Shadowrun

Shadowrun General => General Discussion => Topic started by: Nightmaster on <03-15-17/1245:14>

Title: Super Hero Conversion
Post by: Nightmaster on <03-15-17/1245:14>
That is a matter derived from the thread about vigiliantism that I started. Me and some friends were talking about it one day when one of then stated that is possible to make a "super hero" using only the current rules (both 4e and 5e) and gave me the example of Spider Man. Since I was preatty drunk that night I dont remember what the specifics were and that friend of mine was even more drunk than me and dont even remember saying that... dumb I know...

So I am here to see from you guys how you would make example versions of some classic super heroes into the shadowrun rules (no house rule) based on either 4e or 5e.

The heroes in question are:

Spider Man
Flash
Aquaman
Batman
Wolverine
Colossus
Cyclops
Wonder Woman
Question
Human Torch
The Thing
Hulk
Hawkman
Superman
Title: Re: Super Hero Conversion
Post by: Kincaid on <03-15-17/1303:15>
Man, Wolverine would be so much easier if they gave Two-Weapon Fighting to the cyber implant martial art.  Away from my books--could you One Trick Pony that?
Title: Re: Super Hero Conversion
Post by: Nightmaster on <03-15-17/1306:45>
Man, Wolverine would be so much easier if they gave Two-Weapon Fighting to the cyber implant martial art.  Away from my books--could you One Trick Pony that?
Sorry but I really dont understood you  ???

English is not my native language  :-[
Title: Re: Super Hero Conversion
Post by: Kincaid on <03-15-17/1308:38>
No worries, I was just wondering aloud how to give Wolverine two sets of claws/spurs and have it be meaningful in terms of game mechanics.
Title: Re: Super Hero Conversion
Post by: Nightmaster on <03-15-17/1312:26>
No worries, I was just wondering aloud how to give Wolverine two sets of claws/spurs and have it be meaningful in terms of game mechanics.
Were spurs not a single implant? If single then you add two implants. If not you just need one set of spurs implant. Right?

Also in the 4e there were martial arts maneuvers that deal with off hand and two-weapon fighting
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-15-17/1344:47>
A lot of things will have to be inaccessible for a starting character, but here are my ideas for that:

Spider Man
Adept with spider silk gland, wall running, hang time, etc. (Can be done for a starting character)

Flash
Focused summoner with channeling and a possessing ally spirit, granting him movement continuously

Aquaman
Surged adept with water breathing and Animal Empathy + Authorative Tone and a weird water animal fixation

Batman
Adept with Resources, Skills and Attributes at A++++++++

Wolverine
Shifter with amnesia (doesn't know he can turn into a wolverine  ;) ) for regeneration and deltaware titanium bones and a double set of spurs with Dikote

Colossus
Troll with troll reduction II and full cyber conversion

Cyclops
Adept with Adept spell "Elemental Attack Radiation)

Wonder Woman
Human looking elf adept with incredible natural armor and a scopolamin/dmso laced lariat

Human Torch
Summoner with channeled fire spirit, levitation and movement power

The Thing
A troll with all the dermal plating there is

Hulk
Surged Minotaur/cow shifter adept with berserker power

Hawkman
Mystic Adept with levitation and a sweet custom milspec armor + movement power from a bound spirit

Superman
The 14 year old GMs GMPC
Title: Re: Super Hero Conversion
Post by: Nightmaster on <03-15-17/1400:13>
Superman
The 14 year old GMs GMPC
Care to explain?  :-[
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-15-17/1429:51>
Sure,
the adolescent phase is fraught for many males with insecurities about their changing bodies, identities and their status. They are still very much dependent on their parents in all major life decisions but are also beginning to assert their own personality which often leads to feelings of powerlessness.

RPGs not only offer escape from that, but provide an outlet for power fantasies. Hence the propensity of many guys in their puberty to create fictional identities with vastly more power than the "rules" would allow.

From my experience, every young RPG gamer goes through that phase where he turns into a little munchkin - but usually only the GM has the power to blatantly ignore the systems rules and create something as overtly powerful as superman.  ;)
Title: Re: Super Hero Conversion
Post by: Ghost Rigger on <03-15-17/1434:20>
Most people couldn't roleplay well enough for Superman's few foibles (he's still just a man capable of feeling anxiety, fear, sadness and self-doubt despite his vast powers, and though he tries his very best he can't quite save everyone) to be meaningful, so more often than not playing Superman would just be a power trip.
Title: Re: Super Hero Conversion
Post by: Kincaid on <03-15-17/1438:51>
Sure,
the adolescent phase is fraught for many males with insecurities about their changing bodies, identities and their status. They are still very much dependent on their parents in all major life decisions but are also beginning to assert their own personality which often leads to feelings of powerlessness.

RPGs not only offer escape from that, but provide an outlet for power fantasies. Hence the propensity of many guys in their puberty to create fictional identities with vastly more power then the "rules" would allow.

From my experience, every young RPG gamer goes through that phase where he turns into a little munchkin - but usually only the GM has the power to blatantly ignore the systems rules and create something as overtly powerful as superman.  ;)

You're forgetting the GM's significant other.
Title: Re: Super Hero Conversion
Post by: Thanael on <03-15-17/1539:54>
For a bit more toned down superheroes shadowrun conversions, how about the Netflix marvel 'verse. I got a very shadowrun street level adepts vibe from Daredevil, Jessica Jones and even Luke Cage.

Daredevil
Ninja Adept
Qualities: Blind, Toughness, Daredevil, Day Job, Code of Honor?
Martial Arts(Ninjutsu; Tricking, Blindfight)
Adept powers: improved senses(audio enhancement,select sound filter, spatial recognized, improved touch, smell, taste), enhanced perception, blind fighting, combat sense, motion sense(?), missile parry, improved reflexes. Improved skills: gymnastics, unarmed.


Punisher
Mundane Weapon Specialist/mercenary shooter, secondary Melee.


Luke Cage
Orc(?) adept bruiser/tank
Qualities: Ex-Con, Code of Honor/Pacifist?,  Driven?.
Adept powers: max mystic armor, elemental resistance:fire, improved strength, body,

Jessica Jones
Human investigator/adept
Qualities: Flashbacks, addiction (alcohol), dark secret/big regret
Adept powers: improved strength (lots) impr. Body(a bit), light step.(for jumping!)

Killgrave
Human mystic adept face/manipulation mage
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-15-17/1550:06>
Sure,
the adolescent phase is fraught for many males with insecurities about their changing bodies, identities and their status. They are still very much dependent on their parents in all major life decisions but are also beginning to assert their own personality which often leads to feelings of powerlessness.

RPGs not only offer escape from that, but provide an outlet for power fantasies. Hence the propensity of many guys in their puberty to create fictional identities with vastly more power then the "rules" would allow.

From my experience, every young RPG gamer goes through that phase where he turns into a little munchkin - but usually only the GM has the power to blatantly ignore the systems rules and create something as overtly powerful as superman.  ;)

You're forgetting the GM's significant other.

Eh, those usually have more of a feminin touch to their characters - I haven't met one yet who would want to play superman (It's usually more an immortal vampire princess or a super tough Lara Croft)
Title: Re: Super Hero Conversion
Post by: FancyDerek on <03-15-17/2015:36>
For a bit more toned down superheroes shadowrun conversions, how about the Netflix marvel 'verse. I got a very shadowrun street level adepts vibe from Daredevil, Jessica Jones and even Luke Cage.

Daredevil
Ninja Adept
Qualities: Blind, Toughness, Daredevil, Day Job, Code of Honor?
Martial Arts(Ninjutsu; Tricking, Blindfight)
Adept powers: improved senses(audio enhancement,select sound filter, spatial recognized, improved touch, smell, taste), enhanced perception, blind fighting, combat sense, motion sense(?), missile parry, improved reflexes. Improved skills: gymnastics, unarmed.




Punisher
Mundane Weapon Specialist/mercenary shooter, secondary Melee.


Luke Cage
Orc(?) adept bruiser/tank
Qualities: Ex-Con, Code of Honor/Pacifist?,  Driven?.
Adept powers: max mystic armor, elemental resistance:fire, improved strength, body,

Jessica Jones
Human investigator/adept
Qualities: Flashbacks, addiction (alcohol), dark secret/big regret
Adept powers: improved strength (lots) impr. Body(a bit), light step.(for jumping!)

Killgrave
Human mystic adept face/manipulation mage

Daredevil's sight is some form of echolocation.
So improved sense (ultrasound) might be in order.
Title: Re: Super Hero Conversion
Post by: Kincaid on <03-15-17/2027:00>
Ultrasound is a sensor function, not a sense.  You could give him astral sight, which roughly mimics it.  Instead of listening to someone's heartbeat to get a sense of their mood, you read their aura.
Title: Re: Super Hero Conversion
Post by: The Wyrm Ouroboros on <03-15-17/2325:44>
Recommended reading: Zone Sense. (http://forums.shadowruntabletop.com/index.php?topic=18640.msg332064#msg332064)
Title: Re: Super Hero Conversion
Post by: Pap Renvela on <03-16-17/0031:58>
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,
Title: Re: Super Hero Conversion
Post by: Kiirnodel on <03-16-17/0052:36>
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.
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-16-17/0357:58>
@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.
Title: Re: Super Hero Conversion
Post by: Kiirnodel on <03-16-17/0459:43>
@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?
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-16-17/0638:13>
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)
Title: Re: Super Hero Conversion
Post by: Nightmaster on <03-16-17/1523:21>
I asked "by the rules" those are it.  :D

Unfortunaly the Shadowrun Flash is still slower than even a 0.38 special bullet  :P
Title: Re: Super Hero Conversion
Post by: Kiirnodel on <03-16-17/1524:15>
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.
Title: Re: Super Hero Conversion
Post by: Reaver on <03-17-17/0101:41>
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!!! >

 
Title: Re: Super Hero Conversion
Post by: Nightmaster on <03-17-17/0928:17>
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.
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-17-17/1008:18>
Well, you just need to initiate and raise magic enough times until you have a strong enough spirit to increase your speed even more.  ;)
Title: Re: Super Hero Conversion
Post by: Ghost Rigger on <03-17-17/1017:14>
Second I never considered those freak exagerations of the 70'-80'
Oh it gets worse when you go back further.
Title: Re: Super Hero Conversion
Post by: Nightmaster on <03-20-17/0954:59>
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)?
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-20-17/1048:40>
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) ;)
Title: Re: Super Hero Conversion
Post by: Ghost Rigger on <03-20-17/1052:09>
I thought you got a point of magic with every initiation.
Title: Re: Super Hero Conversion
Post by: Jack_Spade on <03-20-17/1107:43>
You are thinking of adepts who can get power points as an alternative to a meta magic.

Otherwise: HAHAHAHAHA... no.
Title: Re: Super Hero Conversion
Post by: Reaver on <03-20-17/2117:06>
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) ;)

SHHHH!!!!!!!!



Stop giving away my travel secrets!!!!

Quote
Posted by: Ghost Rigger
« on: Today at 10:52:09 »
I thought you got a point of magic with every initiation

Nope. After you pay for the "privilege" of an initiation @ 10 + (Grade x 3) Karma, You get to shell out an other MR x 5 Karma for the new Magic Rating :P

But yes, it is SO, SO worth it :D   
Title: Re: Super Hero Conversion
Post by: RowanTheFox on <03-21-17/1315:51>
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) ;)

SHHHH!!!!!!!!



Stop giving away my travel secrets!!!!

Quote
Posted by: Ghost Rigger
« on: Today at 10:52:09 »
I thought you got a point of magic with every initiation

Nope. After you pay for the "privilege" of an initiation @ 10 + (Grade x 3) Karma, You get to shell out an other MR x 5 Karma for the new Magic Rating :P

But yes, it is SO, SO worth it :D

-glances at my MAG 20+ shaman- Pfft, I see your spirit shenanigans and raise you one Astral Shift spell.  ;D
Title: Re: Super Hero Conversion
Post by: Reaver on <03-21-17/1510:50>
That's my initation count...


13 more runs and I can get my 21st initation and raise my magic to 26! (Lost an essence due to ware)
Title: Re: Super Hero Conversion
Post by: RowanTheFox on <03-21-17/1517:34>
That's my initation count...


13 more runs and I can get my 21st initation and raise my magic to 26! (Lost an essence due to ware)

Same thing with mine. She was forcefully implanted with a datajack and fed dreamchips (Because Aztech is a monumental dick). Her MAG is currently at 25.