Shadowrun

Shadowrun General => Gear => Topic started by: JimJungle on <08-06-11/1619:10>

Title: Jump Legs
Post by: JimJungle on <08-06-11/1619:10>
So I dont have all the books so i might have missed this one but, is there an augment that boosts jumping?  Are there cyber legs specifically for that? If there isnt then there really should be. We already have ware like the Raptor legs, and Hover disks, so why not Jump Legs? The idea of a runner jumping a ridiculous amount of distance is very appealing. Of course there would be some requirements and negatives. Like having a high enough strength and body to support the ware. It wouldnt be much good to jump really far if the fall kills you.

On a side note, what are the rules for a jump attack? Can you fit sprint, jump and melee all in one pass?
Title: Re: Jump Legs
Post by: Ryo on <08-06-11/1633:15>
Hydraulic Jacks, page 344 of SR4A. It requires two cyberlegs and adds +1 dice pool to jumping tests, 20% to maximum jumping distance, and reduces the effect of falling by 2 meters per rating. Goes up to rating 6, which would be +6 dice on the test, 120% increase in distance, and reduces fall damage by 12 meters.
Title: Re: Jump Legs
Post by: JimJungle on <08-07-11/0210:54>
Wow.
I missed that one. Damn, that is a helluva improvement.
So lemme get this straight, let's say i have a Human with Agility 5, gymnastics 5, specialized Jumping, and Hydraulic legs rating 6, and he wants to jump as far as he can. He rolls Gym 5(+2), Agility 5, + 6 for Hydraul Legs, for a total of 18. The distance in meters = hits x2. Lets say he gets 6 hits, thats 12 M. But the description of the jumping skill says that you can only jump as far as agility x 1.5, which is 8 M (round up). I'm guessing that the         120% is for that max distance. Damn its been far too long since school. Can someone more math oriented help with this? It seems to me that you can roll to jump much further than your max distance will allow.
Title: Re: Jump Legs
Post by: Ryo on <08-07-11/0302:06>
120% additional distance when 8 meters is your cap means your new cap is 17.6 meters.
Title: Re: Jump Legs
Post by: JimJungle on <08-07-11/0313:32>
OK, so max distance is 18 M (round up), with a DP of 18 and hits x2, its possible to roll higher than max distance. What happens then? Crash?
Title: Re: Jump Legs
Post by: Ryo on <08-07-11/0338:52>
Max Distance is max distance. If you get enough hits to get that far, that's as far as you go. Extra hits don't accomplish anything.
Title: Re: Jump Legs
Post by: JimJungle on <08-07-11/0402:20>
So I know the answer is going to be "no", but I have to ask: Can the Adept Power Great Leap, be used with Cyber Legs? With Raptor Legs, and Hydraulics.
Title: Re: Jump Legs
Post by: Medicineman on <08-07-11/0435:53>
So I know the answer is going to be "no", but I have to ask: Can the Adept Power Great Leap, be used with Cyber Legs? With Raptor Legs, and Hydraulics.
Yes  ;D (with all of them)why not ?

with a Dance to Jumpin' Jack Flash (its a Gas,Gas,Gas)
Medicineman
Title: Re: Jump Legs
Post by: JimJungle on <08-07-11/0534:42>
OK I made a char named Jumper who is specically designed for Jumping. Not a By The Rules char by any means.
Still 400 BP tho. Some availability exceeded.
DP for Jump test: Gym 6+2(spec) + 1 Reflex Recorder (Jumping), +5 (Great Leap), +4  Improv Ability (Jumping),  +12 Agility, +6 Hydraulics, +2 Raptor Legs= 38. Nice, right?
Max Distance(horizontally)= Agility 12, +6 Hydrauls, +5 Great Leap,= 23 x 1.5= 34.5 x 1.2 (hydrauls)= 41.4 (round up) = 41 meters max distance. Fall Distance= 12 (Hydrauls) + 6 (FreeFall)= 18m absorbed from fall damage
Impressive. This guy is gonna be a new prime runner. jk. I have a full char worked out if interested.
Title: Re: Jump Legs
Post by: Medicineman on <08-07-11/0618:59>
+4  Improv Ability (Jumping)
max +3 impr.Ability / +2 only with Reflex Recorder 
so its 36 Dice total

HokaHey
Medicineman
Title: Re: Jump Legs
Post by: JoeNapalm on <08-07-11/0942:15>

I am just curious...that is some mighty fine jumping about, but...

What is the practical application? Assuming, of course, that the is one?

I am all for jumping for jumping's sake, don't get me wrong... :P

I just can't help but wonder if there is an envisioned, say, advanced combat technique I am missing?

-Jn-
City of Brass Expatriate

Title: Re: Jump Legs
Post by: Stahlseele on <08-07-11/1016:20>
Same as with all such high dice pool things.
To show it can be done.

Also, DEATH FROM ABOVE!
Title: Re: Jump Legs
Post by: Medicineman on <08-07-11/1342:26>
@Joe Napalm
Imagine a Troll Pitfighter(weight 300 Kilos) with Raptorlegs, 17Dice for Jumping,Hydraulic Jacks Lvl 5,M.A.Maneuver All Out Attack (+ Finishing Move).
Calculate all Boni from Reach, heightened Position,charge,all out attack, STR 11 Raptorlegs & Sangre Y Aceiro Lvl 2
(Base Damage 7 or 9 K)
Thats "Meteor" (aka Death from Above). I'm playing him right now in Gostcartells (he has Late Awakening and I hope its gonna be Adept or mystical Adept).His favorite tactic is to jump on Enemies

with a Dance from Above
Medicineman
Title: Re: Jump Legs
Post by: SirDelta on <08-07-11/1522:50>
Speaking of Hydraulic Jacks, is there a way to put them in a character's cyberarms?
Title: Re: Jump Legs
Post by: Medicineman on <08-07-11/1527:22>
Speaking of Hydraulic Jacks, is there a way to put them in a character's cyberarms?
Nope they're Legs accessoires

Hough !
Medicineman
Title: Re: Jump Legs
Post by: JimJungle on <08-07-11/1553:39>
This started as just a Rules Buster, now its much more. I have a couple variations of this idea, one is like the Meteor char Medicineman posted, another is an elf with Longarms and a tricked out sniper rifle. Death From Above in so many ways. Also an idea for a guy who just really likes jumping. He will show up from time to time right out of the blue to mess with my runners, then jump away. Lol. Imagine some runners sneaking up on thier target, only to have Jumper fall from the sky in front of them, laughing hysterically, just to say "Hello". Then jump off again. I'm thinking he would have to be some sort of corp experiment gone very wrong.
Title: Re: Jump Legs
Post by: JoeNapalm on <08-08-11/1013:49>
@Joe Napalm
Imagine a Troll Pitfighter(weight 300 Kilos) with Raptorlegs, 17Dice for Jumping,Hydraulic Jacks Lvl 5,M.A.Maneuver All Out Attack (+ Finishing Move).
Calculate all Boni from Reach, heightened Position,charge,all out attack, STR 11 Raptorlegs & Sangre Y Aceiro Lvl 2
(Base Damage 7 or 9 K)
Thats "Meteor" (aka Death from Above). I'm playing him right now in Gostcartells (he has Late Awakening and I hope its gonna be Adept or mystical Adept).His favorite tactic is to jump on Enemies

with a Dance from Above
Medicineman


That is awesome. *Grin*

I hope he doesn't do this in wood frame buildings.


-Jn-
Ifriti Sophist
Title: Re: Jump Legs
Post by: JoeNapalm on <08-08-11/1138:13>
This started as just a Rules Buster, now its much more. I have a couple variations of this idea, one is like the Meteor char Medicineman posted, another is an elf with Longarms and a tricked out sniper rifle. Death From Above in so many ways. Also an idea for a guy who just really likes jumping. He will show up from time to time right out of the blue to mess with my runners, then jump away. Lol. Imagine some runners sneaking up on thier target, only to have Jumper fall from the sky in front of them, laughing hysterically, just to say "Hello". Then jump off again. I'm thinking he would have to be some sort of corp experiment gone very wrong.

Heh...nice.

Reminds me of a crazy guy I had in my CP2020 campaign. It was a VERY dark, gritty game...to keep the players from getting too overwhelmed by the constant dogging they received, I threw in the occasional tension breaker.

This one was a "Prime Runner" sort who was quite mad - thought he was a super hero. Had inherited enough money to make good on it with Cyber and training (very Batman-esque), and would show up, occasionally. Even pulled their chestnuts out of the fire a time or two.

Serious bat situation in the belfry, though.


-Jn-
Ifriti Sophist
Title: Re: Jump Legs
Post by: Dysth on <08-10-11/1821:25>
would an attacker targeting the jumping char possibly get a negative attack modifier? someone jumping around like some mexican jumping bean on steroids just must be awefully confusing. random jumping might not help attacking but i think it would make it really hard for hitting someone fleeing like that.
also now i imagine a troll with an oversized pogo-stick in a gunfight -.-
Title: Re: Jump Legs
Post by: Stahlseele on <08-10-11/1835:53>
Have 2 LMG's mounted parallel to the pogo stick and fire down on people while jumping overhead.
Title: Re: Jump Legs
Post by: Enderxeno on <08-31-11/0154:28>
You guys gave me a great idea for my already wacked out stack of characters. hehe Thank you ^_^
Title: Re: Jump Legs
Post by: Kontact on <08-31-11/0502:38>
Max Distance(horizontally)= Agility 12, +6 Hydrauls, +5 Great Leap,= 23 x 1.5= 34.5 x 1.2 (hydrauls)= 41.4 (round up) = 41 meters max distance.

Remember it's +120%, so that's Agl + great leap x1.5 and then x2.2 =  meters max.

So, if you can swing 12 Agl + 5 great leap then that's a max distance of 56 meters.

Working with Agility 10 +9 skill +2 spec +5 leap +6 legs +2 raptor +3 Synthcardium +1 Enhanced Articulation you can get 38 dice.  Average 13 hits +8 hits on reroll for 21 total.  There are a few more gymnastic boosters out there, but none as economical.  Still, a 42 meter jump is retarded.
Title: Re: Jump Legs
Post by: Stahlseele on <09-01-11/0958:07>
No, it is NOT retarded.
People need to stop saying something is retarded and then turning right around and defending the use of magic . .
WHY is it more retarded to have somebody who combines tech and magic to JUMP 50m when a mage can FLY?
People these days . .
Title: Re: Jump Legs
Post by: Deliverator on <09-01-11/1520:25>
No, it is NOT retarded.
People need to stop saying something is retarded and then turning right around and defending the use of magic . .
WHY is it more retarded to have somebody who combines tech and magic to JUMP 50m when a mage can FLY?
People these days . .

I think he meant retarded as in "Hehehe that is RETARDED"
Title: Re: Jump Legs
Post by: Kontact on <09-03-11/0216:33>
Yeah, meaning so much that it's into the territory of 'why bother?'

Like, "A 60 oz soda?  That's stupid big.  Way to go 7-11.  That Big Gulp is retarded."
Title: Re: Jump Legs
Post by: JimJungle on <02-09-12/0315:37>
"Why Bother" Just because.
Title: Re: Jump Legs
Post by: CitizenJoe on <02-09-12/0608:42>
Hydraulic jacks in arms = Dhalsim from Street Fighter
Title: Re: Jump Legs
Post by: Halancar on <02-09-12/1055:54>
And now you know why the Shadowrun NBA bans cyberlegs :)

A basketball court is only 28m long, after all...
Title: Re: Jump Legs
Post by: All4BigGuns on <02-09-12/1202:58>
Yeah, meaning so much that it's into the territory of 'why bother?'

Like, "A 60 oz soda?  That's stupid big.  Way to go 7-11.  That Big Gulp is retarded."

It's 64 oz. and personally, I think it's AWESOME.  Fill one of those bad boys with Mt. Dew and no ice and you're good for about an hour.  8)
Title: Re: Jump Legs
Post by: beowulf_of_wa on <02-09-12/1211:51>
or twenty minutes and hyperactivity followed by cardiac arrest......
Title: Re: Jump Legs
Post by: Red Canti on <02-09-12/1523:28>
And a pissbreak that'll last 5 damned minutes.
Title: Re: Jump Legs
Post by: CanRay on <02-09-12/1618:36>
Damn you USAers and your caffeinated Mountain Dew!!!
Title: Re: Jump Legs
Post by: beowulf_of_wa on <02-09-12/1802:23>
you poor canuck and DEcaffed MT Dew??!?!?! oh dear god say it ain't so. that's just mean.
Title: Re: Jump Legs
Post by: JustADude on <02-09-12/1846:55>
Damn you USAers and your caffeinated Mountain Dew!!!

You don't have caffeine in your Dew?!

Oh, you poor, poor person!

*smuggles CanRay a few cases*
Title: Re: Jump Legs
Post by: Mirikon on <02-09-12/1850:47>
CanRay, I keep telling you, move away from that godforsaken wasteland, and come to the US. Sure, you don't have things like a health care system that you don't have to sell a kidney to take advantage of, but you have the more important things, like gaming groups and caffeinated beverages.
Title: Re: Jump Legs
Post by: beowulf_of_wa on <02-09-12/1909:34>
and stuff that gets stopped at the border, like swords and gaming  books.
Title: Re: Jump Legs
Post by: Mäx on <02-11-12/0115:01>
Also when talking about benefits of doing this, don't forget the awesome reduction to falling distance. Almost nothing beats jumping out of a tenth floor window and casually walking away from a three point landing for quick escape.
Title: Re: Jump Legs
Post by: CitizenJoe on <02-11-12/0721:04>
They work the other way too.  Brace yourself against a wall and you can kick someone across the room.
Title: Re: Jump Legs
Post by: JustADude on <02-11-12/0740:36>
Also when talking about benefits of doing this, don't forget the awesome reduction to falling distance. Almost nothing beats jumping out of a tenth floor window and casually walking away from a three point landing for quick escape.

Also, don't forget you can use a hostile to break your landing.

I figure they'll take just as much falling damage as you would've, before the Jacks were factored in. Not to mention, if I'm GMing, I'd add the net hits on your Agility + Unarmed test to successfully land on them, since you're trying to hurt them when you land on them.
Title: Re: Jump Legs
Post by: KarmaInferno on <02-12-12/0126:36>
Hydraulic jacks in arms = Dhalsim from Street Fighter

I just had a thought.

Since Modular Cyberlimbs have UCCP joints, is there anything stopping you from attaching a lower leg to your elbow, with an internal jump jack in that lower leg?




-k
Title: Re: Jump Legs
Post by: farothel on <02-12-12/0619:53>
Speaking of Hydraulic Jacks, is there a way to put them in a character's cyberarms?
Nope they're Legs accessoires

Hough !
Medicineman

Although if you ask very nice to your GM you might be able to get a similar accessory for arms.  I do wonder what's the use of that though?
Title: Re: Jump Legs
Post by: Mirikon on <02-12-12/0732:07>
You could jump while doing handstands?
Title: Re: Jump Legs
Post by: beowulf_of_wa on <02-15-12/0128:10>
for when you really wanna give your friend a push!
Title: Re: Jump Legs
Post by: Stahlseele on <02-15-12/0950:04>
Easy: Put buddies Feet on your hands. Point upwards.
Instant ejection seat!
Point hands downward, propell yourself up after them.
And don't forget about lobbing grenades and the such!