/0218:27>
Entering melee is usually a "Charge" action in combat.  Running past/around/away from opponents usually gives them an opportunity to take a -5 to initiative and make a melee attack themselves.  So no broken melee tricks for high movement.  Just the ability to cross 40 meters in an eyeblink to cut some poor mook in half without every getting fired at.  But that seems like it might come in handy occasionally.
If your Supersonic Char has a Range of 120+ Meters he can start out of range of Heavy pistols, run 60 Meters , engage in a ...Run by melee Attack (riscs the opponents  counterattack ) and is out of Pistol Range in one Melee pass
...eat this Reality and world record sprint Muahahahaha
Quote
That's why we divide your movement by action phases you have ;-)
Oh Yeah
 +1 !!! (we use standard SR4A Movement rules too !)



with a supersonic Dance
Medicineman
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Hobbes on <05-21-16/0751:11>
If your Supersonic Char has a Range of 120+ Meters he can start out of range of Heavy pistols, run 60 Meters , engage in a ...Run by melee Attack (riscs the opponents  counterattack ) and is out of Pistol Range in one Melee pass


Which Splatbook was Run By melee Attack in...? 
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Medicineman on <05-21-16/1008:13>
If your Supersonic Char has a Range of 120+ Meters he can start out of range of Heavy pistols, run 60 Meters , engage in a ...Run by melee Attack (riscs the opponents  counterattack ) and is out of Pistol Range in one Melee pass


Which Splatbook was Run By melee Attack in...?

not a splatbook , just a desription of the Action ;)
( in wrestling it would be a Clothline, wouldn't it ?)

with a run by Dance
Medicineman
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Hobbes on <05-21-16/1605:23>
Closeline is typically when the target is running, but same difference.  For a second I thought some corner of some splat book had just decided a mach 2 monowhip was ok. 

Very few GMs would allow a Move By attack in 5th ed, even if you're not houseruling movement.  Just opens up giant piles of silly. 
Title: Re: SR5 Theorycraft: The supersonic falconine MA
Post by: Coyote on <05-21-16/1844:11>
Very few GMs would allow a Move By attack in 5th ed, even if you're not houseruling movement.  Just opens up giant piles of silly.

As said earlier: "Movement is separate from Actions in SR and you're generally not allowed to move, attack, move again in a single action pass.  That'll get you smacked by a book."

Forget the Run-by Ninja/Samurai sword strike that you see in anime along with split-screen views of the characters involved.... if you could move/attack/move, then everyone would be stepping out around the corner, shooting, then stepping back around the corner so they can't get shot. And the middle phase, the "shoot", would be the GM telling everyone "there is no one to shoot, everyone on the other side is around the corner, waiting to do what you're doing". Rules that allow mid-movement attacks combined with ranged attacks have to be very carefully written in order to avoid stalemate-by-popup.