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Jumper

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JimJungle

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« on: <08-07-11/1848:36> »
So this guy is not 100% legit, he's more of a concept NPC at this point. Just the first in my line of Rule Benders. This guy is kinda like Forest Gump but with cyber legs who REALLY loves jumping. He is not a shadowrunner by any means. He is one of the local flavors in the Redmond Barrens (or any Barrens). The locals, not knowing his real name, started calling him Jumper, and the name stuck. He has no real home or job, he gets by on the charity of some good people,  which includes some runners and fixers. No one is really sure where he came from or where he got all the 'ware, or what happened to his mind. Most have accepted him as an eccentric, knowing that he is not right in the head. He is not a violent person (at least not on purpose), but he will fight for those he sees as his friends. He is occasionally contacted by his fixer friend and given small jobs to do, like take this and go here. Anything too complicated will confuse him. He has a military grade sniper rifle that he carries around with him some times. He also has the skills to use it, he has been seen hitting a stop sign from well over a kilometer. But if asked to shoot a living person he will stubbornly refuse. This leads many to believe he is former corpsec or spec forces, but nobody knows for sure. He is very easy going, and is always seen with a big goofy grin on his face. He can be very careless and destructive when jumping and landing on buildings, which has earned him a couple enemies in the local bussiness, but when confronted he will apologize profusely and start bawling. Which usually leads to them forgiving him, its hard to stay mad at the poor guy. Jumper can be seen flying around Redmond in his bright orange jumpsuit, yellow hardhat, and pink Hello Kitty backpack. He is occasionally seen parachuting when he has over jumped something. He is often used by runners as a very potent distraction on runs. But the locals who look after him are very protecive of him, and do not like it when runners get him hurt for thier own gain. Jumper is a favorite of the local kids, who see him as one of ther own. Jumper loves kids, as he is basically one himself, and he will go out of his way to help any kid in trouble. He also has a strong love for cats, and has many rooftop "nests" full of stray cats. His friend Jacob, who owns and operates a Cyberware Repair Shop, is often repairing Jumpers legs at the cost to himself. And even though he has to pay for it himself, Jacob always helps Jumper, and sometimes tinkers with his cyberlegs. Jacob is in the process of duplicating Jumpers special legs.

Name: Jumper
Race: Elf 30
Special: Adept 5
Essence: 4.04/6
Init Passes: 1/4
Body:4 Agility 8 (12), Reaction 4, Strength 4, Charisma 3, Intuition 2, Logic 2, Willpower 2, Edge 5, Magic 5

Skills: Gymnastics 6 (Jumping), Longarms 4 (Sniper Rifle), Running 4 (Urban), Exotic Melee 4, Parachuting 2 (Recreational)
Knowledge: Sports 6, Seattle Street Gangs 3, Architecture 3
Language: English N

Contacts: Fixer Smithy L2, C3; CyberRepair Shop owner Jacob L3, C1;Restaruant Owner Charles L2, C1

Positives:
 Exceptional Agility 20, Natural Athlete 10,
Negatives:
 Poor Self Controll (Thrill Seeker) -5, Distinctive Style -10, Records On File -10, Mental Handicap -10

Adept Powers (3): Great Leap 5, Improved Ability 3, Freefall 4

Cyber: Muscle Toner 4 Grade A, Reflex Recorder Skill (Jumping), Synthetic Full Leg Right & Left, Customized Cyberlimb x2 (AGI) 6, Hydraulic Jacks 6, Raptor Legs, Footblades (Retractable)x2

Gear: Urban Explorer Jumpsuit (Bright Orange), Durable clothing, Transys Avalon + Mangadyne Deva, Binoculars, Industrious Hardhat (yellow), Parachute Low Altitude x3, Backpack (Hello Kitty, Pink)

Weapons: Hardliner Gloves, Ranger Arms SM-4; tripod, additional clip, barrel extension, extened clip drum, smartgun. reg ammo 10 x3, flash grenade x3

Jumping DP: Gym 6 (+2), + AGI 12, Reflex Recorder +1, Hydraulics +6, Raptor Legs +2, Great Leap +5
, Natural Athlete +1, Improved Ability (Gym) +3  = 38
Max Distance: AGI 12 + 5 (Geat Leap) = 17 x 1.5 = 25.5 (round up) 26 x 1.2 (hydrauls) = 31.2 so 31 meters max distance
Fall Distance= 12 (Hydrauls) + 6 (FreeFall)= 18m absorbed from fall damage
« Last Edit: <08-07-11/1955:40> by JimJungle »

UmaroVI

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« Reply #1 on: <08-07-11/1922:56> »
You can't have more Improved Ability than half (round down) ranks.

JimJungle

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« Reply #2 on: <08-07-11/2043:49> »
You can't have more Improved Ability than half (round down) ranks.

Fixed it.

UmaroVI

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« Reply #3 on: <08-07-11/2128:20> »
Synthacardium and Enhanced Articulation can add a bit more gymnastics. So can SURGE I for Satyr Legs.

Charybdis

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« Reply #4 on: <08-07-11/2232:07> »
Synthacardium and Enhanced Articulation can add a bit more gymnastics. So can SURGE I for Satyr Legs.
Would the Surge legs stack with Cyberlimbs? Would seem odd to allow the same bonuses for weird legs after they've been surgically removed :P
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Shadowjack

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« Reply #5 on: <08-08-11/0326:26> »
Really cool character!
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Makki

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« Reply #6 on: <08-08-11/0349:25> »
Natural Athlete and Improved Ability 3 add up to +4 on Gymnastic. As said before, 3 is max.
I can see, that this is not a starting char, that's why he CAN have Magic 5 at 4 Essence, yet he needs to have an initiated for this.

Onion Man

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« Reply #7 on: <08-08-11/1613:22> »
Synthacardium and Enhanced Articulation can add a bit more gymnastics. So can SURGE I for Satyr Legs.
Would the Surge legs stack with Cyberlimbs? Would seem odd to allow the same bonuses for weird legs after they've been surgically removed :P
Nothing in the rules to say it wouldn't.
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nojosecool

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« Reply #8 on: <08-09-11/2313:06> »
Ugh.  Why am I not surprised to see those words under your name, Onion Man?
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Charybdis

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« Reply #9 on: <08-10-11/0018:49> »
Synthacardium and Enhanced Articulation can add a bit more gymnastics. So can SURGE I for Satyr Legs.
Would the Surge legs stack with Cyberlimbs? Would seem odd to allow the same bonuses for weird legs after they've been surgically removed :P
Nothing in the rules to say it wouldn't.
RAW that might be quite a loophole, but this sets a precedent to then get 5 pairs of cyberlegs and stack the bonuses

GM: Why do you have 5 capacity in that leg?
PC: It's empty
GM: But you've got armour bonuses listed here
PC: Yep, those are from my other legs
GM: But you're not wearing your other legs
PC: I have cyberlegs with +5 armour. I have Cyberlegs with 5 spare capacity. Nothing in the rules to say they won't stack, ergo two negatives erquals positive and they stack.

I'm not seeing this one as kosher ;)
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baronspam

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« Reply #10 on: <08-10-11/0030:41> »
I think I am with Charybdis on this one.  Shadowrun is notorious for slightly sketchy writing.  It may not be expressly forbidden RAW, but it doesn't make any sense to me that you could have SURGE legs, have them removed and replaced with cyberlimbs, and have both sets of bonuses.  If the SURGE legs are no longer attached to your body I think its safe to say you no long have a quality associated with them.

Teknodragon

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« Reply #11 on: <08-10-11/0352:31> »
I could see Celerity stacking with lower cyberlegs, m'self, but satyr-style legs when replaced with cyber duplicates... resemble 'raptor-style legs.
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Dysth

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« Reply #12 on: <08-10-11/1938:27> »
one could argue that there is more to the bonus of satyr-legs than just the legs themselve. seen with a little bit of realism there is a lot more to consider for satyrlegs to work than just the limbs. different and maybe reinforced bonestructure, different muscle and tendon locations, probably a somewhat different spine...
kind of like just attaching wings to something doesn't make it a bird, there is a lot of different parts of the body involved.
on the other hand though it is kinda farfetched

Sark

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« Reply #13 on: <08-10-11/1945:12> »
Random question:  was this inspired by Spring-heeled Jack?

Charybdis

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« Reply #14 on: <08-10-11/1951:04> »
Random question:  was this inspired by Spring-heeled Jack?
Nope. Superman.
'Too much is never enough'

Current PC: Free Spirit (Norse Shamanic)
'Names are irrelevant. Which fake ID do you want me to quote from?'

Phreak Commandment V:
If Thou Be In School, Strive To Get Thine Self Good Grades, For The Authorities Well Know That Scholars Never Break The Law