Author Topic: Super Hero Conversion  (Read 954 times)

Pap Renvela

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Re: Super Hero Conversion
« Reply #15 on: (00:31:58/03-16-17) »
Echolocation as a sense has existed in SR before.
Moon Dolphin:Enhanced Senses (Sonar),
So, the argument that it's purely a sensor function doesn't really hold.

If you are going to argue that the cost of the adept is too low in comparison to the usefulness of echolocation: well,there I might have to agree,

Kiirnodel

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Re: Super Hero Conversion
« Reply #16 on: (00:52:36/03-16-17) »
Flash
Focused summoner with channeling and a possessing ally spirit, granting him movement continuously

Better version of Flash:
Athlete's Way Adept, following the Horse Mentor (can learn Movement as a metamagic), with Skate, Wall Running, Inertia Strike (for that Mach Punch), and Super High Agility.
« Last Edit: (00:55:01/03-16-17) by Kiirnodel »

Jack_Spade

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Re: Super Hero Conversion
« Reply #17 on: (03:57:58/03-16-17) »
@Kiirnodel
I thought about using Horse, but it's only three times a day movement for a round - hardly enough to count as the flash.

@Daredevil
There is the motion sense power, combine that with surge for bio sonar and you are pretty close to the Daredevil.
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Kiirnodel

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Re: Super Hero Conversion
« Reply #18 on: (04:59:43/03-16-17) »
@Kiirnodel
I thought about using Horse, but it's only three times a day movement for a round - hardly enough to count as the flash.

Is there an extra clarification somewhere? Where does it say it only lasts for a Combat Turn?

Jack_Spade

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Re: Super Hero Conversion
« Reply #19 on: (06:38:13/03-16-17) »
Huh? Now that I read the power again, I can't find that rule either. Maybe it's in my German copy. Got to read up once I get home.

Hm, in that case it would indeed be better - especially if you combine it with a Wakyambi Elf and their innate celerity or a surged Nocturna

Edit:
Still, a channeled spirit has the benefit of also increasing your physical attributes and you can call up a spirit with a rating up to double your magic (+1 with that one quality). And since spirit rating equals their magic rating you could get vastly improved movement multiplicators

Surged Nocturna with maxed AGI (+exceptional attribute) with a channeled F15 spirit has a modified AGI of 13 and a run speed of 72m/turn. With movement you can tune that up to 1080m/turn or 360 m/s or 1296 km/h.
That's above the speed of sound, so not to shabby (and you better have a spirit co-pilot to help you plot your course)
« Last Edit: (06:50:15/03-16-17) by Jack_Spade »
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Nightmaster

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Re: Super Hero Conversion
« Reply #20 on: (15:23:21/03-16-17) »
I asked "by the rules" those are it.  :D

Unfortunaly the Shadowrun Flash is still slower than even a 0.38 special bullet  :P

Kiirnodel

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Re: Super Hero Conversion
« Reply #21 on: (15:24:15/03-16-17) »
Yeah, not saying the possession spirit route doesn't result in a closer proximity to the powers, or a potentially more powerful character. But an adept would probably be closer to the concept of the original superhero. Plus the Adept gets access to Athlete's way Supernatural Prowess (use Magic+Grade in place of any Physical Attribute) which after a few initiations is just unreal in terms of potential.

Reaver

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Re: Super Hero Conversion
« Reply #22 on: (01:01:41/03-17-17) »
I asked "by the rules" those are it.  :D

Unfortunaly the Shadowrun Flash is still slower than even a 0.38 special bullet  :P

yea, but that's the way it will be for any "super" hero conversion to Shadowrun really.

1973, Superman saves a freaking SOLAR SYSTEM by tying the Sun, the planets and all the moon's in one long freaking daisy  chain with wonder Woman's  Lasso and then flew them away from a black hole.... And then on page 3 he got on with that year's Plot point. You know, no big deal....

During the original Civil War Wolverine cross-over, Wolverine regenerates from a tiny bit of grey matter left over in his skull after getting blown up by Nuke.... No big deal, just walked if off like a trooper...

AND THEN there was that time in the Havok/Wolverine cross-over where Havok Absorbs the energy output of a Nuclear reactor sabotaged with weapons grade material to emit a blast "That will destroy all of eastern Russia and China in nuclear fire!! MUHAHAHAHAH!!". Then had a vodka tonic with Polaris in hotel that same afternoon.... Cause, you know, THAT works in comic science...... <Hint: it would cause the reactor to go inert, not go into meltdown>

And don't get me started on Flash, the man so fast, he out runs time!! And then fixes it BEFORE he does it... 


No, I am proud to say, SR keeps it in more Science then Fiction in their Sci-Fi writings...



< And for the record, there has been some great Super Hero games out there... Palladium has a fair system laid out in 3+ books. the old School TSR did a licensed Marvel game that was great - because it gave us the FASE RIP system!!! >

 
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Nightmaster

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Re: Super Hero Conversion
« Reply #23 on: (09:28:17/03-17-17) »
I asked "by the rules" those are it.  :D

Unfortunaly the Shadowrun Flash is still slower than even a 0.38 special bullet  :P

yea, but that's the way it will be for any "super" hero conversion to Shadowrun really.

1973, Superman saves a freaking SOLAR SYSTEM by tying the Sun, the planets and all the moon's in one long freaking daisy  chain with wonder Woman's  Lasso and then flew them away from a black hole.... And then on page 3 he got on with that year's Plot point. You know, no big deal....

During the original Civil War Wolverine cross-over, Wolverine regenerates from a tiny bit of grey matter left over in his skull after getting blown up by Nuke.... No big deal, just walked if off like a trooper...

AND THEN there was that time in the Havok/Wolverine cross-over where Havok Absorbs the energy output of a Nuclear reactor sabotaged with weapons grade material to emit a blast "That will destroy all of eastern Russia and China in nuclear fire!! MUHAHAHAHAH!!". Then had a vodka tonic with Polaris in hotel that same afternoon.... Cause, you know, THAT works in comic science...... <Hint: it would cause the reactor to go inert, not go into meltdown>

And don't get me started on Flash, the man so fast, he out runs time!! And then fixes it BEFORE he does it... 


No, I am proud to say, SR keeps it in more Science then Fiction in their Sci-Fi writings...



< And for the record, there has been some great Super Hero games out there... Palladium has a fair system laid out in 3+ books. the old School TSR did a licensed Marvel game that was great - because it gave us the FASE RIP system!!! >
First I was comenting only

Second I never considered those freak exagerations of the 70'-80'

My coment is because at least by concept alone, the Flash should be at least 30% faster than a revolver/pistol bullet. That is around 900-1000 m/s (depending on the caliber and gun used).

That level of speed is not the same as the speed of light or other shenanigans of comic books in my opinion.

Jack_Spade

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Re: Super Hero Conversion
« Reply #24 on: (10:08:18/03-17-17) »
Well, you just need to initiate and raise magic enough times until you have a strong enough spirit to increase your speed even more.  ;)
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Ghost Rigger

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Re: Super Hero Conversion
« Reply #25 on: (10:17:14/03-17-17) »
Second I never considered those freak exagerations of the 70'-80'
Oh it gets worse when you go back further.

Nightmaster

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Re: Super Hero Conversion
« Reply #26 on: (09:54:59/03-20-17) »
Well, you just need to initiate and raise magic enough times until you have a strong enough spirit to increase your speed even more.  ;)
Ok but since I dont have the 5e, how much higher would need be the spirit to achiev that threshold of 30% faster than a revolver/pistol bullet (900-1000 m/s)?

Jack_Spade

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Re: Super Hero Conversion
« Reply #27 on: (10:48:40/03-20-17) »
Well, you just need to initiate and raise magic enough times until you have a strong enough spirit to increase your speed even more.  ;)
Ok but since I dont have the 5e, how much higher would need be the spirit to achiev that threshold of 30% faster than a revolver/pistol bullet (900-1000 m/s)?

The necessary data is all in my post:
Still, a channeled spirit has the benefit of also increasing your physical attributes and you can call up a spirit with a rating up to double your magic (+1 with that one quality). And since spirit rating equals their magic rating you could get vastly improved movement multiplicators

Surged Nocturna with maxed AGI (+exceptional attribute) with a channeled F15 spirit has a modified AGI of 13 and a run speed of 72m/turn. With movement you can tune that up to 1080m/turn or 360 m/s or 1296 km/h.
That's above the speed of sound, so not to shabby (and you better have a spirit co-pilot to help you plot your course)

A turn is 3 seconds, so 72m/turn as base is 24m/s

900m/s / 24 m/s = 37.5
So you need a F38 spirit, which you can theoretically call if you are a mage with a magic of 19.
So starting with magic 7 you only need 12 initiations (354 Karma) and 12 Magic increases (810 Karma)

A small price for being able to outrun a bullet, but being unable to actually perceive it (or anything at all really with those high speeds) ;)
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Ghost Rigger

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Re: Super Hero Conversion
« Reply #28 on: (10:52:09/03-20-17) »
I thought you got a point of magic with every initiation.

Jack_Spade

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Re: Super Hero Conversion
« Reply #29 on: (11:07:43/03-20-17) »
You are thinking of adepts who can get power points as an alternative to a meta magic.

Otherwise: HAHAHAHAHA... no.
talk think matrix

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